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	<updated>2026-05-15T07:48:03Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=Acca-Nirsi&amp;diff=433694</id>
		<title>Acca-Nirsi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acca-Nirsi&amp;diff=433694"/>
		<updated>2023-02-25T17:58:02Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Bonds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [https://wiki.rpg.net/index.php/Fabula_Ultima_Dawn_Approaches Fabula Ultima: Dawn Approaches] game.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:accanirsi.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Acca-Nirsi=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Reference&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Current HP: 38&amp;lt;br&amp;gt;&lt;br /&gt;
Current MP: 73&amp;lt;br&amp;gt;&lt;br /&gt;
Current IP: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Details=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Acca-Nirsi&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; Escaped Imperial Arcane Abomination&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme:&#039;&#039;&#039; Anger&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Mt. Vesuvas Imperial Research Facility&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pronouns:&#039;&#039;&#039; She/Her/Hers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonds==&lt;br /&gt;
&#039;&#039;&#039;The Forces of the Empire:&#039;&#039;&#039; (Hatred) Acca-Nirsi will not rest until the Empire is burned to the ground. Her fiery hatred is reserved for the active forces of the Empire and it&#039;s whole system of oppression. Ordinary citizens of the Empire that support it with their passivity she mostly regards with icy disdain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astra Ylluminae:&#039;&#039;&#039; (Admiration) Acca-Nirsi admires Astra practical mind and the way she stays focused on the objective.&lt;br /&gt;
&lt;br /&gt;
==Attributess==&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INS&#039;&#039;&#039; d10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MIG&#039;&#039;&#039; d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WLP&#039;&#039;&#039; d10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FP:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 38 Crisis: 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MP:&#039;&#039;&#039; 73&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IP:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INIT MOD:&#039;&#039;&#039; -2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEF:&#039;&#039;&#039; 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;M.DEF:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level and Classes==&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&amp;lt;br&amp;gt;&lt;br /&gt;
Elementalist 6 (Elemental Magical 4 {Flare, Ignis, Thunderbolt, Fulgur}, Magic Artillery 2) [MP+5, Ritualism]&amp;lt;br&amp;gt;&lt;br /&gt;
Entropist 1 (Entropic Magic 1 {Drain Spirit}) [MP+5, Ritualism]&amp;lt;br&amp;gt;&lt;br /&gt;
Arcanist 1 (Bind and Summon {Arcanum of the Forge}) [MP+5]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Armor: Sage robe [DEF=DEX+1 M.DEF=INS+2 INIT MOD=-2]&amp;lt;br&amp;gt;&lt;br /&gt;
Main Hand: Staff [WLP+WLP] HR+6 physical&amp;lt;br&amp;gt;&lt;br /&gt;
Off-Hand: Staff&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zenit: 240&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Magic [4]&#039;&#039;&#039;&lt;br /&gt;
Each time you acquire this Skill, learn one Elementalist spell. Offensive ( ⚡ ) Elementalist spells use【INS + WLP】for the Magic Check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Artillery [2]&#039;&#039;&#039;&lt;br /&gt;
When you cast an offensive ( ⚡ ) spell, if you have an arcane weapon equipped, you gain a bonus to your Magic Check equal to【SL×2】.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entropic Magic [1]&#039;&#039;&#039;&lt;br /&gt;
Each time you acquire this Skill, learn one Entropist spell. Offensive ( ⚡ ) Entropist spells use【INS + WLP】for the Magic Check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bind and Summon&#039;&#039;&#039;&lt;br /&gt;
You may bind Arcana to your soul and summon them later. The Game Master will tell you the details of each binding process when you first encounter the Arcanum in question. You may use an action and spend 40 Mind Points to summon an Arcanum you have bound. If you take this Skill at character creation, you begin play with one Arcanum of your choice already bound to you. Other than that, you may only obtain new Arcana through exploration and story progression.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 20 / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You channel a single ray of fire towards your foe, its temperature so high that it will pierce through most defenses. The target suffers【HR+25】fire damage. Damage dealt by this spell ignores Resistances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignis&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 10 x T / Target: Up to three creatures / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You unleash a searing barrage against your foes, conjuring flames out of thin air. Each target hit by this spell suffers【HR+15】fire damage. Opportunity: Each target hit by this spell suffers shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderbolt&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
⚡ / MP 20 / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You send lightning striking at your foe. The target suffers【HR + 25】bolt damage. Damage dealt by this spell ignores Resistances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgur&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 10 x T / Target: Up to three creatures / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You weave electricity into a wave of crackling bolts. Each target hit by this spell suffers【HR + 15】boltdamage. Opportunity: Each target hit by this spell suffers dazed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drain Spirit&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / 5 MP / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You consume a creature&#039;s psyche. The target loses【HR+15】Mind Points. Then, you recover an amount of Mind Points equal to half the Mind Points loss they suffered (if the loss was reduced to 0 in some way, you recover none).&lt;br /&gt;
&lt;br /&gt;
==Arcanum==&lt;br /&gt;
&lt;br /&gt;
===Haborym===&lt;br /&gt;
[[File:haborym.png|thumb]]&lt;br /&gt;
&#039;&#039;Arcanum of the Forge&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; fire, heat, metal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Merge:&#039;&#039;&#039; You have Resistance to fire damage. Any fire damage you deal ignores Resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dismiss:&#039;&#039;&#039; When you dismiss this Arcanum, choose Forge or Inferno.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Forge&#039;&#039;. You create a basic armor, shield or weapon of your choice. If you select this option again, the previously created item vanishes. If you create a weapon this way, it deals fire damage instead of physical.​&lt;br /&gt;
* &#039;&#039;Inferno&#039;&#039;. Choose any number of creatures you can see: each of them suffers 30 fire damage. This damage ignores Resistances.​&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
The Republic of Gen-Rosita, inhabited primarily by the cat-like Felisi, was just another small country that fell to the Empire early in its conquests. A nation of forest villages, its people had fought as best they could, but they were no match for the arcanitech terrors of the Empire. So it was that, after decades of occupation, when Empire came for it&#039;s yearly levy of conscripts for the Imperial war machine, Acca-Nirsi&#039;s parents gave her up with no complaint.&lt;br /&gt;
&lt;br /&gt;
But instead of an Imperial training and indoctrination center, Acca and her fellow conscripts were sent to the Mount Vesuvas Research Facility in the far-off Kona mountain range. Mt. Vesuvas was an active volcano, and deep in its heart slumbered and ancient spirit of flame. Once upon a time, it had been worshiped by the peoples of the region as a god. But to the Empire, it was just another resource to be turned into a weapon.&lt;br /&gt;
&lt;br /&gt;
Acca and her fellow conscripts underwent experiment after experiment, their numbers dwindling with each round. Experiments to enhance arcane abiltiy. Experiments to induce an affinity for fire. Experiments to compel obedience. Experiments to align their spiritual signatures with that of the arcanum.&lt;br /&gt;
&lt;br /&gt;
After several years, they finally found success in Acca and imprisoned a portion of the arcanum within her soul. The last step was a field test. She was sealed within an arcanitech armor suit designed to amplify her new powers and dispatched alongside a force of Imperial regulars to wipe out a town thought to be harboring rebel sympathizers.&lt;br /&gt;
&lt;br /&gt;
But, they had made a miscalculation. The arcanum&#039;s incandescent fury at its imprisonment kindled within Acca&#039;s soul an unquenchable rage, a rage great enough to shatter her mental conditioning. As the Imperial troopers moved in on the village, Acca unleashed years of fettered anger as a great storm of flame that consumed arcanitek and flesh and blood enemies alike, even turning her augmentation armor into so much molten slag.&lt;br /&gt;
&lt;br /&gt;
Some days later, she awoke in the care of the rebel cell that had been in the village. And nearly killed them when the Imperial conditioning reasserted itself. She found that she could only stay herself if she stayed angry.&lt;br /&gt;
&lt;br /&gt;
Now, constantly simmering with rage, she takes the fight to the Empire and looks for some way to permanently break the Empire&#039;s hold over her. Failing that, she&#039;ll settle for burning them. Burning them all!&lt;br /&gt;
&lt;br /&gt;
==Q&amp;amp;A==&lt;br /&gt;
===What is the price your character paid for insubordination?===&lt;br /&gt;
&amp;quot;I meekly went along with whatever they asked of me, until I finally woke up and got angry. Went mad. Hehehe. They&#039;re probably hunting me, if only to capture me and see where their experiment went wrong. They might have even retaliated against my home village, punished them for what I did. They made me a monster, a vessel for a raging flame I can barely contain. I have to keep moving, stay angry, or the chains they put in my head will bind me again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What price did I pay? Hehehe. Just my mind, body, and soul.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Which factions promised you their help? Which factions might oppose you?===&lt;br /&gt;
&#039;&#039;&#039;The Free Sky rebels in Kona&#039;&#039;&#039;... well, I wouldn&#039;t say they&#039;ll help me exactly, other than the time when they found me after my first little... episode. They&#039;re happy enough to point me in the direction of their enemies, but I&#039;m too dangerously volatile to keep around. And if the Vesuvas Research Directorate is looking for me, that makes me a liability, other than as bait. Hehehe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchant Alliance&#039;&#039;&#039; isn&#039;t exactly my biggest fan. They liked the stability the Empire provided, just not the taxes. My whole &amp;quot;burn it to the ground and then glass the earth where it stood&amp;quot; stance on the Empire doesn&#039;t go over well with a bunch of rich bastards whose main objection to the Empire was that it wasn&#039;t them in charge. Problem is they bankroll half the factions doing the actual fighting and dying against the Empire.&lt;br /&gt;
&lt;br /&gt;
===What are your enemies’ crimes, and why is no one else opposing them?===&lt;br /&gt;
&amp;quot;You mean other experimenting on children and trying to turn them in semi-autonomous weapons? Name a crime, and the Empire&#039;s done it. And people let them, because they&#039;re frightened. Hopeless. Tired. They tried to fight when the Empire invaded, and lost. What could they accomplish now, when they&#039;re even weaker? That&#039;s how I used to think. Why fight when you can only lose? Survival for as long as you can is the only victory you could hope for.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now I know better. Better to burn out than fade away. Because the Empire, no matter what faction wins the civil war, will just keep taking and taking and taking until there&#039;s nothing left to take. And then they&#039;ll take even more.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acca-Nirsi&amp;diff=433693</id>
		<title>Acca-Nirsi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acca-Nirsi&amp;diff=433693"/>
		<updated>2023-02-25T17:57:51Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Bonds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [https://wiki.rpg.net/index.php/Fabula_Ultima_Dawn_Approaches Fabula Ultima: Dawn Approaches] game.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:accanirsi.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Acca-Nirsi=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Reference&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Current HP: 38&amp;lt;br&amp;gt;&lt;br /&gt;
Current MP: 73&amp;lt;br&amp;gt;&lt;br /&gt;
Current IP: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Details=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Acca-Nirsi&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; Escaped Imperial Arcane Abomination&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme:&#039;&#039;&#039; Anger&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Mt. Vesuvas Imperial Research Facility&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pronouns:&#039;&#039;&#039; She/Her/Hers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonds==&lt;br /&gt;
&#039;&#039;&#039;The Forces of the Empire:&#039;&#039;&#039; (Hatred) Acca-Nirsi will not rest until the Empire is burned to the ground. Her fiery hatred is reserved for the active forces of the Empire and it&#039;s whole system of oppression. Ordinary citizens of the Empire that support it with their passivity she mostly regards with icy disdain.&lt;br /&gt;
&#039;&#039;&#039;Astra Ylluminae:&#039;&#039;&#039; (Admiration) Acca-Nirsi admires Astra practical mind and the way she stays focused on the objective.&lt;br /&gt;
&lt;br /&gt;
==Attributess==&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INS&#039;&#039;&#039; d10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MIG&#039;&#039;&#039; d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WLP&#039;&#039;&#039; d10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FP:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 38 Crisis: 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MP:&#039;&#039;&#039; 73&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IP:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INIT MOD:&#039;&#039;&#039; -2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEF:&#039;&#039;&#039; 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;M.DEF:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level and Classes==&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&amp;lt;br&amp;gt;&lt;br /&gt;
Elementalist 6 (Elemental Magical 4 {Flare, Ignis, Thunderbolt, Fulgur}, Magic Artillery 2) [MP+5, Ritualism]&amp;lt;br&amp;gt;&lt;br /&gt;
Entropist 1 (Entropic Magic 1 {Drain Spirit}) [MP+5, Ritualism]&amp;lt;br&amp;gt;&lt;br /&gt;
Arcanist 1 (Bind and Summon {Arcanum of the Forge}) [MP+5]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Armor: Sage robe [DEF=DEX+1 M.DEF=INS+2 INIT MOD=-2]&amp;lt;br&amp;gt;&lt;br /&gt;
Main Hand: Staff [WLP+WLP] HR+6 physical&amp;lt;br&amp;gt;&lt;br /&gt;
Off-Hand: Staff&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zenit: 240&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Magic [4]&#039;&#039;&#039;&lt;br /&gt;
Each time you acquire this Skill, learn one Elementalist spell. Offensive ( ⚡ ) Elementalist spells use【INS + WLP】for the Magic Check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Artillery [2]&#039;&#039;&#039;&lt;br /&gt;
When you cast an offensive ( ⚡ ) spell, if you have an arcane weapon equipped, you gain a bonus to your Magic Check equal to【SL×2】.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entropic Magic [1]&#039;&#039;&#039;&lt;br /&gt;
Each time you acquire this Skill, learn one Entropist spell. Offensive ( ⚡ ) Entropist spells use【INS + WLP】for the Magic Check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bind and Summon&#039;&#039;&#039;&lt;br /&gt;
You may bind Arcana to your soul and summon them later. The Game Master will tell you the details of each binding process when you first encounter the Arcanum in question. You may use an action and spend 40 Mind Points to summon an Arcanum you have bound. If you take this Skill at character creation, you begin play with one Arcanum of your choice already bound to you. Other than that, you may only obtain new Arcana through exploration and story progression.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 20 / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You channel a single ray of fire towards your foe, its temperature so high that it will pierce through most defenses. The target suffers【HR+25】fire damage. Damage dealt by this spell ignores Resistances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignis&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 10 x T / Target: Up to three creatures / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You unleash a searing barrage against your foes, conjuring flames out of thin air. Each target hit by this spell suffers【HR+15】fire damage. Opportunity: Each target hit by this spell suffers shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderbolt&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
⚡ / MP 20 / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You send lightning striking at your foe. The target suffers【HR + 25】bolt damage. Damage dealt by this spell ignores Resistances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgur&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 10 x T / Target: Up to three creatures / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You weave electricity into a wave of crackling bolts. Each target hit by this spell suffers【HR + 15】boltdamage. Opportunity: Each target hit by this spell suffers dazed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drain Spirit&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / 5 MP / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You consume a creature&#039;s psyche. The target loses【HR+15】Mind Points. Then, you recover an amount of Mind Points equal to half the Mind Points loss they suffered (if the loss was reduced to 0 in some way, you recover none).&lt;br /&gt;
&lt;br /&gt;
==Arcanum==&lt;br /&gt;
&lt;br /&gt;
===Haborym===&lt;br /&gt;
[[File:haborym.png|thumb]]&lt;br /&gt;
&#039;&#039;Arcanum of the Forge&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; fire, heat, metal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Merge:&#039;&#039;&#039; You have Resistance to fire damage. Any fire damage you deal ignores Resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dismiss:&#039;&#039;&#039; When you dismiss this Arcanum, choose Forge or Inferno.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Forge&#039;&#039;. You create a basic armor, shield or weapon of your choice. If you select this option again, the previously created item vanishes. If you create a weapon this way, it deals fire damage instead of physical.​&lt;br /&gt;
* &#039;&#039;Inferno&#039;&#039;. Choose any number of creatures you can see: each of them suffers 30 fire damage. This damage ignores Resistances.​&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
The Republic of Gen-Rosita, inhabited primarily by the cat-like Felisi, was just another small country that fell to the Empire early in its conquests. A nation of forest villages, its people had fought as best they could, but they were no match for the arcanitech terrors of the Empire. So it was that, after decades of occupation, when Empire came for it&#039;s yearly levy of conscripts for the Imperial war machine, Acca-Nirsi&#039;s parents gave her up with no complaint.&lt;br /&gt;
&lt;br /&gt;
But instead of an Imperial training and indoctrination center, Acca and her fellow conscripts were sent to the Mount Vesuvas Research Facility in the far-off Kona mountain range. Mt. Vesuvas was an active volcano, and deep in its heart slumbered and ancient spirit of flame. Once upon a time, it had been worshiped by the peoples of the region as a god. But to the Empire, it was just another resource to be turned into a weapon.&lt;br /&gt;
&lt;br /&gt;
Acca and her fellow conscripts underwent experiment after experiment, their numbers dwindling with each round. Experiments to enhance arcane abiltiy. Experiments to induce an affinity for fire. Experiments to compel obedience. Experiments to align their spiritual signatures with that of the arcanum.&lt;br /&gt;
&lt;br /&gt;
After several years, they finally found success in Acca and imprisoned a portion of the arcanum within her soul. The last step was a field test. She was sealed within an arcanitech armor suit designed to amplify her new powers and dispatched alongside a force of Imperial regulars to wipe out a town thought to be harboring rebel sympathizers.&lt;br /&gt;
&lt;br /&gt;
But, they had made a miscalculation. The arcanum&#039;s incandescent fury at its imprisonment kindled within Acca&#039;s soul an unquenchable rage, a rage great enough to shatter her mental conditioning. As the Imperial troopers moved in on the village, Acca unleashed years of fettered anger as a great storm of flame that consumed arcanitek and flesh and blood enemies alike, even turning her augmentation armor into so much molten slag.&lt;br /&gt;
&lt;br /&gt;
Some days later, she awoke in the care of the rebel cell that had been in the village. And nearly killed them when the Imperial conditioning reasserted itself. She found that she could only stay herself if she stayed angry.&lt;br /&gt;
&lt;br /&gt;
Now, constantly simmering with rage, she takes the fight to the Empire and looks for some way to permanently break the Empire&#039;s hold over her. Failing that, she&#039;ll settle for burning them. Burning them all!&lt;br /&gt;
&lt;br /&gt;
==Q&amp;amp;A==&lt;br /&gt;
===What is the price your character paid for insubordination?===&lt;br /&gt;
&amp;quot;I meekly went along with whatever they asked of me, until I finally woke up and got angry. Went mad. Hehehe. They&#039;re probably hunting me, if only to capture me and see where their experiment went wrong. They might have even retaliated against my home village, punished them for what I did. They made me a monster, a vessel for a raging flame I can barely contain. I have to keep moving, stay angry, or the chains they put in my head will bind me again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What price did I pay? Hehehe. Just my mind, body, and soul.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Which factions promised you their help? Which factions might oppose you?===&lt;br /&gt;
&#039;&#039;&#039;The Free Sky rebels in Kona&#039;&#039;&#039;... well, I wouldn&#039;t say they&#039;ll help me exactly, other than the time when they found me after my first little... episode. They&#039;re happy enough to point me in the direction of their enemies, but I&#039;m too dangerously volatile to keep around. And if the Vesuvas Research Directorate is looking for me, that makes me a liability, other than as bait. Hehehe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchant Alliance&#039;&#039;&#039; isn&#039;t exactly my biggest fan. They liked the stability the Empire provided, just not the taxes. My whole &amp;quot;burn it to the ground and then glass the earth where it stood&amp;quot; stance on the Empire doesn&#039;t go over well with a bunch of rich bastards whose main objection to the Empire was that it wasn&#039;t them in charge. Problem is they bankroll half the factions doing the actual fighting and dying against the Empire.&lt;br /&gt;
&lt;br /&gt;
===What are your enemies’ crimes, and why is no one else opposing them?===&lt;br /&gt;
&amp;quot;You mean other experimenting on children and trying to turn them in semi-autonomous weapons? Name a crime, and the Empire&#039;s done it. And people let them, because they&#039;re frightened. Hopeless. Tired. They tried to fight when the Empire invaded, and lost. What could they accomplish now, when they&#039;re even weaker? That&#039;s how I used to think. Why fight when you can only lose? Survival for as long as you can is the only victory you could hope for.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now I know better. Better to burn out than fade away. Because the Empire, no matter what faction wins the civil war, will just keep taking and taking and taking until there&#039;s nothing left to take. And then they&#039;ll take even more.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acca-Nirsi&amp;diff=433666</id>
		<title>Acca-Nirsi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acca-Nirsi&amp;diff=433666"/>
		<updated>2023-02-24T15:23:46Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Bonds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [https://wiki.rpg.net/index.php/Fabula_Ultima_Dawn_Approaches Fabula Ultima: Dawn Approaches] game.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:accanirsi.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Acca-Nirsi=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Reference&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Current HP: 38&amp;lt;br&amp;gt;&lt;br /&gt;
Current MP: 73&amp;lt;br&amp;gt;&lt;br /&gt;
Current IP: 6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Character Details=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Acca-Nirsi&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039; Escaped Imperial Arcane Abomination&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme:&#039;&#039;&#039; Anger&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Mt. Vesuvas Imperial Research Facility&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pronouns:&#039;&#039;&#039; She/Her/Hers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonds==&lt;br /&gt;
&#039;&#039;&#039;The Forces of the Empire:&#039;&#039;&#039; (Hatred) Acca-Nirsi will not rest until the Empire is burned to the ground. Her fiery hatred is reserved for the active forces of the Empire and it&#039;s whole system of oppression. Ordinary citizens of the Empire that support it with their passivity she mostly regards with icy disdain.&lt;br /&gt;
&lt;br /&gt;
==Attributess==&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INS&#039;&#039;&#039; d10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MIG&#039;&#039;&#039; d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WLP&#039;&#039;&#039; d10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FP:&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 38 Crisis: 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MP:&#039;&#039;&#039; 73&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IP:&#039;&#039;&#039; 6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INIT MOD:&#039;&#039;&#039; -2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEF:&#039;&#039;&#039; 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;M.DEF:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level and Classes==&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 8&amp;lt;br&amp;gt;&lt;br /&gt;
Elementalist 6 (Elemental Magical 4 {Flare, Ignis, Thunderbolt, Fulgur}, Magic Artillery 2) [MP+5, Ritualism]&amp;lt;br&amp;gt;&lt;br /&gt;
Entropist 1 (Entropic Magic 1 {Drain Spirit}) [MP+5, Ritualism]&amp;lt;br&amp;gt;&lt;br /&gt;
Arcanist 1 (Bind and Summon {Arcanum of the Forge}) [MP+5]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Armor: Sage robe [DEF=DEX+1 M.DEF=INS+2 INIT MOD=-2]&amp;lt;br&amp;gt;&lt;br /&gt;
Main Hand: Staff [WLP+WLP] HR+6 physical&amp;lt;br&amp;gt;&lt;br /&gt;
Off-Hand: Staff&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zenit: 240&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Magic [4]&#039;&#039;&#039;&lt;br /&gt;
Each time you acquire this Skill, learn one Elementalist spell. Offensive ( ⚡ ) Elementalist spells use【INS + WLP】for the Magic Check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Artillery [2]&#039;&#039;&#039;&lt;br /&gt;
When you cast an offensive ( ⚡ ) spell, if you have an arcane weapon equipped, you gain a bonus to your Magic Check equal to【SL×2】.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entropic Magic [1]&#039;&#039;&#039;&lt;br /&gt;
Each time you acquire this Skill, learn one Entropist spell. Offensive ( ⚡ ) Entropist spells use【INS + WLP】for the Magic Check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bind and Summon&#039;&#039;&#039;&lt;br /&gt;
You may bind Arcana to your soul and summon them later. The Game Master will tell you the details of each binding process when you first encounter the Arcanum in question. You may use an action and spend 40 Mind Points to summon an Arcanum you have bound. If you take this Skill at character creation, you begin play with one Arcanum of your choice already bound to you. Other than that, you may only obtain new Arcana through exploration and story progression.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 20 / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You channel a single ray of fire towards your foe, its temperature so high that it will pierce through most defenses. The target suffers【HR+25】fire damage. Damage dealt by this spell ignores Resistances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignis&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 10 x T / Target: Up to three creatures / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You unleash a searing barrage against your foes, conjuring flames out of thin air. Each target hit by this spell suffers【HR+15】fire damage. Opportunity: Each target hit by this spell suffers shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderbolt&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
⚡ / MP 20 / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You send lightning striking at your foe. The target suffers【HR + 25】bolt damage. Damage dealt by this spell ignores Resistances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgur&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / MP 10 x T / Target: Up to three creatures / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You weave electricity into a wave of crackling bolts. Each target hit by this spell suffers【HR + 15】boltdamage. Opportunity: Each target hit by this spell suffers dazed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drain Spirit&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
⚡ / 5 MP / Target: One creature / Duration: Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
You consume a creature&#039;s psyche. The target loses【HR+15】Mind Points. Then, you recover an amount of Mind Points equal to half the Mind Points loss they suffered (if the loss was reduced to 0 in some way, you recover none).&lt;br /&gt;
&lt;br /&gt;
==Arcanum==&lt;br /&gt;
&lt;br /&gt;
===Haborym===&lt;br /&gt;
[[File:haborym.png|thumb]]&lt;br /&gt;
&#039;&#039;Arcanum of the Forge&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; fire, heat, metal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Merge:&#039;&#039;&#039; You have Resistance to fire damage. Any fire damage you deal ignores Resistances.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dismiss:&#039;&#039;&#039; When you dismiss this Arcanum, choose Forge or Inferno.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;Forge&#039;&#039;. You create a basic armor, shield or weapon of your choice. If you select this option again, the previously created item vanishes. If you create a weapon this way, it deals fire damage instead of physical.​&lt;br /&gt;
* &#039;&#039;Inferno&#039;&#039;. Choose any number of creatures you can see: each of them suffers 30 fire damage. This damage ignores Resistances.​&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
The Republic of Gen-Rosita, inhabited primarily by the cat-like Felisi, was just another small country that fell to the Empire early in its conquests. A nation of forest villages, its people had fought as best they could, but they were no match for the arcanitech terrors of the Empire. So it was that, after decades of occupation, when Empire came for it&#039;s yearly levy of conscripts for the Imperial war machine, Acca-Nirsi&#039;s parents gave her up with no complaint.&lt;br /&gt;
&lt;br /&gt;
But instead of an Imperial training and indoctrination center, Acca and her fellow conscripts were sent to the Mount Vesuvas Research Facility in the far-off Kona mountain range. Mt. Vesuvas was an active volcano, and deep in its heart slumbered and ancient spirit of flame. Once upon a time, it had been worshiped by the peoples of the region as a god. But to the Empire, it was just another resource to be turned into a weapon.&lt;br /&gt;
&lt;br /&gt;
Acca and her fellow conscripts underwent experiment after experiment, their numbers dwindling with each round. Experiments to enhance arcane abiltiy. Experiments to induce an affinity for fire. Experiments to compel obedience. Experiments to align their spiritual signatures with that of the arcanum.&lt;br /&gt;
&lt;br /&gt;
After several years, they finally found success in Acca and imprisoned a portion of the arcanum within her soul. The last step was a field test. She was sealed within an arcanitech armor suit designed to amplify her new powers and dispatched alongside a force of Imperial regulars to wipe out a town thought to be harboring rebel sympathizers.&lt;br /&gt;
&lt;br /&gt;
But, they had made a miscalculation. The arcanum&#039;s incandescent fury at its imprisonment kindled within Acca&#039;s soul an unquenchable rage, a rage great enough to shatter her mental conditioning. As the Imperial troopers moved in on the village, Acca unleashed years of fettered anger as a great storm of flame that consumed arcanitek and flesh and blood enemies alike, even turning her augmentation armor into so much molten slag.&lt;br /&gt;
&lt;br /&gt;
Some days later, she awoke in the care of the rebel cell that had been in the village. And nearly killed them when the Imperial conditioning reasserted itself. She found that she could only stay herself if she stayed angry.&lt;br /&gt;
&lt;br /&gt;
Now, constantly simmering with rage, she takes the fight to the Empire and looks for some way to permanently break the Empire&#039;s hold over her. Failing that, she&#039;ll settle for burning them. Burning them all!&lt;br /&gt;
&lt;br /&gt;
==Q&amp;amp;A==&lt;br /&gt;
===What is the price your character paid for insubordination?===&lt;br /&gt;
&amp;quot;I meekly went along with whatever they asked of me, until I finally woke up and got angry. Went mad. Hehehe. They&#039;re probably hunting me, if only to capture me and see where their experiment went wrong. They might have even retaliated against my home village, punished them for what I did. They made me a monster, a vessel for a raging flame I can barely contain. I have to keep moving, stay angry, or the chains they put in my head will bind me again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What price did I pay? Hehehe. Just my mind, body, and soul.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Which factions promised you their help? Which factions might oppose you?===&lt;br /&gt;
&#039;&#039;&#039;The Free Sky rebels in Kona&#039;&#039;&#039;... well, I wouldn&#039;t say they&#039;ll help me exactly, other than the time when they found me after my first little... episode. They&#039;re happy enough to point me in the direction of their enemies, but I&#039;m too dangerously volatile to keep around. And if the Vesuvas Research Directorate is looking for me, that makes me a liability, other than as bait. Hehehe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Merchant Alliance&#039;&#039;&#039; isn&#039;t exactly my biggest fan. They liked the stability the Empire provided, just not the taxes. My whole &amp;quot;burn it to the ground and then glass the earth where it stood&amp;quot; stance on the Empire doesn&#039;t go over well with a bunch of rich bastards whose main objection to the Empire was that it wasn&#039;t them in charge. Problem is they bankroll half the factions doing the actual fighting and dying against the Empire.&lt;br /&gt;
&lt;br /&gt;
===What are your enemies’ crimes, and why is no one else opposing them?===&lt;br /&gt;
&amp;quot;You mean other experimenting on children and trying to turn them in semi-autonomous weapons? Name a crime, and the Empire&#039;s done it. And people let them, because they&#039;re frightened. Hopeless. Tired. They tried to fight when the Empire invaded, and lost. What could they accomplish now, when they&#039;re even weaker? That&#039;s how I used to think. Why fight when you can only lose? Survival for as long as you can is the only victory you could hope for.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now I know better. Better to burn out than fade away. Because the Empire, no matter what faction wins the civil war, will just keep taking and taking and taking until there&#039;s nothing left to take. And then they&#039;ll take even more.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=432768</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=432768"/>
		<updated>2023-01-19T15:10:42Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Heretics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
&lt;br /&gt;
While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
&lt;br /&gt;
Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
&lt;br /&gt;
After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
==Ancients==&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
==Imperials==&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Mabffyddlon&#039;&#039;&#039;, (Bugbear, Primus). Loyal aide to Vhalka ze Orzh. Wears customized heavy arcanotek armor with shields built into each arm.&lt;br /&gt;
*&#039;&#039;&#039;Doctor na Arrumene&#039;&#039;&#039;, (Tabaxi, Military Arcanotek Archeologist). Aided Primus Mabffyddlon in searching the ruins of Dragoncurse for proof of Viceroy Thardalien&#039;s possible treachery.&lt;br /&gt;
&lt;br /&gt;
==Heretics==&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
*&#039;&#039;&#039;Dragonslayer Fordesial&#039;&#039;&#039;, (High Elf, Heretic Champion). Bearer of Blizzard&#039;s Bane, the halberd used to slay Niveiryuma, the Howling Blizzard.&lt;br /&gt;
&lt;br /&gt;
=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
&lt;br /&gt;
Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
&lt;br /&gt;
While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountains separating the Steppes of Rau from the Mother Forest. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, his sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
&lt;br /&gt;
==Niveiryuma, the Howling Blizzard==&lt;br /&gt;
Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=432767</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=432767"/>
		<updated>2023-01-19T14:51:03Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Imperials */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
==Ancients==&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
==Imperials==&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Mabffyddlon&#039;&#039;&#039;, (Bugbear, Primus). Loyal aide to Vhalka ze Orzh. Wears customized heavy arcanotek armor with shields built into each arm.&lt;br /&gt;
*&#039;&#039;&#039;Doctor na Arrumene&#039;&#039;&#039;, (Tabaxi, Military Arcanotek Archeologist). Aided Primus Mabffyddlon in searching the ruins of Dragoncurse for proof of Viceroy Thardalien&#039;s possible treachery.&lt;br /&gt;
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==Heretics==&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
*&#039;&#039;&#039;Dragonslayer Fordesial&#039;&#039;&#039;, (High Elf, Heretic Champion). Bearer of Blizzard&#039;s Bane, the halberd used to slay&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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=Other NPCs=&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
&lt;br /&gt;
Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
&lt;br /&gt;
While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountains separating the Steppes of Rau from the Mother Forest. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, his sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
&lt;br /&gt;
==Niveiryuma, the Howling Blizzard==&lt;br /&gt;
Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=432475</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=432475"/>
		<updated>2023-01-05T01:41:30Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Enemies */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
==Ancients==&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
==Imperials==&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
==Heretics==&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
*&#039;&#039;&#039;Dragonslayer Fordesial&#039;&#039;&#039;, (High Elf, Heretic Champion). Bearer of Blizzard&#039;s Bane, the halberd used to slay&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountains separating the Steppes of Rau from the Mother Forest. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
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==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, his sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
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==Niveiryuma, the Howling Blizzard==&lt;br /&gt;
Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=432294</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=432294"/>
		<updated>2022-12-27T15:07:46Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Enemies */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
*&#039;&#039;&#039;Dragonslayer Fordesial&#039;&#039;&#039;, (High Elf, Heretic Champion). Bearer of Blizzard&#039;s Bane, the halberd used to slay&lt;br /&gt;
&lt;br /&gt;
=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
&lt;br /&gt;
Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
&lt;br /&gt;
While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountains separating the Steppes of Rau from the Mother Forest. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, his sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
&lt;br /&gt;
==Niveiryuma, the Howling Blizzard==&lt;br /&gt;
Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431623</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431623"/>
		<updated>2022-12-09T15:36:08Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Myrkky, the Venom Maelstrom */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountains separating the Steppes of Rau from the Mother Forest. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
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==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, his sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
&lt;br /&gt;
==Niveiryuma, the Howling Blizzard==&lt;br /&gt;
Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431622</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431622"/>
		<updated>2022-12-09T15:35:27Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Khokhluu, the Azure Tempest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountains separating the Steppes of Rau from the Mother Forest. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
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==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, our sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
==Niveiryuma, the Howling Blizzard==&lt;br /&gt;
Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431621</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431621"/>
		<updated>2022-12-09T15:34:27Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Other NPCs */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
&lt;br /&gt;
=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
&lt;br /&gt;
Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
&lt;br /&gt;
While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountain on the north of the Steppes. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, our sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
==Niveiryuma, the Howling Blizzard==&lt;br /&gt;
Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431620</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431620"/>
		<updated>2022-12-09T15:34:05Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Myrkky, the Venom Maelstrom */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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=Other NPCs=&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountain on the north of the Steppes. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, our sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431619</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431619"/>
		<updated>2022-12-09T15:33:47Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Myrkky, the Venom Maelstrom */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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=Other NPCs=&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountain on the north of the Steppes. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, our sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
==Niveiryuma, the Howling Blizzard== Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431618</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431618"/>
		<updated>2022-12-09T15:33:20Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Church, the Dragonborn Cleric */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
&lt;br /&gt;
Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
&lt;br /&gt;
While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountain on the north of the Steppes. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, our sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
==Niveiryuma, the Howling Blizzard==Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431617</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431617"/>
		<updated>2022-12-09T15:32:49Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Other NPCs */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]] He lives in the mountain on the north of the Steppes. Boisterous and joyful, he revels in contests of strength and rewards those foolish enough to challenge him, or that accept his challenge.&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, our sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
==Niveiryuma, the Howling Blizzard==Slain dragon of the First Brood who settled in Ashgurt. She was betrayed by the people who would become the Heretics, who feasted upon her remains to gain a portion of her power, setting off the first great Wyrmdirge and war between the Heretics and the dragons.&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431616</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=431616"/>
		<updated>2022-12-09T15:25:55Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Enemies */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition.&lt;br /&gt;
*&#039;&#039;&#039;Viceroy Thardalien&#039;&#039;&#039;, (High Elf, Archprelate of the True Faith). Puppet ruler of Ashgust, answering to Vhlaka ze Orzh. Leader of the anti-dragon Heretics.&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
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==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]]&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, our sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=425160</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=425160"/>
		<updated>2022-08-01T17:34:30Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Khokhluu, the Azure Tempest */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition. &lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
&lt;br /&gt;
While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
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==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]]&lt;br /&gt;
==Ignafnir, the Consuming Rage==&lt;br /&gt;
She dwells beneath the sands of the southern desert, having long since burned down the forests that used to cover the land in a fit of rage. She was prideful, and in her pride reacted to a slight by the people who called the land home by burning all with her breath. When she regained her senses, she felt great shame at her deed and resolved to hide herself from the world of mortals. Should the Wyrmdirge reach her, her rage might be easily rekindled.&lt;br /&gt;
==Myrkky, the Venom Maelstrom==&lt;br /&gt;
He lives in the Lake of the Dragon&#039;s Descent, as the people of that area call it. Long ago he threw in his lot with the Voidseers of Khuarm, in exchange for a share of riches of their conquests. They made the error of turning their eyes south, and to the lands that lay beneath Auraryuma&#039;s wings. Myrkky and Auraryuma did battle in the skies, and in the end, Auraryuma tore the wings from Myrkky, sending him crashing to the ground and forming the crater that became the lake. While Auraryuma lived, Myrkky could only seethe and plot within its depths. Alas, our sire is dead for now, and doubtlessly Myrkky is working on some mischief.&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Aikireikinu&amp;diff=401564</id>
		<title>User:Aikireikinu</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Aikireikinu&amp;diff=401564"/>
		<updated>2021-06-29T12:43:41Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: Blanked the page&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=401259</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=401259"/>
		<updated>2021-06-24T14:40:29Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Personal Background */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://www.dndbeyond.com/profile/DaradZhall/characters/47958444 Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
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==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, ???). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera views the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, ???).&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=401022</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=401022"/>
		<updated>2021-06-17T20:56:04Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The Story Thus Far */&lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
A member of the Eye-Less Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Being the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, Terbish was considered the runt of her family and treated very poorly. She was often bullied and abused by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. The process had changed them though. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that Tek would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of great dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that &#039;they&#039; became &#039;she&#039;, and Hammer became Church, a place of succor for the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long since outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
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==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, ???). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera views the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, ???).&lt;br /&gt;
&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: ==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=399740</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=399740"/>
		<updated>2021-05-12T15:52:01Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Wayfarers of Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=398526</id>
		<title>DnD5 theSavageTide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=398526"/>
		<updated>2021-04-06T04:34:03Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* THE HEROES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inro&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_of_Saltmarsh.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
==THE HEROES==&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;sName&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Class/Level&#039;&#039;&#039; || &#039;&#039;&#039;Species&#039;&#039;&#039; || &#039;&#039;&#039;ALN&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;Max HP&#039;&#039;&#039; || &#039;&#039;&#039;Speed&#039;&#039;&#039; || &#039;&#039;&#039;Spell Slots&#039;&#039;&#039; || &#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Federigo Soto | &#039;&#039;&#039;Federigo Soto&#039;&#039;&#039;]] || @SirMoogle || Rogue 2 || Human ||NG || 15 || 15 || 30ft || n/a || Sneak Attack (1d6), Expertise, Cunning Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Charity Bronzegg | &#039;&#039;&#039;Sister Charity Bronzegg&#039;&#039;&#039;]] || @Unka Josh || Fighter 3 || Stout Halfling || NG || 18/19 || 31 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+3), Action Surge &lt;br /&gt;
|-&lt;br /&gt;
| [[Zyran Wroggereth | &#039;&#039;&#039;Zyran Wroggereth&#039;&#039;&#039;]] || @jmucchiello || Bard 2 || Triton || LG || 14 || 17 || 30ft, Swim 30ft || 3/3 || Amphibious, Control Air and Water, Emissary of the Sea, Guardians of the Depths, Bardic Spellcasting, Bardic Inspiration, Jack-of-All trades, Healing Song&lt;br /&gt;
|-&lt;br /&gt;
| [[Borgar Silverfist | &#039;&#039;&#039;Borgar Silverfist&#039;&#039;&#039;]] || @Talisman || Paladin 2 || Orc || CG || 16 || 20 || 30ft || 2 || Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| [[Eckanem Itthoball | &#039;&#039;&#039;Eckanem Itthobaal&#039;&#039;&#039;]] || @JasonELeigh || Wizard 2 || Dragonborn || NG || 15 || 14 || 30ft || 3/3 || Breath Weapon, Resistant to Fire, Arcane Spellcasting, Arcane Recovery &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://www.dndbeyond.com/profile/Aikireikinu/characters/46717313 Zuri]&#039;&#039;&#039; || @Aikireikinu  || Monk 3 || Wood Elf || NG || 16 || 24 || 45ft || n/a || Mask of the Wild, Unarmored Defense, Martial Arts, Ki 3/3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sticks[https://wiki.rpg.net/index.php/Brahnamin%27s_Characters_-_Sticks]&#039;&#039;&#039; || @brahnamin || Druid 2 || Human || NG || 14 || 19 || 30ft || 3/3 || Druidic Spellcasting, Circle of the Land, Wildshape&lt;br /&gt;
|-&lt;br /&gt;
|| [[Vex &amp;quot;Gold&amp;quot; Goldenworm | &#039;&#039;&#039;Vex &amp;quot;Gold&amp;quot; Goldenworm&#039;&#039;&#039;]] || @Mr Adventurer || Paladin 1/ Sorcerer 1 || Human || CG || 18 || 19 || 30ft || 2/2 || Divine Sense, Lay on Hands, Sorcerer Spellcasting &amp;amp; Draconic Origin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Manor House===&lt;br /&gt;
The key to the manor house the heroes now own[https://wiki.rpg.net/index.php/File:D5.Saltmarsh_Manor.jpg]&lt;br /&gt;
&lt;br /&gt;
Located 4 miles out of the town of &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039; and on a step hill near the cliff. The attic and wine cellar are not pictured. Also not shown is the alchemist lab and storage room along with the stairwell down to the necromancer&#039;s room and caves that led to the sea.&lt;br /&gt;
&lt;br /&gt;
==THE TEN THOUSAND ISLE SETTING==&lt;br /&gt;
The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.&lt;br /&gt;
&lt;br /&gt;
This archipelago is centered on the world&#039;s equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.&lt;br /&gt;
&lt;br /&gt;
The game will be using a lot of &#039;&#039;Greyhawk&#039;&#039; organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered &#039;Savages&#039; and &#039;Evil&#039; by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.&lt;br /&gt;
&lt;br /&gt;
Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the long-loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Long Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).&lt;br /&gt;
&lt;br /&gt;
==THE SAVAGE TIDE/GHOST OVERVIEW==&lt;br /&gt;
The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.&lt;br /&gt;
&lt;br /&gt;
[[File:Saltmarsh_Port.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
The port city of &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039; is on a good sized island called &#039;&#039;&#039;The Black Opal&#039;&#039;&#039; (EDIT I have changed the island to about the size of the island of &#039;&#039;&#039;&#039;&#039;Lawrence Island&#039;&#039;&#039;&#039;&#039;[https://en.wikipedia.org/wiki/St._Lawrence_Island] in Alaska, so about 90 miles long and 25 miles wide at its widest. In interior is all volcanic mountains and the north is also heavy mountains). The island itself is located in the western archipelago chain. The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; was intially started some 598 years ago in the Free City-Port of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039;. Gathering many local indendent ports together they formed the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.&lt;br /&gt;
&lt;br /&gt;
When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of &#039;smuggler&#039; trade between various League members of the Hold of the Sea Prines.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hold of the City Princes&#039;&#039;&#039; is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.&lt;br /&gt;
&lt;br /&gt;
==Saltmarsh==&lt;br /&gt;
The sea port of &#039;&#039;&#039;Seamarsh&#039;&#039;&#039; is a nondescript fishing village tucked away on the south-eastern coast of &#039;&#039;&#039;Black Opal Island&#039;&#039;&#039;. It was formed on the bedrock of an oldern unknown town or village that disappeared serval centuries ago (its old wall still remains on the south part of the village). Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough&lt;br /&gt;
to create their own realm, a loose confederacy known as the &#039;&#039;&#039;Hold of the Sea Princes&#039;&#039;&#039;. The Sea Princes&#039; raiding ships pillaged the coast for more slaves to support their growing realm. and Saltmarsh suffered heavily. The memories of those times loom heavily over the area, and the locals&#039; hatred of the Sea Princes runs deep.&lt;br /&gt;
&lt;br /&gt;
In time, the city&#039;s council (made up of the seven riches landowners and merchants of the town) decided that their best course was to sigh the &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; out of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039; and join the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; for protection against these raids. That was three years ago and the village has seen a lot of influx of new comers in that time. Not everyone is happy but the fact that the pirate slave raids have dropped off is a testament to most. &lt;br /&gt;
&lt;br /&gt;
===Map Key===&lt;br /&gt;
Map of the port city of Saltmarsh[https://www.pinterest.com/pin/611293349408749782/] and [https://www.enworld.org/threads/sneak-peek-at-ghosts-of-saltmarsh-maps.666178/]&lt;br /&gt;
:1. &#039;&#039;&#039;City Gate&#039;&#039;&#039;. Saltmarsh was built on the ruins of a much older settlement, sometimes called Old Saltmarsh or the Old Harbor. One sign of this is that the town has a small stretch of wall and a single town gate secured by two or three guards. The wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea.&lt;br /&gt;
:2. &#039;&#039;&#039;Barracks and Jail&#039;&#039;&#039;. Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level. Location of the Town&#039;s Guard (most Merchant League mercenaries).&lt;br /&gt;
:3. &#039;&#039;&#039;The Wicker Goat&#039;&#039;&#039;. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (Human male), a retired officer of the Keoish army (island nation to the north of Saltmarsh) who caters to the dwarven miners and town guard.&lt;br /&gt;
:4. &#039;&#039;&#039;Ellander&#039;s Manor&#039;&#039;&#039;. One of the city&#039;s council members. Tucked at the edge of town and overlooking the sea, Eliander&#039;s home provides him with a relaxing sanctuary away from the bustle of Saltmarsh.&lt;br /&gt;
:5. &#039;&#039;&#039;Mining Company Headquarters&#039;&#039;&#039;. Once a mansion owned by a local landowning family, this building was purchased by the crown and serves as the dwarven mining company&#039;s headquarters in Saltmarsh. Manistrad Copperlocks (Dwarf female) stays here when she must do business in town: otherwise. several dwarf clerks work here during the day, logging deliveries at the docks to be transported to the mine and arranging for the processed ore to be loaded on trade ships bound for distant ports.&lt;br /&gt;
:6. &#039;&#039;&#039;Keledek&#039;s Tower&#039;&#039;&#039;. This three-story tower is home to the town&#039;s resident sage and wizard, Keledek the Unspoken (Human male). Keledek&#039;s dusky skin, bald head, and bright red silk turban-not to mention his height of nearly 7 feet-make him an unmistakable figure in town.&lt;br /&gt;
:7. &#039;&#039;&#039;Faithful Quartermasters of Iuz&#039;&#039;&#039;. A trade delegation led by Captain Xendros (Tiefling female) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of luz, a mighty cambion and demigod who rules a number of islands in the distant north. She is also the only known person in town who might be interested in purchasing or selling of random magical items.&lt;br /&gt;
:8. &#039;&#039;&#039;The Empty Net&#039;&#039;&#039;. Partially supported by stilts driven into the harbor waters. this rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. The owner, Kreb Shenker (Human male), takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor.&lt;br /&gt;
:9. &#039;&#039;&#039;Green Market&#039;&#039;&#039;. A strip of open land that is the place for everything that isn&#039;t fish, salt, or nautical wares, this market stretches among a dozen stalls down to the bridge.&lt;br /&gt;
:10. &#039;&#039;&#039;The Sharkfin Bridge&#039;&#039;&#039;. This single large bridge spans the river, with shops and homes along its length. The bridge predates the village and is large enough for laden carts to pass two abreast. Elves and fey folk feel vaguely nauseated when they cross the bridge, rumored becayse of an ancient curse placed on it long before Greyhawk rose to existence.&lt;br /&gt;
:11. &#039;&#039;&#039;Kester&#039;s Leather Goods&#039;&#039;&#039;. Kiorna Kester (Gnome female) runs this tannery. where she produces smooth, colorful leather for every purpose and sells both the cured hides and items she fashions from it. Kiorna is keenly interested in acquiring hides from exotic creatures to craft into expensive leather.&lt;br /&gt;
:12. &#039;&#039;&#039;Hoolwatch Tower&#039;&#039;&#039;. This 60-foot-tall tower was the first defensive building of Saltmarsh. and it still serves as an armory and lookout as well as the official base of the town guard cheif, one Eliander Fireborn (Human male, he also sits on the city council). &lt;br /&gt;
:13. &#039;&#039;&#039;The Slapping Line&#039;&#039;&#039;. This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme. and its sleeping rooms are plain but comfortable renditions of a ship&#039;s cabins. The smell of fish has never been scrubbed from its walls, and chose who stay the night find their belongings steeped in the scent, which lasts for several days. The inn is run by Line is run by a young woman named Hanna Rist (Human female), who comes from a family of well-known lobster catchers.&lt;br /&gt;
:14. &#039;&#039;&#039;Council Hall&#039;&#039;&#039;. This large brick building contains the offices of the town council and the chamber where they meet to discuss the town business. The hall is built from sturdy stone from the nearby cliffs and a variety of hardwood from the nearby Hool Marshes. A wooden sign depicting a net filled with fish hangs above the double doors leading into the hall. A small tower rises from the building, housing a horn at the top, which is blown to announce the beginning of a council session or other significant events.&lt;br /&gt;
:15. &#039;&#039;&#039;Weekly Market&#039;&#039;&#039;. Built around the first well dug for the fishers in the town&#039;s early days is a large market square where merchants of all descriptions gather on the first day of each week to sell their wares.&lt;br /&gt;
:16. &#039;&#039;&#039;Pinewood Mansion&#039;&#039;&#039;. Gellan Primewater (Human male) maintains a large mansion right on the docks, allowing him to oversee his ships from his upstairs window. He sometimes leans out to shout orders or answer questions for his captains and crews, his booming voice echoing over the docks.&lt;br /&gt;
:17. &#039;&#039;&#039;The Dwarven Anvil&#039;&#039;&#039;. The blacksmith&#039;s forge has a single anvil with a clear sign of dwarven origins, and a backlog of orders ten miles long. The human smiths make hooks, nails, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly. dark-skinned woman named Mafera (Human female). Her son, Jasker (Human male), is her best journeyman.&lt;br /&gt;
:18. &#039;&#039;&#039;The Fishmongers&#039; Plate&#039;&#039;&#039;. The large fish-processing buildings in this area reek of prosperity (and fish). All are engaged in salting or brining the catch brought in by the fleet. Most of the time these places are busy, and the workers have little time for chatter.&lt;br /&gt;
:19. &#039;&#039;&#039;The Oweland House&#039;&#039;&#039;. The Oweland family has owned this sprawling mansion for generations. Despite the family&#039;s wealth, the building is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan&#039;s growth. The family takes in fishers who have fallen on hard times, sharing their wealth with others until they can recover.&lt;br /&gt;
:20. &#039;&#039;&#039;The Solmor House&#039;&#039;&#039;. The Solmor family owns several buildings in this modest complex. The largest is the personal mansion of the Solmor family. Three smaller buildings house servants, employees of the family&#039;s trading fleet, and secure storage for expensive goods.&lt;br /&gt;
:21. &#039;&#039;&#039;The Mariners&#039; Guildhouse&#039;&#039;&#039;. The mariners&#039; guild serves all the towns among the League, providing a bunk and a meal for sailors passing through. Sea captains in search of a crew stop here, as do others seekjng news from afar.&lt;br /&gt;
:22. &#039;&#039;&#039;lngo the Drover&#039;s House&#039;&#039;&#039;. A fairly recent arrive to Saltmarsh from places unknown, lngo the Drover (Dragonborn male) is slowly building a reputation as a good source for guards, marines, and muscle when sailing through difficult waters. Many such mercenaries live at his home when passing through the village. &lt;br /&gt;
:23. &#039;&#039;&#039;The Carpenters Guildhouse&#039;&#039;&#039;. Run by a snobby gnome named Jilar Kanklesten (Gnome female), the carpenters&#039; guild has plenty of work building houses, assembling fish barrels, repairing docks, and much more. The whole building is a marvel of workmanship, made without a single nail. jilar is obsessed with rare woods; she pays handsomely for adventurers to make expeditions in search of specific trees in the Hool Marshes, the Drowned Porest, and even from the Dreadwood.&lt;br /&gt;
:24. &#039;&#039;&#039;Crabbers&#039; Cover&#039;&#039;&#039;. Just east of the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber&#039;s Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago. Since then, thousands of crabs have taken up residence in the crumbling remains. Crabbers from Saltmarsh are cautious about the cove, as more than one overeager fisher has disappeared into the clacking darkness. never to be seen again.&lt;br /&gt;
:25. &#039;&#039;&#039;The Leap&#039;&#039;&#039;. The Leap is an outcropping of rock nearly a hundred feet above the churning water below. Several stone benches stand near this precipitous edge, and a few stone markers sit in the tall grass nearby. Traditionally. the people of Sahmarsh leap from the cliffs into the water below when a loved one drowns at sea. The jump is usually not fatal: the water below the Leap is free of rocks, and it is a short swim back to dry land.&lt;br /&gt;
:26. &#039;&#039;&#039;Temple of Procan&#039;&#039;&#039;. Services at this long-standing sea god&#039;s temple are well attended by the locals (especially fisher families). The congregation is led by a one-legged former whaler: Wellgar Brinehanded (Human male) priest), an older man with a sharp memory for every storm, lost ship, and enormous catch ever brought into Saltmarsh harbor. He knows many fanciful stories of shipwrecks, lucky escapes, and famous captains.&lt;br /&gt;
:27. &#039;&#039;&#039;The Saltmarsh Cemetery&#039;&#039;&#039;. The town&#039;s cemetery is well-kept, but many of its graves are little more than memorial stones laid for those who died at sea. Krag (Orc male) is the town gravedigger, as well as something of a town historian and local loremaster. He has conducted extensive research into the folk buried here and events in the region.&lt;br /&gt;
:28. &#039;&#039;&#039;The Winston Store&#039;&#039;&#039;. The owner of this establishment, Winston (Halfling male), is often telling tales and seems to know a great deal about the Hool Marshes. His general store carries most common items and goods. &lt;br /&gt;
:29. &#039;&#039;&#039;Sea Grove of Obad-Hai&#039;&#039;&#039;. Open to the air and set in a grove outside town, the sea-grove is a gathering place for seagulls, sailors, and swamp folk, as well as an information market for traders and trappers. Ferrin Kastilar (Halfling male), a somewhat melancholy individual of middle years, tends the shrine with his bullfrog companion.&lt;br /&gt;
:30. &#039;&#039;&#039;The Standing Stones&#039;&#039;&#039;. Two enormous runcstones stand on this island. In ages past, legends tell that a siren was chained to the stones here and sacrificed by an evil human tribe as an offering to the sea. Since then, the fishing in the region has flourished. Or so the legend goes...&lt;br /&gt;
&lt;br /&gt;
Other Locations in &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039;&lt;br /&gt;
:(31). &#039;&#039;&#039;Mechant League&#039;s Office and Manor&#039;&#039;&#039; (just above #17 in the square open building). This building has been greatly exadened as the offices for the Merchant League after the signing of the growing importants the village has in the League. Many popular fish types and sea marsh plants have become very popular within the greater League.&lt;br /&gt;
&lt;br /&gt;
===Surrounding Area===&lt;br /&gt;
Map of the surrounding area[https://wiki.rpg.net/index.php/File:Saltmarsh_region_map.jpg]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hool Marshes&#039;&#039;&#039;. To the north of Saltmarsh is a massive salt marsh lands called the treacherous Hool Marshes, which are notorious for pools of water that seem easy to cross but hide deep wells and layers of mud. The area is full of tall, sickly trees and great swarms of biting insects. None but the desperate venture into this place, making it the ideal hiding place&lt;br /&gt;
for outlaws or raiders. There is little dry land within and almost all travel is via flat bed small boats or canoes. Lizardfolk tribes live deep within the swamps but are xenophobic and have no contact with outsiders. &lt;br /&gt;
:&#039;&#039;&#039;Lizardfolk Lair&#039;&#039;&#039;. This old abondoned camp has all but been swallowed by the swamp. 20 some years ago the lizardfolk from the marshes would trade with the few merchants from Saltmarsh for the exotic plants and herbs of the deep marshes. But they abondoned it without warning and have never been back. &lt;br /&gt;
:&#039;&#039;&#039;Dunwater River&#039;&#039;&#039;. The Dunwater River meanders its way through the marshes and into the Azure Sea. It is a broad, slow-moving body of water. choked with reeds and too shallow in many spots to allow boats other than rafts to traverse it.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Drowned Forest&#039;&#039;&#039;. To the north of Saltmarsh and perched at the edge of the Hool Marshes, the Drowned Forest was once a verdant region. A few decades ago, the marsh began to encroach on this area. As the water level rose, the forest was transformed into a more foreboding place. Shambling mounds and blights appeared in the forest in increasing numbers while the water rotted away the trees themselves. In time, strange mushrooms and fungus sprouted throughout the woods. Today, the Drowned Forest is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud. Mushrooms and other fungi sprout everywhere. A thick cloud of spores fills the air and blots out the sun, allowing the unnatural growths to fiourish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tower of Zenopus&#039;&#039;&#039;. The wizard Zenopus once dwelled in this tower on the cliffs outside Saltmarsh. He built his lair next to the remains of an ancient graveyard rumored to be haunted. One night. the tower was engulfed in a fiery green aura. A few brave folks from town investigated the tower and found it abandoned. The door at the base of the cellar stairs was covered with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door·s runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby. the town council asked a Keoish galleon to bombard the structure with catapult fire until it was battered into rubble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abbey Islsand&#039;&#039;&#039;. This island south of Saltmarsh is the site of a small abbey that was long ago abandoned by the order of monks that built it. Since then, various outlaw gangs and monsters have claimed it as a lair. The village has occasional set out adventures or marines to clear it if they start causing trouble for the area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silverstand&#039;&#039;&#039;. This small crop of hardwood has a few animals within but ratherly anything danagerous due to the proxity of the fort of Burle. There is an ancient treaten by the name of Wander Root who protects it and does not allow the cutting down of any live trees by the locals. It also acts as an informal ambassador between locals and the wood elves and good-aligned fey of the Dreadwood.&lt;br /&gt;
:Years ago, the warriors from Saltmarsh helped the denizens of the forest defeat an incursion by cultists worshiping elemental evil fire. Since then, the elves, the treants, and Saltmarsh have observed the &#039;&#039;&#039;&#039;&#039;Wild Flame Pact&#039;&#039;&#039;&#039;&#039;- a treaty that calls for mutual defense against the Dreadwood&#039;s horrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burle&#039;&#039;&#039;. Burle is a fortified outpost that is always on guard for monsters emerging from the Dreadwood. It serves as a key stopover point for travelers venturing inland from the southern coastal region. The community is dominated by a small keep set atop a hill that overlooks the forest it borders. A few farms cluster around it, the locals relying on the garrison to keep them safe from marauders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreadwood&#039;&#039;&#039;. Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Saltmarsh maintains ranger patrols that sweep through the outer reaches of the forest periodically, while several wood Elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check. but at times a threat that avoids them or overcomes them emerges to wreak havoc across the land. Wild rumors say that there is a portal into the mortal world and the &#039;&#039;&#039;&#039;&#039;Shadowfells&#039;&#039;&#039;&#039;&#039; is located somewhere within its depts and the cause of much of the regions evil. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarf Mines&#039;&#039;&#039;. These cliff side mines are only one of the dwarven mines in the other is some 8 miles to the west at the base of the Black Opel Mountain range. The mine here is a broad shaft dug into a steep hillside near the shore. Stone walls encompass it, with two guard towers overlooking the main gate and three other towers spaced evenly around the perimeter. The inner area contains a small village with warehouses, workshops, and houses, all erected during the time when the excavation was beginning and enormous amounts of stone became available for building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Opal Mountains&#039;&#039;&#039; about 8 miles west of Saltmarsh are a chain of mountains that split the island from north to south. This is a chain of six long dead volcanic mountains. that run most of the length of the island. The highest, the &#039;&#039;&#039;&#039;&#039;Eagle Eyrie Mount&#039;&#039;&#039;&#039;&#039;, is 6,000ft above the sea level. All are cloaked in thick jungle forest. Rumors of mineral wealth in the mountains has drawn the Dwarf mining company &#039;the Copperlocks&#039; to the area. The peeks are said to be home to a nest of Wyvern but if so they must limit their hunting to the west side of the island as most never have personally claimed to have seen one. Other monsterous beasts do roar their foothills and the Dwarfs in the area are suppost to be heavily armed at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Azure Sea&#039;&#039;&#039;. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of &#039;&#039;&#039;&#039;&#039;Ameclio&#039;&#039;&#039;&#039;&#039;, emerge from below its waves from time to time.&lt;br /&gt;
&lt;br /&gt;
==CULTURES OF THE ISLAND==&lt;br /&gt;
BASIC HUMAN CULTURES&lt;br /&gt;
*Baklunish. These are golden-skinned humans. They dwell mostly on the Eastern part of the Island Archipelago chains. Many of their island nations have joined the Merchant League and their ships can been found throughout.&lt;br /&gt;
*Flannae. These are the aboriginal inhabitants of the northern Archipelago Island chains, their bronze skin ranges from a lighter coppery hue to deep brown. Their hair tends to be wavy or curly, and from black to brown. They have strong, broad faces and sturdy builds. Many have immigrated to other Human Islands and migled well with the other nations. &lt;br /&gt;
*Oeridian. These people have olive or tan skin and any color of hair from honey-blonde to black. The Oeridians founded the mighty Great Kingdom of the Easter-Northern Island Chain (on one of the largest Islands of the Archipelago) and co-founded the kingdom of Keoland (in the West-Nothern chain), so their influence on everything from language to culture in the A is considerable.&lt;br /&gt;
*Olman. The Olman are a brown-skinned people found mainly in the tropics of Hepmonaland and the Amedio Jungle Islands of the Central Archipelago. Their hair is straight and black, and their eyes are very dark. They have high cheek bones and high-bridged noses.&lt;br /&gt;
*Rhennee. The Rhennee have olive-toned skin like the Oeridians, but darker, curlier hair. They tend to be short, but wiry and strong. They are a very different people culturally, thought to have originated on another plane of existence. In the Archipelago, they exist culturally as nomadic sea wanders aboard great galleys where many of the live full time. While few of their ship-homes have joined the Merchant League they are on good terms with Greyhawk and many other members and enjoyed favored statues even through not members. &lt;br /&gt;
*Suloise. The Suloise are pale, some nearly albino, with kinky or curly hair of blonde or red. They tend to be narrow and lean. Their island nations are concenttrated in the southern polar regions of the Archipelago. &lt;br /&gt;
*Touv. The Touv have dark brown or nearly black skin, straight or wavy black hair, and brown or startlingly blue eyes. They dwell mostly in the island nations along the equator to the east and west of then the more central jungle islands. They tend towards isolationism but a few city-states have joined the Merchant League. &lt;br /&gt;
&lt;br /&gt;
===Island Nations===&lt;br /&gt;
Most of the civilized nations form a ring of island chains around the central islands of the equator (which are mostly jungle islands). &lt;br /&gt;
*&#039;&#039;&#039;Greyhawk&#039;&#039;&#039;. Home of the Merchant League, this city-state is located in the northern parts of Archipelago chain. Their merchant ships are found throughout the Ten-Thousands Islands and they are one of the best known city-states.&lt;br /&gt;
*&#039;&#039;&#039;Keoland&#039;&#039;&#039;. Located in the western parts of the Archipelago, it controls five islands. It is a full member of the Merchant League and trades thoughout the Ten-Thosand Island. This nation state has existed for many centuries and has had a great deal of influence of much of the western island chains.&lt;br /&gt;
*&#039;&#039;&#039;Furyondy&#039;&#039;&#039;. Once a part of the Great Kingdom it gained its independence over two hundred years ago. Located in the south-western parts of the Archipelago, this island nation-state controls at least a dozen islands (most of only average size), but their navey is very strong (one of the strongest in fact) and they can be found through the Ten-Thousand Islands (both war and tradeships as they are also part of the Merchant League).&lt;br /&gt;
*&#039;&#039;&#039;The Great Nation&#039;&#039;&#039;. Only a shell of its former glory, the island where the nation-state was first form is only partially held by them today. Other port cities on the island are full independent of the Kingdom which is now rumored to be lead by an undead &#039;Emperor&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Kingdom of Iuz&#039;&#039;&#039;. A chain of some eight islands (of various sizes) in the north-eastern chain. Ruled over by luz, a supposedly mighty cambion (deamon) and demigod. These lands are dark and forboddin and almost no one trades directly with them. They have been at &#039;peace&#039; with most other island nations however for over a hundred years. Most just assume their ruler is bidding his time for something.&lt;br /&gt;
*&#039;&#039;&#039;Hold of the Sea Princes&#039;&#039;&#039;. Pirate nation formed by so-called Pirate Kings and Queens some 20 years ago. Many up of all species and cultures of the Archipelago. These islands are located in the south, far-western parts of the islands. &lt;br /&gt;
*&#039;&#039;&#039;The Frost Islands&#039;&#039;&#039;. Located in the far southern parts of the Archipelago these islands are home to the Frost, Snow and Ice Barbarians tribes of Human, Dwarf and Elf origins. They are have similar cultures to the Blood Stone Orcs of the north but they are also just as likely to hire themselves out as mercenaries for a season or two. &lt;br /&gt;
*&#039;&#039;&#039;Ironhold&#039;&#039;&#039;. The largest Nation-State of the Dwarfs is located in the northern Island of the Archipelago on one of the largest islands. This nation state has joined the Merchant League and Dwarf Ironclad ships due prowl the Seas to trade but most trade they conduct is at their own island markets.&lt;br /&gt;
*&#039;&#039;&#039;The Steel Islands&#039;&#039;&#039;. Located in the north-eastern Island chain of the Archipelago is the island Chain of Steel as it is called. Here the Dwarfs have a string of six islands where they dig deep into the volcanic mountains of the chain. They trade with the League but are not members. Gnomes are also common here and are a few villages of Halflings and Human farmers who feed the nation. &lt;br /&gt;
*&#039;&#039;&#039;Celene&#039;&#039;&#039;. Another large forested island located in the south-western Archipelago is where the Elf nation of Celene and is home to both High and Wood Elf. Somewhat isolationist they never the less have the Port of Green on the western coast where the trade with anyone who wishes to come (and stay peaceful). &lt;br /&gt;
*&#039;&#039;&#039;Seven Hilled Islands&#039;&#039;&#039;. Located in the north-western far fringes of the Archipelago are seven islands where the Halflings hold sway and their rather peaceful nation sits. Two of the islands are full members of the Merchant League but the nations only have a few merchant craft that are manned by other species and a few Halfling captains.&lt;br /&gt;
*&#039;&#039;&#039;Blood Stone Islands&#039;&#039;&#039;. This is a collection of Islands in the far northern exterme of the Archipelago where the Orcs (amd many of their Ogre allies) reside. Their culture is very &#039;Sea Raider&#039; based. Most Trall warriors are farmers and herds people during much of the year but &#039;go a raiding&#039; during the late summer period. Many peoples fear these raids as they do not consider anyone &#039;civilian&#039; and they especially like to attack and pillage holy sites and places of worship. Their own gods encourage this among them.  &lt;br /&gt;
*&#039;&#039;&#039;Ring of Surtr&#039;&#039;&#039;. Inhabited by the Silfursvin clan of orcs, who dwelled on the island chain. The central island of this chain, the largest, bore a volcano known as the Eye of Imix; clan legend held that a portal to the Underworld lay deep within it, and it was true that the mountain would at times disgorge terrible monsters: fiends, mutated animals, creatures of living lava, and worse. The Silfursvins believed it was their sacred duty to contain the horrors within the mountain, and their greatest warriors, the Andariddari, dedicated their lives to doing just that. Their patron was the god Silfurloginn, seen as an enormous silver boar with the silver scales of a dragon and tusks of fire, and whose sign was flames that burned silver.&lt;br /&gt;
&lt;br /&gt;
Otherwise all people and cultures have intermingles on many of these islands. The Merchant League trades with most except those of the Blood Stone Islands and the Hold of the Sea Princes.&lt;br /&gt;
&lt;br /&gt;
===Other Island===&lt;br /&gt;
These islands hold no real dominate nation-state but are well known and occasionally visited. Some even have minor ports set up as semi-permentant cities run by other nation-states or independently.&lt;br /&gt;
*&#039;&#039;&#039;Bright Islands&#039;&#039;&#039;. These three larger islands located in the north-eastern part of the Archipelago chain are rocky deserts with little or no vegetation on them and even less life. They are avoid by most and rumored cursed. However there does seem to have been an ancient civilization on it at one time in its past and ruined stone structures can be seen dotting the islands.  &lt;br /&gt;
*&#039;&#039;&#039;Hepmonalands&#039;&#039;&#039;. A chain of volcanic islands near the center and eastern-cental parts of the Archipelago chain. Many of these islands are quite large and most are only lightly populated by sentient beings. Thunder lizards and other mythal monsterous creatures are far more comman and plentiful.   &lt;br /&gt;
*&#039;&#039;&#039;Amedio Jungle Islands&#039;&#039;&#039;. Another island volcanic jungle chain of islands these are located on the western-central parts of the Archipelago chain. They tend to have more civilized cultures and ports then then in the Hepmonalands but are also populated by a great number of &#039;thunder-lizards&#039; (big dinosaurs) that threaten all peoples.&lt;br /&gt;
*&#039;&#039;&#039;The Pomarj&#039;&#039;&#039;. Located south-western chain this is a heavily forested and cursed island. Fairly large in size it is home to only one sentient species -- the Gnolls. These cannablist tribes fight each other as much as they raid the surrounding islands for their demon god &#039;&#039;&#039;&#039;&#039;Yeenoghu&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Crystalmist Islands&#039;&#039;&#039;. These huge volcanic islands are located on the far eastern fringes of the Archipelago chain. They are the location of some of the tallest islands in the Known World and many have no places for a ship to easily land on. They are for the most part inhabated only by Dragons and a few other wild flying beasts. This chain is made up of at least a dozen fairly large islands.&lt;br /&gt;
&lt;br /&gt;
==SAILING SHIPS AND NEW RULES==&lt;br /&gt;
These are a bit of a mix of rules found in &#039;&#039;&#039;&#039;&#039;Ghosts of Saltmarsh&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Navey Adventures&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
===New Rules===&lt;br /&gt;
The ocean is a vast and dangerous place, ripe with adventure both above and below the waves. This appendix expands the material available in the &#039;&#039;&#039;&#039;&#039;Player&#039;s Handbook&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;Dungeon Master&#039;s Guide&#039;&#039;&#039;&#039;&#039;, providing further resources for waterborne adventures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIP STAT BLOCKS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.&lt;br /&gt;
&lt;br /&gt;
A ship stat block has three main parts: basic statistics, components, and action options. Ships can&#039;t take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;BASIC STATISTICS&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;, Most ships are Large, Huge, or Gargantuan. A ship&#039;s size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.&lt;br /&gt;
:&#039;&#039;&#039;Space&#039;&#039;&#039;. A ship doesn&#039;t have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space. A ship can&#039;t move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the CRASHING A SHIP section below. &lt;br /&gt;
:&#039;&#039;&#039;Capacitty&#039;&#039;&#039;. A ship&#039;s stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don&#039;t generally engage in running a ship, but they also don&#039;t need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers. Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can&#039;t move-or might even start taking on water- if its cargo exceeds this capacity.&lt;br /&gt;
:&#039;&#039;&#039;Travel Pace&#039;&#039;&#039;. A ship&#039;s travel pace determines how far the vessel can move per hour and per day. A ship&#039;s movement-related components (described later in the stat block) determine how far the vessel can move each round.&lt;br /&gt;
:&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;. A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. &lt;br /&gt;
:The Strength of a ship expresses its size and weight. Dexterity represents a ship&#039;s ease of handling. A ship&#039;s Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.&lt;br /&gt;
:If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. It also ignores any effect that would normally be imposed on it for a failed save (GM descrition)&lt;br /&gt;
:&#039;&#039;&#039;Vulnerability, Resistance and Immunities&#039;&#039;&#039;. A ship&#039;s vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.&lt;br /&gt;
:A ship&#039;s Sails are vulnerable to fire damage (unless treated. See SUPERIOR SHIP UPGRADES below).&lt;br /&gt;
:Ships are typically immune to poison and psychic damage. &lt;br /&gt;
:Ships are also usually immune to the following conditions: blinded, charmed, deafened , exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;ACTIONS&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn&#039;t have a move otherwise. The ship&#039;s captain&lt;br /&gt;
decides which actions to use. A given action can be chosen only once during a turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;COMPONENTS&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship is composed of different components, each of which comprises multiple objects:&lt;br /&gt;
:&#039;&#039;&#039;Hull&#039;&#039;&#039;. A ship&#039;s hull is its basic frame, on which the other components are mounted.&lt;br /&gt;
:&#039;&#039;&#039;Control&#039;&#039;&#039;. A control component is used to steer a ship.&lt;br /&gt;
:&#039;&#039;&#039;Movement&#039;&#039;&#039;&#039;. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed.&lt;br /&gt;
:&#039;&#039;&#039;Weapon&#039;&#039;&#039;. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.&lt;br /&gt;
:A ship&#039;s component might have special rules, as described in the stat block.&lt;br /&gt;
:&#039;&#039;&#039;Armor Class&#039;&#039;&#039;. A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.&lt;br /&gt;
:&#039;&#039;&#039;Hit Points&#039;&#039;&#039;. A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.&lt;br /&gt;
:A ship doesn&#039;t have Hit Dice.&lt;br /&gt;
:&#039;&#039;&#039;Damage Threshold&#039;&#039;&#039;. If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn&#039;t reduce the component&#039;s hit points.&lt;br /&gt;
&lt;br /&gt;
===Officers and Crew===&lt;br /&gt;
&lt;br /&gt;
Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;TYPES OF OFFICERS&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like to explore running a ship, it needs officers to oversee its operations- officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew&#039;s efforts. Other roles focus on keeping the crew&#039;s health and morale in order.&lt;br /&gt;
&lt;br /&gt;
The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.&lt;br /&gt;
&lt;br /&gt;
Each type of officer is described below, along with the abilities and proficiencies that help a character excel in that role:&lt;br /&gt;
:&#039;&#039;&#039;Captain&#039;&#039;&#039;. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with &#039;&#039;water vehicles&#039;&#039; and the Intimidation and Persuasion skills.&lt;br /&gt;
:&#039;&#039;&#039;First Mate&#039;&#039;&#039;. This specialist keeps the crew&#039;s morale high by providing supervision, encouragement. and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills.&lt;br /&gt;
:&#039;&#039;&#039;Bosun&#039;&#039;&#039;. The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with &#039;&#039;carpenter&#039;s tools&#039;&#039; and the Athletics skill.&lt;br /&gt;
:&#039;&#039;&#039;Quartermaster&#039;&#039;&#039;. The quartermaster plots the s hip&#039;s course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with &#039;&#039;navigator&#039;s tools&#039;&#039; and the Nature skill.&lt;br /&gt;
:&#039;&#039;&#039;Surgeon&#039;&#039;&#039;. The ship&#039;s surgeon tends to injuries. keeps illnesses from spreadin g throughout the ship, and over sees sa nitation. A capable surgeo n benefits from a high Intelligence score, as well as proficiency with &#039;&#039;herbalism kits&#039;&#039; and the Medicine skill.&lt;br /&gt;
:&#039;&#039;&#039;Cook&#039;&#039;&#039;. A s hip&#039;s cook works with the limited ingredients aboard a ship to make meals. A skilled cook k eeps the crew &#039;s morale in top shape. while a poor one drags down the entire crew&#039;s performance. A talented cook has a high Constitution score as well as proficiency with &#039;&#039;brewer&#039;s supplies&#039;&#039; and &#039;&#039;cook&#039;s utensils&#039;&#039;.&lt;br /&gt;
:&#039;&#039;&#039;Cargo Master&#039;&#039;&#039; or &#039;&#039;&#039;Super&#039;&#039;&#039;. While having little direct interaction with the crew this officer&#039;s position is never the less vial for crew moral. They are in charge of the supplies and rations that the crew consumes (making sure there is enough to eat and drink and also making sure it does not spoil and the right foods are packed, etc.). They can also be vital for the record keeping on the cargo to make sure a merchant ship makes money and can pay its crew. The should have a good Intelligence and proficiency with &#039;&#039;calligrapher&#039;s supplies&#039;&#039; tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;CREW MEMBERS&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship req uires a number of able-bodied sailors to crew it, as specified in its stat block. A crew&#039;s skill, experience, morale. and health are defined by its quality score.&lt;br /&gt;
&lt;br /&gt;
This score can affect a number of general ship activities, like the crew&#039;s ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as -10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.&lt;br /&gt;
&lt;br /&gt;
A typical crew member uses the commoner stat block in the Monster Manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;OPTIONAL RULE: LOYALTY AND QUALITY&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the Dungeon Master&#039;s Guide. To convert a quality score into an individual&#039;s loyalty score, add 1O to the crew&#039;s quality score.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;MUTINY&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A poorly led or mistreated crew might turn against its officers. Once per day, if a crew&#039;s quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew&#039;s quality score. If the check total is between 1 and 9, the crew&#039;s quality score decreases by 1.&lt;br /&gt;
If the check total is 0 or lower, the crew mutinies.&lt;br /&gt;
&lt;br /&gt;
They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.&lt;br /&gt;
&lt;br /&gt;
When the DM ends tbe mutiny, the crew&#039;s quaity score increases by ld4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;SHORE LEAVE&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure. If a crew&#039;s quality score is 3 or lower, the score increases by 1 for each day the crew spends in port&lt;br /&gt;
or ashore.&lt;br /&gt;
&lt;br /&gt;
===Ships in Combat===&lt;br /&gt;
Whether sailing to war or hunting notorious pirates,&lt;br /&gt;
ships make deadly weapons and dramatic battlefields.&lt;br /&gt;
This section provides guidance on using ships&lt;br /&gt;
in combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;SHIPS AND INITIATIVE&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship rolls initiative using its Dexterity, and it uses its crew&#039;s quality score as a modifier to that roll. On a ship&#039;s turn, the captain decides which of the ship&#039;s actions to use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;SPECIAL OFFICER ACTIONS&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;TAKE AIM&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an action, the captain. first mate, or bosun directs the crew&#039;s firing, aiding in aiming one of the ship&#039;s weapons. Select one of the ship&#039;s weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;FULL SPEED AHEAD&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the ship forward faster. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship&#039;s speed until the end of the ship&#039;s next turn. If the ship is already benefiting from this action&amp;quot;s bonus, don&#039;t add the bonuses together; the higher bonus applies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;CREW IN COMBAT&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Managing a ship&#039;s entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything else during combat. Don&#039;t worry about tracking their specific positions unless you want to add&lt;br /&gt;
that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;CREW CASUALTIES&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slaying a ship&#039;s crew reduces the number of actions most s hips can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for resolving many, identical attacks at once from the Dungeon Master&#039;s Guide as needed. In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of&lt;br /&gt;
&lt;br /&gt;
===Water Craft Types and Stats===&lt;br /&gt;
&lt;br /&gt;
===Ship Cannons and Weapons===&lt;br /&gt;
&lt;br /&gt;
==EXTRA GEAR==&lt;br /&gt;
:&#039;&#039;&#039;Bandana&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Eye Patch&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hat&#039;&#039;&#039; | 1 sp to 5gp | 1/2 lb to 2lbs&lt;br /&gt;
:Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Nautical Chart&#039;&#039;&#039; | 25 gp&lt;br /&gt;
:Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Oil Skinned Bag&#039;&#039;&#039; | 2 gp | 1 lb&lt;br /&gt;
:These bags are semi-water proof and can be used to carry gear or gunpowder underwater... but only for a short time. Can hold up to 8lbs of items and will keep the dry even if submerged in water for 1d6+2 minutes (not always sure how long).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Reed Breathing Tube&#039;&#039;&#039; | 1 sp | 1/2 lb.&lt;br /&gt;
:Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Sextant&#039;&#039;&#039; | 500 gp | 2lbs&lt;br /&gt;
:Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spyglass&#039;&#039;&#039; | 250 gp | 1lb&lt;br /&gt;
:Objects viewed through a spyglass are magnified to twice or three times their size.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tattoo&#039;&#039;&#039; | 1 cp – 20gp (or free... ouch!)&lt;br /&gt;
:Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.&lt;br /&gt;
:NOTE that a Ship&#039;s &#039;&#039;&#039;&#039;&#039;Cargo Master&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;Super&#039;&#039;&#039;&#039;&#039; for any merchant ship within the League requires them to have obtained a Super&#039;s tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.&lt;br /&gt;
&lt;br /&gt;
===Blackpowder Weapons===&lt;br /&gt;
Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267 but update the prices to including the Flintlock Pistol (125gp each) and Musket rifle (150gp each). Both replace the loading feature with &#039;long-loading (2)&#039; meaning it takes 2 full actions to reload. Ammo costs 1gp for 10 shots and weigh 2lb. A Horn gunpowder costs 10gp for 10 shots worth of powder and weigh 2lbs. A keg of blackpowder (gunpowder) is 100gp and weighs 20lbs. A blackpowder bomb costs 25gp.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW MARTIAL FIREARMS&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Blunderbuss&#039;&#039;&#039; | Cost 250gp | Wt. 8lbs &lt;br /&gt;
:Damage- 1d10 piercing; Qualities - Ammunition (range 20/60), long-loading (2), special&lt;br /&gt;
:This weapon can be fired normally or loaded to make a scattering shot, attacking all  creatures within a 20 foot cone. Each creature in the  cone takes 2d6 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot requires pellet ammunition.&lt;br /&gt;
:&#039;&#039;&#039;Dragon Pistol&#039;&#039;&#039; | Cost- 175gp | Wt. 3lbs&lt;br /&gt;
:Damage- 1d8 piercing; Qualites - Ammunition (range 20/60), long-loading (2), special&lt;br /&gt;
:This weapon can be fired normally or loaded to make a scattering shot, attacking all  creatures within a 15 foot cone. Each creature in the  cone takes 2d4 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot  requires pellet ammunition &lt;br /&gt;
:&#039;&#039;&#039;Pellet Ammunition&#039;&#039;&#039; | Cost 40gp | Wt. 1lb&lt;br /&gt;
:10 shots with a small pellet cloth bags to hold multiple small little pellets in.&lt;br /&gt;
===Lodging Prices===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lifestyle Expenses&#039;&#039;&#039; || &#039;&#039;&#039;Daily&#039;&#039;&#039; || &#039;&#039;&#039;Weekly&#039;&#039;&#039; || &#039;&#039;&#039;Monthly&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Wretched || free || free || free&lt;br /&gt;
|-&lt;br /&gt;
| Squalid || 1 sp || 6 sp || 23 sp&lt;br /&gt;
|-&lt;br /&gt;
| Poor || 2 sp || 12 sp || 40 sp&lt;br /&gt;
|-&lt;br /&gt;
| Modest || 1 gp || 6 gp || 23 gp&lt;br /&gt;
|-&lt;br /&gt;
| Comfortable || 2 gp || 13 gp || 40 gp&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || 4 gp || 23 gp || 82 gp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Wretched is living on the street with no food except what you get out of the garbage (or rations)&lt;br /&gt;
* Squalid is living in a floop house with other poor wretches or an inn&#039;s common room. Food and drink is very poor quality and not much.&lt;br /&gt;
* Poor is living in a small one room with only a bed and not much more space then that. Food and drink are of a poor or lesser quality or not as much.&lt;br /&gt;
* Modest is a private or semi-private room with wash area and more room (maybe a desk). Food and drink is enough to get by on and good quality.&lt;br /&gt;
* Comfortable in a larger room with semi-private bath area. Food is above average and plenty of it.&lt;br /&gt;
* Wealthy is a large private room and kitchen and bath or small cottage or similar home. Food and drink or excellent quality with a large variaty.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397604</id>
		<title>DnD5 theSavageTide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397604"/>
		<updated>2021-03-16T15:16:21Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* THE HEROES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inro&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_of_Saltmarsh.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
==THE HEROES==&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;sName&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Class/Level&#039;&#039;&#039; || &#039;&#039;&#039;Species&#039;&#039;&#039; || &#039;&#039;&#039;ALN&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;Max HP&#039;&#039;&#039; || &#039;&#039;&#039;Speed&#039;&#039;&#039; || &#039;&#039;&#039;Spell Slots&#039;&#039;&#039; || &#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Federigo Soto | &#039;&#039;&#039;Federigo Soto&#039;&#039;&#039;]] || @SirMoogle || Rogue 2 || Human ||NG || 15 || 15 || 30ft || n/a || Sneak Attack (1d6), Expertise, Cunning Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Charity Bronzegg | &#039;&#039;&#039;Sister Charity Bronzegg&#039;&#039;&#039;]] || @Unka Josh || Fighter 2 || Stout Halfling || NG || 17 || 22 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+2), Action Surge &lt;br /&gt;
|-&lt;br /&gt;
| [[Zyran Wroggereth | &#039;&#039;&#039;Zyran Wroggereth&#039;&#039;&#039;]] || @jmucchiello || Bard 2 || Triton || LG || 14 || 17 || 30ft, Swim 30ft || 3/3 || Amphibious, Control Air and Water, Emissary of the Sea, Guardians of the Depths, Bardic Spellcasting, Bardic Inspiration, Jack-of-All trades, Healing Song&lt;br /&gt;
|-&lt;br /&gt;
| [[Borgar Silverfist | &#039;&#039;&#039;Borgar Silverfist&#039;&#039;&#039;]] || @Talisman || Paladin 2 || Orc || CG || 16 || 20 || 30ft || 2 || Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| [[Eckanem Itthoball | &#039;&#039;&#039;Eckanem Itthobaal&#039;&#039;&#039;]] || @JasonELeigh || Wizard 2 || Dragonborn || NG || 15 || 14 || 30ft || 3/3 || Breath Weapon, Resistant to Fire, Arcane Spellcasting, Arcane Recovery &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://www.dndbeyond.com/profile/Aikireikinu/characters/46717313 Zuri]&#039;&#039;&#039; || @Aikireikinu  || Monk 2 || Wood Elf || NG || 16 || 17 || 45ft || n/a || Mask of the Wild, Unarmored Defense, Martial Arts, Ki 2/2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sticks[https://wiki.rpg.net/index.php/Brahnamin%27s_Characters_-_Sticks]&#039;&#039;&#039; || @brahnamin || Druid 2 || Human || NG || 14 || 19 || 30ft || 3/3 || Druidic Spellcasting, Circle of the Land, Wildshape&lt;br /&gt;
|-&lt;br /&gt;
|| [[Vex &amp;quot;Gold&amp;quot; Goldenworm | &#039;&#039;&#039;Vex &amp;quot;Gold&amp;quot; Goldenworm&#039;&#039;&#039;]] || @Mr Adventure || Paladin 1/ Sorcer 1 || Human || CG || 18 || 19 || 30ft || 4/2 || Divine Sense, Lay on Hands, Sorcerer Spellcasting &amp;amp; Origin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==THE TEN THOUSAND ISLE SETTING==&lt;br /&gt;
The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.&lt;br /&gt;
&lt;br /&gt;
This archipelago is centered on the world&#039;s equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.&lt;br /&gt;
&lt;br /&gt;
The game will be using a lot of &#039;&#039;Greyhawk&#039;&#039; organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered &#039;Savages&#039; and &#039;Evil&#039; by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.&lt;br /&gt;
&lt;br /&gt;
Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the long-loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Long Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).&lt;br /&gt;
&lt;br /&gt;
==THE SAVAGE TIDE/GHOST OVERVIEW==&lt;br /&gt;
The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.&lt;br /&gt;
&lt;br /&gt;
[[File:Saltmarsh_Port.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
The port city of &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039; is on the western part of the archipelago on a good sized island (EDIT I have changed the island to about the size of the island of &#039;&#039;&#039;&#039;&#039;Lawrence Island&#039;&#039;&#039;&#039;&#039;[https://en.wikipedia.org/wiki/St._Lawrence_Island] in Alaska, so about 90 miles long and 25 miles wide at its widest. In interior is all volcanic mountains and the north is also heavy mountains). The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.&lt;br /&gt;
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The &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; was intially started some 598 years ago in the Free City-Port of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039;. Gathering many local indendent ports together they formed the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.&lt;br /&gt;
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When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of &#039;smuggler&#039; trade between various League members of the Hold of the Sea Prines.&lt;br /&gt;
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The &#039;&#039;&#039;Hold of the City Princes&#039;&#039;&#039; is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.&lt;br /&gt;
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==Saltmarsh==&lt;br /&gt;
The sea port of &#039;&#039;&#039;Seamarsh&#039;&#039;&#039; is a nondescript fishing village tucked away on th e southern coast of &#039;&#039;&#039;Black Opal Island&#039;&#039;&#039;. It was formed on the bedrock of an oldern unknown town or village that disappeared serval centuries ago (its old wall still remains on the south part of the village). Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough&lt;br /&gt;
to create their own realm, a loose confederacy known as the &#039;&#039;&#039;Hold of the Sea Princes&#039;&#039;&#039;. The Sea Princes&#039; raiding ships pillaged the coast for more slaves to support their growing realm. and Saltmarsh suffered heavily. The memories of those times loom heavily over the area, and the locals&#039; hatred of the Sea Princes runs deep.&lt;br /&gt;
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In time, the city&#039;s council decided that their best course was to sigh the &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; out of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039; and join the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; for protection against these raids. That was three years ago and the village has seen a lot of influx of new comers in that time. Not everyone is happy but the fact that the pirate slave raids have dropped off is a testament to most. &lt;br /&gt;
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===Map Key===&lt;br /&gt;
Map of the port city of Saltmarsh[https://www.pinterest.com/pin/611293349408749782/] and [https://www.enworld.org/threads/sneak-peek-at-ghosts-of-saltmarsh-maps.666178/]&lt;br /&gt;
:1. &#039;&#039;&#039;City Gate&#039;&#039;&#039;. Saltmarsh was built on the ruins of a much older settlement, sometimes called Old Saltmarsh or the Old Harbor. One sign of this is that the town has a small stretch of wall and a single town gate secured by two or three guards. The wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea.&lt;br /&gt;
:2. &#039;&#039;&#039;Barracks and Jail&#039;&#039;&#039;. Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level. Location of the Town&#039;s Guard (most Merchant League mercenaries).&lt;br /&gt;
:3. &#039;&#039;&#039;The Wicker Goat&#039;&#039;&#039;. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (Human male), a retired officer of the Keoish army (island nation to the north of Saltmarsh) who caters to the dwarven miners and town guard.&lt;br /&gt;
:4. &#039;&#039;&#039;Ellander&#039;s Manor&#039;&#039;&#039;. One of the city&#039;s council members. Tucked at the edge of town and overlooking the sea, Eliander&#039;s home provides him with a relaxing sanctuary away from the bustle of Saltmarsh.&lt;br /&gt;
:5. &#039;&#039;&#039;Mining Company Headquarters&#039;&#039;&#039;. Once a mansion owned by a local landowning family, this building was purchased by the crown and serves as the dwarven mining company&#039;s headquarters in Saltmarsh. Manistrad Copperlocks (Dwarf female) stays here when she must do business in town: otherwise. several dwarf clerks work here during the day, logging deliveries at the docks to be transported to the mine and arranging for the processed ore to be loaded on trade ships bound for distant ports.&lt;br /&gt;
:6. &#039;&#039;&#039;Keledek&#039;s Tower&#039;&#039;&#039;. This three-story tower is home to the town&#039;s resident sage and wizard, Keledek the Unspoken (Human male). Keledek&#039;s dusky skin, bald head, and bright red silk turban-not to mention his height of nearly 7 feet-make him an unmistakable figure in town.&lt;br /&gt;
:7. &#039;&#039;&#039;Faithful Quartermasters of Iuz&#039;&#039;&#039;. A trade delegation led by Captain Xendros (Tiefling female) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of luz, a mighty cambion and demigod who rules a number of islands in the distant north. She is also the only known person in town who might be interested in purchasing or selling of random magical items.&lt;br /&gt;
:8. &#039;&#039;&#039;The Empty Net&#039;&#039;&#039;. Partially supported by stilts driven into the harbor waters. this rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. The owner, Kreb Shenker (Human male), takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor.&lt;br /&gt;
:9. &#039;&#039;&#039;Green Market&#039;&#039;&#039;. A strip of open land that is the place for everything that isn&#039;t fish, salt, or nautical wares, this market stretches among a dozen stalls down to the bridge.&lt;br /&gt;
:10. &#039;&#039;&#039;The Sharkfin Bridge&#039;&#039;&#039;. This single large bridge spans the river, with shops and homes along its length. The bridge predates the village and is large enough for laden carts to pass two abreast. Elves and fey folk feel vaguely nauseated when they cross the bridge, rumored becayse of an ancient curse placed on it long before Greyhawk rose to existence.&lt;br /&gt;
:11. &#039;&#039;&#039;Kester&#039;s Leather Goods&#039;&#039;&#039;. Kiorna Kester (Gnome female) runs this tannery. where she produces smooth, colorful leather for every purpose and sells both the cured hides and items she fashions from it. Kiorna is keenly interested in acquiring hides from exotic creatures to craft into expensive leather.&lt;br /&gt;
:12. &#039;&#039;&#039;Hoolwatch Tower&#039;&#039;&#039;. This 60-foot-tall tower was the first defensive building of Saltmarsh. and it still serves as an armory and lookout as well as the official base of the town guard cheif, one Eliander Fireborn (Human male, he also sits on the city council). &lt;br /&gt;
:13. &#039;&#039;&#039;The Slapping Line&#039;&#039;&#039;. This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme. and its sleeping rooms are plain but comfortable renditions of a ship&#039;s cabins. The smell of fish has never been scrubbed from its walls, and chose who stay the night find their belongings steeped in the scent, which lasts for several days. The inn is run by Line is run by a young woman named Hanna Rist (Human female), who comes from a family of well-known lobster catchers.&lt;br /&gt;
:14. &#039;&#039;&#039;Council Hall&#039;&#039;&#039;. This large brick building contains the offices of the town council and the chamber where they meet to discuss the town business. The hall is built from sturdy stone from the nearby cliffs and a variety of hardwood from the nearby Hool Marshes. A wooden sign depicting a net filled with fish hangs above the double doors leading into the hall. A small tower rises from the building, housing a horn at the top, which is blown to announce the beginning of a council session or other significant events.&lt;br /&gt;
:15. &#039;&#039;&#039;Weekly Market&#039;&#039;&#039;. Built around the first well dug for the fishers in the town&#039;s early days is a large market square where merchants of all descriptions gather on the first day of each week to sell their wares.&lt;br /&gt;
:16. &#039;&#039;&#039;Pinewood Mansion&#039;&#039;&#039;. Gellan Primewater (Human male) maintains a large mansion right on the docks, allowing him to oversee his ships from his upstairs window. He sometimes leans out to shout orders or answer questions for his captains and crews, his booming voice echoing over the docks.&lt;br /&gt;
:17. &#039;&#039;&#039;The Dwarven Anvil&#039;&#039;&#039;. The blacksmith&#039;s forge has a single anvil with a clear sign of dwarven origins, and a backlog of orders ten miles long. The human smiths make hooks, nails, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly. dark-skinned woman named Mafera (Human female). Her son, Jasker (Human male), is her best journeyman.&lt;br /&gt;
:18. &#039;&#039;&#039;The Fishmongers&#039; Plate&#039;&#039;&#039;. The large fish-processing buildings in this area reek of prosperity (and fish). All are engaged in salting or brining the catch brought in by the fleet. Most of the time these places are busy, and the workers have little time for chatter.&lt;br /&gt;
:19. &#039;&#039;&#039;The Oweland House&#039;&#039;&#039;. The Oweland family has owned this sprawling mansion for generations. Despite the family&#039;s wealth, the building is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan&#039;s growth. The family takes in fishers who have fallen on hard times, sharing their wealth with others until they can recover.&lt;br /&gt;
:20. &#039;&#039;&#039;The Solmor House&#039;&#039;&#039;. The Solmor family owns several buildings in this modest complex. The largest is the personal mansion of the Solmor family. Three smaller buildings house servants, employees of the family&#039;s trading fleet, and secure storage for expensive goods.&lt;br /&gt;
:21. &#039;&#039;&#039;The Mariners&#039; Guildhouse&#039;&#039;&#039;. The mariners&#039; guild serves all the towns among the League, providing a bunk and a meal for sailors passing through. Sea captains in search of a crew stop here, as do others seekjng news from afar.&lt;br /&gt;
:22. &#039;&#039;&#039;lngo the Drover&#039;s House&#039;&#039;&#039;. A fairly recent arrive to Saltmarsh from places unknown, lngo the Drover (Dragonborn male) is slowly building a reputation as a good source for guards, marines, and muscle when sailing through difficult waters. Many such mercenaries live at his home when passing through the village. &lt;br /&gt;
:23. &#039;&#039;&#039;The Carpenters Guildhouse&#039;&#039;&#039;. Run by a snobby gnome named Jilar Kanklesten (Gnome female), the carpenters&#039; guild has plenty of work building houses, assembling fish barrels, repairing docks, and much more. The whole building is a marvel of workmanship, made without a single nail. jilar is obsessed with rare woods; she pays handsomely for adventurers to make expeditions in search of specific trees in the Hool Marshes, the Drowned Porest, and even from the Dreadwood.&lt;br /&gt;
:24. &#039;&#039;&#039;Crabbers&#039; Cover&#039;&#039;&#039;. Just east of the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber&#039;s Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago. Since then, thousands of crabs have taken up residence in the crumbling remains. Crabbers from Saltmarsh are cautious about the cove, as more than one overeager fisher has disappeared into the clacking darkness. never to be seen again.&lt;br /&gt;
:25. &#039;&#039;&#039;The Leap&#039;&#039;&#039;. The Leap is an outcropping of rock nearly a hundred feet above the churning water below. Several stone benches stand near this precipitous edge, and a few stone markers sit in the tall grass nearby. Traditionally. the people of Sahmarsh leap from the cliffs into the water below when a loved one drowns at sea. The jump is usually not fatal: the water below the Leap is free of rocks, and it is a short swim back to dry land.&lt;br /&gt;
:26. &#039;&#039;&#039;Temple of Procan&#039;&#039;&#039;. Services at this long-standing sea god&#039;s temple are well attended by the locals (especially fisher families). The congregation is led by a one-legged former whaler: Wellgar Brinehanded (Human male) priest), an older man with a sharp memory for every storm, lost ship, and enormous catch ever brought into Saltmarsh harbor. He knows many fanciful stories of shipwrecks, lucky escapes, and famous captains.&lt;br /&gt;
:27. &#039;&#039;&#039;The Saltmarsh Cemetery&#039;&#039;&#039;. The town&#039;s cemetery is well-kept, but many of its graves are little more than memorial stones laid for those who died at sea. Krag (Orc male) is the town gravedigger, as well as something of a town historian and local loremaster. He has conducted extensive research into the folk buried here and events in the region.&lt;br /&gt;
:28. &#039;&#039;&#039;The Winston Store&#039;&#039;&#039;. The owner of this establishment, Winston (Halfling male), is often telling tales and seems to know a great deal about the Hool Marshes. His general store carries most common items and goods. &lt;br /&gt;
:29. &#039;&#039;&#039;Sea Grove of Obad-Hai&#039;&#039;&#039;. Open to the air and set in a grove outside town, the sea-grove is a gathering place for seagulls, sailors, and swamp folk, as well as an information market for traders and trappers. Ferrin Kastilar (Halfling male), a somewhat melancholy individual of middle years, tends the shrine with his bullfrog companion.&lt;br /&gt;
:30. &#039;&#039;&#039;The Standing Stones&#039;&#039;&#039;. Two enormous runcstones stand on this island. In ages past, legends tell that a siren was chained to the stones here and sacrificed by an evil human tribe as an offering to the sea. Since then, the fishing in the region has flourished. Or so the legend goes...&lt;br /&gt;
&lt;br /&gt;
Other Locations in &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039;&lt;br /&gt;
:(31). &#039;&#039;&#039;Mechant League&#039;s Office and Manor&#039;&#039;&#039; (just above #17 in the square open building). This building has been greatly exadened as the offices for the Merchant League after the signing of the growing importants the village has in the League. Many popular fish types and sea marsh plants have become very popular within the greater League.&lt;br /&gt;
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===Surrounding Lands===&lt;br /&gt;
Map of the surrounding area[https://wiki.rpg.net/index.php/File:Saltmarsh_region_map.jpg]&lt;br /&gt;
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&#039;&#039;&#039;Hool Marshes&#039;&#039;&#039;. To the north of Saltmarsh is a massive salt marsh lands called the treacherous Hool Marshes, which are notorious for pools of water that seem easy to cross but hide deep wells and layers of mud. The area is full of tall, sickly trees and great swarms of biting insects. None but the desperate venture into this place, making it the ideal hiding place&lt;br /&gt;
for outlaws or raiders. There is little dry land within and almost all travel is via flat bed small boats or canoes. Lizardfolk tribes live deep within the swamps but are xenophobic and have no contact with outsiders. &lt;br /&gt;
:&#039;&#039;&#039;Lizardfolk Lair&#039;&#039;&#039;. This old abondoned camp has all but been swallowed by the swamp. 20 some years ago the lizardfolk from the marshes would trade with the few merchants from Saltmarsh for the exotic plants and herbs of the deep marshes. But they abondoned it without warning and have never been back. &lt;br /&gt;
:&#039;&#039;&#039;Dunwater River&#039;&#039;&#039;. The Dunwater River meanders its way through the marshes and into the Azure Sea. It is a broad, slow-moving body of water. choked with reeds and too shallow in many spots to allow boats other than rafts to traverse it.&lt;br /&gt;
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&#039;&#039;&#039;Drowned Forest&#039;&#039;&#039;. To the north of Saltmarsh and perched at the edge of the Hool Marshes, the Drowned Forest was once a verdant region. A few decades ago, the marsh began to encroach on this area. As the water level rose, the forest was transformed into a more foreboding place. Shambling mounds and blights appeared in the forest in increasing numbers while the water rotted away the trees themselves. In time, strange mushrooms and fungus sprouted throughout the woods. Today, the Drowned Forest is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud. Mushrooms and other fungi sprout everywhere. A thick cloud of spores fills the air and blots out the sun, allowing the unnatural growths to fiourish.&lt;br /&gt;
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&#039;&#039;&#039;Tower of Zenopus&#039;&#039;&#039;. The wizard Zenopus once dwelled in this tower on the cliffs outside Saltmarsh. He built his lair next to the remains of an ancient graveyard rumored to be haunted. One night. the tower was engulfed in a fiery green aura. A few brave folks from town investigated the tower and found it abandoned. The door at the base of the cellar stairs was covered with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door·s runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby. the town council asked a Keoish galleon to bombard the structure with catapult fire until it was battered into rubble.&lt;br /&gt;
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&#039;&#039;&#039;Abbey Islsand&#039;&#039;&#039;. This island south of Saltmarsh is the site of a small abbey that was long&lt;br /&gt;
ago abandoned by the order of monks that built it. Since then, various outlaw gangs and monsters have claimed it as a lair. The village has occasional set out adventures or marines to clear it if they start causing trouble for the area. &lt;br /&gt;
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&#039;&#039;&#039;Silverstand&#039;&#039;&#039;. This small crop of hardwood has a few animals within but ratherly anything danagerous due to the proxity of the fort of Burle. There is an ancient treaten by the name of Wander Root who protects it and does not allow the cutting down of any live trees by the locals. It also acts as an informal ambassador between locals and the wood elves and good-aligned fey of the Dreadwood.&lt;br /&gt;
:Years ago, the warriors from Saltmarsh helped the denizens of the forest defeat an incursion by cultists worshiping elemental evil fire. Since then, the elves, the treants, and Saltmarsh have observed the &#039;&#039;&#039;&#039;&#039;Wild Flame Pact&#039;&#039;&#039;&#039;&#039;- a treaty that calls for mutual defense against the Dreadwood&#039;s horrors.&lt;br /&gt;
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&#039;&#039;&#039;Burle&#039;&#039;&#039;. Burle is a fortified outpost that is always on guard for monsters emerging from the Dreadwood. It serves as a key stopover point for travelers venturing inland from the southern coastal region. The community is dominated by a small keep set atop a hill that overlooks the&lt;br /&gt;
forest it borders. A few farms cluster around it, the locals relying on the garrison to keep them safe from marauders. &lt;br /&gt;
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&#039;&#039;&#039;Dreadwood&#039;&#039;&#039;. Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Saltmarsh maintains ranger patrols that sweep through the outer reaches of the forest periodically, while several wood Elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check. but at times a threat that avoids them or overcomes them emerges to wreak havoc across the land. Wild rumors say that there is a portal into the mortal world and the &#039;&#039;&#039;&#039;&#039;Shadowfells&#039;&#039;&#039;&#039;&#039; is located somewhere within its depts and the cause of much of the regions evil. &lt;br /&gt;
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&#039;&#039;&#039;Dwarf Mines&#039;&#039;&#039;. These cliff side mines are only one of the dwarven mines in the other is some 50 miles to the west at the base of the Black Opel Mountain range. The mine here is a broad shaft dug into a steep hillside near the shore. Stone walls encompass it, with two guard towers overlooking the main gate and three other towers spaced evenly around the perimeter. The inner area contains a small village with warehouses, workshops, and houses, all erected during the time when the excavation was beginning and enormous amounts of stone became available for building.&lt;br /&gt;
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&#039;&#039;&#039;Black Opal Mountains&#039;&#039;&#039; about 50 miles west of Saltmarsh are a chain of mountains that split the island from north to south. This is a chain of six long dead volcanic mountains. that run most of the length of the island. The highest, the &#039;&#039;&#039;&#039;&#039;Eagle Eyrie Mount&#039;&#039;&#039;&#039;&#039;, is 10,000ft above the city level. All are cloaked in thick jungle forest. Rumors of mineral wealth in the mountains has drawn the Dwarf mining company &#039;the Copperlocks&#039; to the area. The peeks are said to be home to a nest of Wyvern but if so they must limit their hunting to the west side of the island as most never have personally claimed to have seen one. Other monsterous beasts do roar their foothills and the Dwarfs in the area are suppost to be heavily armed at all times.&lt;br /&gt;
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&#039;&#039;&#039;The Azure Sea&#039;&#039;&#039;. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted&lt;br /&gt;
across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of &#039;&#039;&#039;&#039;&#039;Ameclio&#039;&#039;&#039;&#039;&#039;, emerge from below its waves from time to time.&lt;br /&gt;
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==EXTRA GEAR==&lt;br /&gt;
:&#039;&#039;&#039;Bandana&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Eye Patch&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hat&#039;&#039;&#039; | 1 sp to 5gp | 1/2 lb to 2lbs&lt;br /&gt;
:Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Nautical Chart&#039;&#039;&#039; | 25 gp&lt;br /&gt;
:Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Oil Skinned Bag&#039;&#039;&#039; | 2 gp | 1 lb&lt;br /&gt;
:These bags are semi-water proof and can be used to carry gear or gunpowder underwater... but only for a short time. Can hold up to 8lbs of items and will keep the dry even if submerged in water for 1d6+2 minutes (not always sure how long).&lt;br /&gt;
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:&#039;&#039;&#039;Reed Breathing Tube&#039;&#039;&#039; | 1 sp | 1/2 lb.&lt;br /&gt;
:Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Sextant&#039;&#039;&#039; | 500 gp | 2lbs&lt;br /&gt;
:Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spyglass&#039;&#039;&#039; | 250 gp | 1lb&lt;br /&gt;
:Objects viewed through a spyglass are magnified to twice or three times their size.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tattoo&#039;&#039;&#039; | 1 cp – 20gp (or free... ouch!)&lt;br /&gt;
:Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.&lt;br /&gt;
:NOTE that a Ship&#039;s Quartermaster or Super for any merchant ship within the League requires them to have obtained a Super&#039;s tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.&lt;br /&gt;
&lt;br /&gt;
===Blackpowder Weapons===&lt;br /&gt;
Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267 but update the prices to including the Flintlock Pistol (125gp each) and Musket rifle (150gp each). Both replace the loading feature with &#039;long-loading (2)&#039; meaning it takes 2 full actions to reload. Ammo costs 1gp for 10 shots and weigh 2lb. A Horn gunpowder costs 10gp for 10 shots worth of powder and weigh 2lbs. A keg of blackpowder (gunpowder) is 100gp and weighs 20lbs. A blackpowder bomb costs 25gp.   &lt;br /&gt;
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&#039;&#039;&#039;NEW MARTIAL FIREARMS&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Blunderbuss&#039;&#039;&#039; | Cost 250gp | Wt. 8lbs &lt;br /&gt;
:Damage- 1d10 piercing; Qualities - Ammunition (range 20/60), long-loading (2), special&lt;br /&gt;
:This weapon can be fired normally or loaded to make a scattering shot, attacking all  creatures within a 20 foot cone. Each creature in the  cone takes 2d6 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot requires pellet ammunition.&lt;br /&gt;
:&#039;&#039;&#039;Dragon Pistol&#039;&#039;&#039; | Cost- 175gp | Wt. 3lbs&lt;br /&gt;
:Damage- 1d8 piercing; Qualites - Ammunition (range 20/60), long-loading (2), special&lt;br /&gt;
:This weapon can be fired normally or loaded to make a scattering shot, attacking all  creatures within a 15 foot cone. Each creature in the  cone takes 2d4 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot  requires pellet ammunition &lt;br /&gt;
:&#039;&#039;&#039;Pellet Ammunition&#039;&#039;&#039; | Cost 40gp | Wt. 1lb&lt;br /&gt;
:10 shots with a small pellet cloth bags to hold multiple small little pellets in.&lt;br /&gt;
===Lodging Prices===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lifestyle Expenses&#039;&#039;&#039; || &#039;&#039;&#039;Daily&#039;&#039;&#039; || &#039;&#039;&#039;Weekly&#039;&#039;&#039; || &#039;&#039;&#039;Monthly&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Wretched || free || free || free&lt;br /&gt;
|-&lt;br /&gt;
| Squalid || 1 sp || 6 sp || 23 sp&lt;br /&gt;
|-&lt;br /&gt;
| Poor || 2 sp || 12 sp || 40 sp&lt;br /&gt;
|-&lt;br /&gt;
| Modest || 1 gp || 6 gp || 23 gp&lt;br /&gt;
|-&lt;br /&gt;
| Comfortable || 2 gp || 13 gp || 40 gp&lt;br /&gt;
|-&lt;br /&gt;
| Wealth || 4 gp || 23 gp || 82 gp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Wretched is living on the street with no food except what you get out of the garbage (or rations)&lt;br /&gt;
* Squalid is living in a floop house with other poor wretches or an inn&#039;s common food. Food and drink is very poor quality and not much.&lt;br /&gt;
* Poor is living in a small one room with only a bed and not much more space then that. Food and drink are of a poor or lesser quality or not as much.&lt;br /&gt;
* Modest is a private or semi-private room with wash area and more room (maybe a desk). Food and drink is enough to get by on and good quality.&lt;br /&gt;
* Comfortable in a larger room with semi-private bath area. Food is above average and plenty of it.&lt;br /&gt;
* Wealthy is a large private room and kitchen and bath or small cottage or similar home. Food and drink or excellent quality with a large variaty.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397231</id>
		<title>DnD5 theSavageTide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397231"/>
		<updated>2021-03-11T03:34:35Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Surronding Lands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inro&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_of_Saltmarsh.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
==THE HEROES==&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;s Name&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Class &amp;amp; Level&#039;&#039;&#039; || &#039;&#039;&#039;Species&#039;&#039;&#039; || &#039;&#039;&#039;ALN&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;Max HP&#039;&#039;&#039; || &#039;&#039;&#039;Current HP&#039;&#039;&#039; || &#039;&#039;&#039;Speed&#039;&#039;&#039; || &#039;&#039;&#039;Spell Slots&#039;&#039;&#039; || &#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Federigo Soto | &#039;&#039;&#039;Federigo Soto&#039;&#039;&#039;]] || @SirMoogle || Rogue 2 || Human ||NG || 15 || 15 || 15 || 30ft || n/a || Sneak Attack (1d6), Expertise, Cunning Action&lt;br /&gt;
|-&lt;br /&gt;
| [[Charity Bronzegg | &#039;&#039;&#039;Sister Charity Bronzegg&#039;&#039;&#039;]] || @Unka Josh || Fighter 2 || Stout Halfling || NG || 17 || 22 || 22 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+2), Action Surge &lt;br /&gt;
|-&lt;br /&gt;
| [[Zyran Wroggereth | &#039;&#039;&#039;Zyran Wroggereth&#039;&#039;&#039;]] || @jmucchiello || Bard 2 || Triton || NG || 10 || 10 || 10 || 30ft || 3/3 || xx &lt;br /&gt;
|-&lt;br /&gt;
| [[Borgar Silverfist | &#039;&#039;&#039;Borgar Silverfist&#039;&#039;&#039;]] || @Talisman || Paladin 2 || Orc || CG || 16 || 19 || 19 || 30ft || 2 || Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| [[Eckanem Itthoball | &#039;&#039;&#039;Eckanem Itthobaal&#039;&#039;&#039;]] || @JasonELeigh || Wizard 2 || Dragonborn || NG || 15 || 14 || 14 || 30ft || 3/3 || Breath Weapon, Resistant to Fire, Arcane Caster &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[https://docs.google.com/document/d/1Wz-LFeGdbcc21ajmt7ZE22OcOfGFmqNL2lWUHiU9AgU/ Zuri]&#039;&#039;&#039; || @Aikireikinu  || Monk 2 || Wood Elf || NG || 16 || 17 || 17 || 45ft || n/a || Mask of the Wild, Unarmored Defense, Martial Arts, Ki 2/2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;xx&#039;&#039;&#039; || @brahnamin || Druid 2 || Eladrin || NG || 10 || 10 || 10 || 30ft || 3/3 || xx&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==THE TEN THOUSAND ISLE SETTING==&lt;br /&gt;
The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.&lt;br /&gt;
&lt;br /&gt;
This archipelago is centered on the world&#039;s equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.&lt;br /&gt;
&lt;br /&gt;
The game will be using a lot of &#039;&#039;Greyhawk&#039;&#039; organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered &#039;Savages&#039; and &#039;Evil&#039; by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.&lt;br /&gt;
&lt;br /&gt;
Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the long-loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Long Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).&lt;br /&gt;
&lt;br /&gt;
==THE SAVAGE TIDE/GHOST OVERVIEW==&lt;br /&gt;
The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.&lt;br /&gt;
&lt;br /&gt;
[[File:Saltmarsh_Port.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
The port city of &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039; is on the western part of the archipelago on a good sized island (about 300 miles long and 150 miles at its widest). The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; was intially started some 598 years ago in the Free City-Port of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039;. Gathering many local indendent ports together they formed the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.&lt;br /&gt;
&lt;br /&gt;
When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of &#039;smuggler&#039; trade between various League members of the Hold of the Sea Prines.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hold of the City Princes&#039;&#039;&#039; is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.&lt;br /&gt;
&lt;br /&gt;
==Saltmarsh==&lt;br /&gt;
The sea port of &#039;&#039;&#039;Seamarsh&#039;&#039;&#039; is a nondescript fishing village tucked away on th e southern coast of &#039;&#039;&#039;Black Opal Island&#039;&#039;&#039;. It was formed on the bedrock of an oldern unknown town or village that disappeared serval centuries ago (its old wall still remains on the south part of the village). Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough&lt;br /&gt;
to create their own realm, a loose confederacy known as the Hold of the Sea Princes. The Sea Princes&#039; raiding ships pillaged the coast for more slaves to support their growing realm. and Saltmarsh suffered heavily. The memories of those times loom heavily over the area, and the locals&#039; hatred of the Sea Princes runs deep.&lt;br /&gt;
&lt;br /&gt;
In time, the city&#039;s council decided that their best course was to sigh the Treaty of Trade out of Greyhawk and join the Merchant League for protection against these raids. That was three years ago and the village has seen a lot of influx of new comers in that time. Not everyone is happy but the fact that the pirate slave raids have dropped off is a testament to most. &lt;br /&gt;
&lt;br /&gt;
===Map Key===&lt;br /&gt;
Map of the port city of Saltmarsh[https://www.pinterest.com/pin/611293349408749782/] and [https://www.enworld.org/threads/sneak-peek-at-ghosts-of-saltmarsh-maps.666178/]&lt;br /&gt;
:1. &#039;&#039;&#039;City Gate&#039;&#039;&#039;. Saltmarsh was built on the ruins of a much older settlement, sometimes called Old Saltmarsh or the Old Harbor. One sign of this is that the town has a small stretch of wall and a single town gate secured by two or three guards. The wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea.&lt;br /&gt;
:2. &#039;&#039;&#039;Barracks and Jail&#039;&#039;&#039;. Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level. Location of the Town&#039;s Guard (most Merchant League mercenaries).&lt;br /&gt;
:3. &#039;&#039;&#039;The Wicker Goat&#039;&#039;&#039;. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (Human male), a retired officer of the Keoish army (island nation to the north of Saltmarsh) who caters to the dwarven miners and town guard.&lt;br /&gt;
:4. &#039;&#039;&#039;Ellander&#039;s Manor&#039;&#039;&#039;. One of the city&#039;s council members. Tucked at the edge of town and overlooking the sea, Eliander&#039;s home provides him with a relaxing sanctuary away from the bustle of Saltmarsh.&lt;br /&gt;
:5. &#039;&#039;&#039;Mining Company Headquarters&#039;&#039;&#039;. Once a mansion owned by a local landowning family, this building was purchased by the crown and serves as the dwarven mining company&#039;s headquarters in Saltmarsh. Manistrad Copperlocks (Dwarf female) stays here when she must do business in town: otherwise. several dwarf clerks work here during the day, logging deliveries at the docks to be transported to the mine and arranging for the processed ore to be loaded on trade ships bound for distant ports.&lt;br /&gt;
:6. &#039;&#039;&#039;Keledek&#039;s Tower&#039;&#039;&#039;. This three-story tower is home to the town&#039;s resident sage and wizard, Keledek the Unspoken (Human male). Keledek&#039;s dusky skin, bald head, and bright red silk turban-not to mention his height of nearly 7 feet-make him an unmistakable figure in town.&lt;br /&gt;
:7. &#039;&#039;&#039;Faithful Quartermasters of Iuz&#039;&#039;&#039;. A trade delegation led by Captain Xendros (Tiefling female) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of luz, a mighty cambion and demigod who rules a number of islands in the distant north. She is also the only known person in town who might be interested in purchasing or selling of random magical items.&lt;br /&gt;
:8. &#039;&#039;&#039;The Empty Net&#039;&#039;&#039;. Partially supported by stilts driven into the harbor waters. this rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. The owner, Kreb Shenker (Human male), takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor.&lt;br /&gt;
:9. &#039;&#039;&#039;Green Market&#039;&#039;&#039;. A strip of open land that is the place for everything that isn&#039;t fish, salt, or nautical wares, this market stretches among a dozen stalls down to the bridge.&lt;br /&gt;
:10. &#039;&#039;&#039;The Sharkfin Bridge&#039;&#039;&#039;. This single large bridge spans the river, with shops and homes along its length. The bridge predates the village and is large enough for laden carts to pass two abreast. Elves and fey folk feel vaguely nauseated when they cross the bridge, rumored becayse of an ancient curse placed on it long before Greyhawk rose to existence.&lt;br /&gt;
:11. &#039;&#039;&#039;Kester&#039;s Leather Goods&#039;&#039;&#039;. Kiorna Kester (Gnome female) runs this tannery. where she produces smooth, colorful leather for every purpose and sells both the cured hides and items she fashions from it. Kiorna is keenly interested in acquiring hides from exotic creatures to craft into expensive leather.&lt;br /&gt;
:12. &#039;&#039;&#039;Hoolwatch Tower&#039;&#039;&#039;. This 60-foot-tall tower was the first defensive building of Saltmarsh. and it still serves as an armory and lookout as well as the official base of the town guard cheif, one Eliander Fireborn (Human male, he also sits on the city council). &lt;br /&gt;
:13. &#039;&#039;&#039;The Slapping Line&#039;&#039;&#039;. This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme. and its sleeping rooms are plain but comfortable renditions of a ship&#039;s cabins. The smell of fish has never been scrubbed from its walls, and chose who stay the night find their belongings steeped in the scent, which lasts for several days. The inn is run by Line is run by a young woman named Hanna Rist (Human female), who comes from a family of well-known lobster catchers.&lt;br /&gt;
:14. &#039;&#039;&#039;Council Hall&#039;&#039;&#039;. This large brick building contains the offices of the town council and the chamber where they meet to discuss the town business. The hall is built from sturdy stone from the nearby cliffs and a variety of hardwood from the nearby Hool Marshes. A wooden sign depicting a net filled with fish hangs above the double doors leading into the hall. A small tower rises from the building, housing a horn at the top, which is blown to announce the beginning of a council session or other significant events.&lt;br /&gt;
:15. &#039;&#039;&#039;Weekly Market&#039;&#039;&#039;. Built around the first well dug for the fishers in the town&#039;s early days is a large market square where merchants of all descriptions gather on the first day of each week to sell their wares.&lt;br /&gt;
:16. &#039;&#039;&#039;Pinewood Mansion&#039;&#039;&#039;. Gellan Primewater (Human male) maintains a large mansion right on the docks, allowing him to oversee his ships from his upstairs window. He sometimes leans out to shout orders or answer questions for his captains and crews, his booming voice echoing over the docks.&lt;br /&gt;
:17. &#039;&#039;&#039;The Dwarven Anvil&#039;&#039;&#039;. The blacksmith&#039;s forge has a single anvil with a clear sign of dwarven origins, and a backlog of orders ten miles long. The human smiths make hooks, nails, harpoons, knives, fishing weights, and much more all day. Their master smith is an elderly. dark-skinned woman named Mafera (Human female). Her son, Jasker (Human male), is her best journeyman.&lt;br /&gt;
:18. &#039;&#039;&#039;The Fishmongers&#039; Plate&#039;&#039;&#039;. The large fish-processing buildings in this area reek of prosperity (and fish). All are engaged in salting or brining the catch brought in by the fleet. Most of the time these places are busy, and the workers have little time for chatter.&lt;br /&gt;
:19. &#039;&#039;&#039;The Oweland House&#039;&#039;&#039;. The Oweland family has owned this sprawling mansion for generations. Despite the family&#039;s wealth, the building is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan&#039;s growth. The family takes in fishers who have fallen on hard times, sharing their wealth with others until they can recover.&lt;br /&gt;
:20. &#039;&#039;&#039;The Solmor House&#039;&#039;&#039;. The Solmor family owns several buildings in this modest complex. The largest is the personal mansion of the Solmor family. Three smaller buildings house servants, employees of the family&#039;s trading fleet, and secure storage for expensive goods.&lt;br /&gt;
:21. &#039;&#039;&#039;The Mariners&#039; Guildhouse&#039;&#039;&#039;. The mariners&#039; guild serves all the towns among the League, providing a bunk and a meal for sailors passing through. Sea captains in search of a crew stop here, as do others seekjng news from afar.&lt;br /&gt;
:22. &#039;&#039;&#039;lngo the Drover&#039;s House&#039;&#039;&#039;. A fairly recent arrive to Saltmarsh from places unknown, lngo the Drover (Dragonborn male) is slowly building a reputation as a good source for guards, marines, and muscle when sailing through difficult waters. Many such mercenaries live at his home when passing through the village. &lt;br /&gt;
:23. &#039;&#039;&#039;The Carpenters Guildhouse&#039;&#039;&#039;. Run by a snobby gnome named Jilar Kanklesten (Gnome female), the carpenters&#039; guild has plenty of work building houses, assembling fish barrels, repairing docks, and much more. The whole building is a marvel of workmanship, made without a single nail. jilar is obsessed with rare woods; she pays handsomely for adventurers to make expeditions in search of specific trees in the Hool Marshes, the Drowned Porest, and even from the Dreadwood.&lt;br /&gt;
:24. &#039;&#039;&#039;Crabbers&#039; Cover&#039;&#039;&#039;. Just east of the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber&#039;s Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago. Since then, thousands of crabs have taken up residence in the crumbling remains. Crabbers from Saltmarsh are cautious about the cove, as more than one overeager fisher has disappeared into the clacking darkness. never to be seen again.&lt;br /&gt;
:25. &#039;&#039;&#039;The Leap&#039;&#039;&#039;. The Leap is an outcropping of rock nearly a hundred feet above the churning water below. Several stone benches stand near this precipitous edge, and a few stone markers sit in the tall grass nearby. Traditionally. the people of Sahmarsh leap from the cliffs into the water below when a loved one drowns at sea. The jump is usually not fatal: the water below the Leap is free of rocks, and it is a short swim back to dry land.&lt;br /&gt;
:26. &#039;&#039;&#039;Temple of Procan&#039;&#039;&#039;. Services at this long-standing sea god&#039;s temple are well attended by the locals (especially fisher families). The congregation is led by a one-legged former whaler: Wellgar Brinehanded (Human male) priest), an older man with a sharp memory for every storm, lost ship, and enormous catch ever brought into Saltmarsh harbor. He knows many fanciful stories of shipwrecks, lucky escapes, and famous captains.&lt;br /&gt;
:27. &#039;&#039;&#039;The Saltmarsh Cemetery&#039;&#039;&#039;. The town&#039;s cemetery is well-kept, but many of its graves are little more than memorial stones laid for those who died at sea. Krag (Orc male) is the town gravedigger, as well as something of a town historian and local loremaster. He has conducted extensive research into the folk buried here and events in the region.&lt;br /&gt;
:28. &#039;&#039;&#039;The Winston Store&#039;&#039;&#039;. The owner of this establishment, Winston (Halfling male), is often telling tales and seems to know a great deal about the Hool Marshes. His general store carries most common items and goods. &lt;br /&gt;
:29. &#039;&#039;&#039;Sea Grove of Obad-Hai&#039;&#039;&#039;. Open to the air and set in a grove outside town, the sea-grove is a gathering place for seagulls, sailors, and swamp folk, as well as an information market for traders and trappers. Ferrin Kastilar (Halfling male), a somewhat melancholy individual of middle years, tends the shrine with his bullfrog companion.&lt;br /&gt;
:30. &#039;&#039;&#039;The Standing Stones&#039;&#039;&#039;. Two enormous runcstones stand on this island. In ages past, legends tell that a siren was chained to the stones here and sacrificed by an evil human tribe as an offering to the sea. Since then, the fishing in the region has flourished. Or so the legend goes...&lt;br /&gt;
&lt;br /&gt;
Other Locations in &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039;&lt;br /&gt;
:(31). &#039;&#039;&#039;Mechant League&#039;s Office and Manor&#039;&#039;&#039; (just above #17 in the square open building). This building has been greatly exadened as the offices for the Merchant League after the signing of the growing importants the village has in the League. Many popular fish types and sea marsh plants have become very popular within the greater League.&lt;br /&gt;
&lt;br /&gt;
===Surrounding Lands===&lt;br /&gt;
Map of the surrounding area[https://wiki.rpg.net/index.php/File:Saltmarsh_region_map.jpg]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hool Marshes&#039;&#039;&#039;. To the north of Saltmarsh is a massive salt marsh lands called the treacherous Hool Marshes, which are notorious for pools of water that seem easy to cross but hide deep wells and layers of mud. The area is full of tall, sickly trees and great swarms of biting insects. None but the desperate venture into this place, making it the ideal hiding place&lt;br /&gt;
for outlaws or raiders. There is little dry land within and almost all travel is via flat bed small boats or canoes. Lizardfolk tribes live deep within the swamps but are xenophobic and have no contact with outsiders. &lt;br /&gt;
:&#039;&#039;&#039;Lizardfolk Lair&#039;&#039;&#039;. This old abondoned camp has all but been swallowed by the swamp. 20 some years ago the lizardfolk from the marshes would trade with the few merchants from Saltmarsh for the exotic plants and herbs of the deep marshes. But they abondoned it without warning and have never been back. &lt;br /&gt;
:&#039;&#039;&#039;Dunwater River&#039;&#039;&#039;. The Dunwater River meanders its way through the marshes and into the Azure Sea. It is a broad, slow-moving body of water. choked with reeds and too shallow in many spots to allow boats other than rafts to traverse it.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Drowned Forest&#039;&#039;&#039;. To the north of Saltmarsh and perched at the edge of the Hool Marshes, the Drowned Forest was once a verdant region. A few decades ago, the marsh began to encroach on this area. As the water level rose, the forest was transformed into a more foreboding place. Shambling mounds and blights appeared in the forest in increasing numbers while the water rotted away the trees themselves. In time, strange mushrooms and fungus sprouted throughout the woods. Today, the Drowned Forest is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud. Mushrooms and other fungi sprout everywhere. A thick cloud of spores fills the air and blots out the sun, allowing the unnatural growths to fiourish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tower of Zenopus&#039;&#039;&#039;. The wizard Zenopus once dwelled in this tower on the cliffs outside Saltmarsh. He built his lair next to the remains of an ancient graveyard rumored to be haunted. One night. the tower was engulfed in a fiery green aura. A few brave folks from town investigated the tower and found it abandoned. The door at the base of the cellar stairs was covered with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door·s runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby. the town council asked a Keoish galleon to bombard the structure with catapult fire until it was battered into rubble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abbey Islsand&#039;&#039;&#039;. This island south of Saltmarsh is the site of a small abbey that was long&lt;br /&gt;
ago abandoned by the order of monks that built it. Since then, various outlaw gangs and monsters have claimed it as a lair. The village has occasional set out adventures or marines to clear it if they start causing trouble for the area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silverstand&#039;&#039;&#039;. This small crop of hardwood has a few animals within but ratherly anything danagerous due to the proxity of the fort of Burle. There is an ancient treaten by the name of Wander Root who protects it and does not allow the cutting down of any live trees by the locals. It also acts as an informal ambassador between locals and the wood elves and good-aligned fey of the Dreadwood.&lt;br /&gt;
:Years ago, the warriors from Saltmarsh helped the denizens of the forest defeat an incursion by cultists worshiping elemental evil fire. Since then, the elves, the treants, and Saltmarsh have observed the &#039;&#039;&#039;&#039;&#039;Wild Flame Pact&#039;&#039;&#039;&#039;&#039;- a treaty that calls for mutual defense against the Dreadwood&#039;s horrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burle&#039;&#039;&#039;. Burle is a fortified outpost that is always on guard for monsters emerging from the Dreadwood. It serves as a key stopover point for travelers venturing inland from the southern coastal region. The community is dominated by a small keep set atop a hill that overlooks the&lt;br /&gt;
forest it borders. A few farms cluster around it, the locals relying on the garrison to keep them safe from marauders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreadwood&#039;&#039;&#039;. Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Saltmarsh maintains ranger patrols that sweep through the outer reaches of the forest periodically, while several wood Elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check. but at times a threat that avoids them or overcomes them emerges to wreak havoc across the land. Wild rumors say that there is a portal into the mortal world and the &#039;&#039;&#039;&#039;&#039;Shadowfells&#039;&#039;&#039;&#039;&#039; is located somewhere within its depts and the cause of much of the regions evil. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarf Mines&#039;&#039;&#039;. These cliff side mines are only one of the dwarven mines in the other is some 50 miles to the west at the base of the Black Opel Mountain range. The mine here is a broad shaft dug into a steep hillside near the shore. Stone walls encompass it, with two guard towers overlooking the main gate and three other towers spaced evenly around the perimeter. The inner area contains a small village with warehouses, workshops, and houses, all erected during the time when the excavation was beginning and enormous amounts of stone became available for building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Opal Mountains&#039;&#039;&#039; about 50 miles west of Saltmarsh are a chain of mountains that split the island from north to south. This is a chain of six long dead volcanic mountains. that run most of the length of the island. The highest, the &#039;&#039;&#039;&#039;&#039;Eagle Eyrie Mount&#039;&#039;&#039;&#039;&#039;, is 10,000ft above the city level. All are cloaked in thick jungle forest. Rumors of mineral wealth in the mountains has drawn the Dwarf mining company &#039;the Copperlocks&#039; to the area. The peeks are said to be home to a nest of Wyvern but if so they must limit their hunting to the west side of the island as most never have personally claimed to have seen one. Other monsterous beasts do roar their foothills and the Dwarfs in the area are suppost to be heavily armed at all times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Azure Sea&#039;&#039;&#039;. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted&lt;br /&gt;
across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of &#039;&#039;&#039;&#039;&#039;Ameclio&#039;&#039;&#039;&#039;&#039;, emerge from below its waves from time to time.&lt;br /&gt;
&lt;br /&gt;
==EXTRA GEAR==&lt;br /&gt;
:&#039;&#039;&#039;Bandana&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Eye Patch&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hat&#039;&#039;&#039; | 1 sp to 5gp | 1/2 lb to 2lbs&lt;br /&gt;
:Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Nautical Chart&#039;&#039;&#039; | 25 gp&lt;br /&gt;
:Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Reed Breathing Tube&#039;&#039;&#039; | 1 sp | 1/2 lb.&lt;br /&gt;
:Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Sextant&#039;&#039;&#039; | 500 gp | 2lbs&lt;br /&gt;
:Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spyglass&#039;&#039;&#039; | 250 gp | 1lb&lt;br /&gt;
:Objects viewed through a spyglass are magnified to twice or three times their size.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tattoo&#039;&#039;&#039; | 1 cp – 20gp (or free... ouch!)&lt;br /&gt;
:Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.&lt;br /&gt;
:NOTE that a Ship&#039;s Quartermaster or Super for any merchant ship within the League requires them to have obtained a Super&#039;s tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.&lt;br /&gt;
&lt;br /&gt;
===Blackpowder Weapons===&lt;br /&gt;
Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267 but update the prices to including the Flintlock Pistol (125gp each) and Musket rifle (150gp each). Both replace the loading feature with &#039;long-loading (2)&#039; meaning it takes 2 full actions to reload. Ammo costs 1gp for 10 shots and weigh 2lb. A Horn gunpowder costs 10gp for 10 shots worth of powder and weigh 2lbs. A keg of blackpowder (gunpowder) is 100gp and weighs 20lbs. A blackpowder bomb costs 25gp.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW MARTIAL FIREARMS&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Blunderbuss&#039;&#039;&#039; | Cost 250gp | Wt. 8lbs &lt;br /&gt;
:Damage- 1d10 piercing; Qualities - Ammunition (range 20/60), long-loading (2), special&lt;br /&gt;
:This weapon can be fired normally or loaded to make a scattering shot, attacking all  creatures within a 20 foot cone. Each creature in the  cone takes 2d6 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot requires pellet ammunition.&lt;br /&gt;
:&#039;&#039;&#039;Dragon Pistol&#039;&#039;&#039; | Cost- 175gp | Wt. 3lbs&lt;br /&gt;
:Damage- 1d8 piercing; Qualites - Ammunition (range 20/60), long-loading (2), special&lt;br /&gt;
:This weapon can be fired normally or loaded to make a scattering shot, attacking all  creatures within a 15 foot cone. Each creature in the  cone takes 2d4 piercing damage if they fail a DC 15 Dexterity saving throw. Using a scatter shot  requires pellet ammunition &lt;br /&gt;
:&#039;&#039;&#039;Pellet Ammunition&#039;&#039;&#039; | Cost 40gp | Wt. 1lb&lt;br /&gt;
:10 shots with a small pellet cloth bags to hold multiple small little pellets in.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397132</id>
		<title>DnD5 theSavageTide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397132"/>
		<updated>2021-03-10T19:38:05Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* THE HEROES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inro&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_of_Saltmarsh.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
==THE HEROES==&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;s Name&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Class &amp;amp; Level&#039;&#039;&#039; || &#039;&#039;&#039;Species&#039;&#039;&#039; || &#039;&#039;&#039;ALN&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;Max HP&#039;&#039;&#039; || &#039;&#039;&#039;Current HP&#039;&#039;&#039; || &#039;&#039;&#039;Speed&#039;&#039;&#039; || &#039;&#039;&#039;Spell Slots&#039;&#039;&#039; || &#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Federigo Soto || @SirMoogle || Rogue 2 || Human ||NG || 14 || 15 || 15 || 30ft || n/a || Sneak Attack (1d6), Expertise, Cunning Action&lt;br /&gt;
|-&lt;br /&gt;
| Sister Charity Bronzegg || @Unka Josh || Fighter 2 || Stout Halfling || NG || 17 || 22 || 22 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+2), Action Surge &lt;br /&gt;
|-&lt;br /&gt;
| xx || @jmucchiello || X 2 || xx || NG || 10 || 10 || 10 || 30ft || 3/3 || xx &lt;br /&gt;
|-&lt;br /&gt;
| Borgar Silverfist || @Talisman || Paladin 2 || Orc || CG || 16 || 19 || 19 || 30ft || 2 || Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| Eckanem Itthobaal || @JasonELeigh || Wizrd 2 || Dragonborn || NG || 15 || 14 || 14 || 30ft || 3/3 || Breath Weapon, Resistant to Fire, Arcane Caster &lt;br /&gt;
|-&lt;br /&gt;
| [https://docs.google.com/document/d/1Wz-LFeGdbcc21ajmt7ZE22OcOfGFmqNL2lWUHiU9AgU/ Zuri] || @Aikireikinu  || Monk 2 || Wood Elf || NG || 16 || 17 || 17 || 45ft || n/a || Mask of the Wild, Unarmored Defense, Martial Arts, Ki 2/2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==THE TEN THOUSAND ISLE SETTING==&lt;br /&gt;
The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.&lt;br /&gt;
&lt;br /&gt;
This archipelago is centered on the world&#039;s equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.&lt;br /&gt;
&lt;br /&gt;
The game will be using a lot of &#039;&#039;Greyhawk&#039;&#039; organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered &#039;Savages&#039; and &#039;Evil&#039; by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.&lt;br /&gt;
&lt;br /&gt;
Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the Exra-Loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Extra Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).&lt;br /&gt;
&lt;br /&gt;
==THE SAVAGE TIDE/GHOST OVERVIEW==&lt;br /&gt;
The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.&lt;br /&gt;
&lt;br /&gt;
[[File:Saltmarsh_Port.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
The port city of &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039; is on the western part of the archipelago on a good sized island (about 300 miles long and 150 miles at its widest). The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; was intially started some 598 years ago in the Free City-Port of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039;. Gathering many local indendent ports together they formed the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.&lt;br /&gt;
&lt;br /&gt;
When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of &#039;smuggler&#039; trade between various League members of the Hold of the Sea Prines.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hold of the City Princes&#039;&#039;&#039; is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.&lt;br /&gt;
&lt;br /&gt;
==MAPS OF THE AREA==&lt;br /&gt;
Map of the port city of Saltmarsh[https://www.pinterest.com/pin/611293349408749782/]&lt;br /&gt;
&lt;br /&gt;
==EXTRA GEAR==&lt;br /&gt;
:&#039;&#039;&#039;Bandana&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Eye Patch&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hat&#039;&#039;&#039; | 1 sp to 5gp | 1/2 lb to 2lbs&lt;br /&gt;
:Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Nautical Chart&#039;&#039;&#039; | 25 gp&lt;br /&gt;
:Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Reed Breathing Tube&#039;&#039;&#039; | 1 sp | 1/2 lb.&lt;br /&gt;
:Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Sextant&#039;&#039;&#039; | 500 gp | 2lbs&lt;br /&gt;
:Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spyglass&#039;&#039;&#039; | 250 gp | 1lb&lt;br /&gt;
:Objects viewed through a spyglass are magnified to twice or three times their size.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tattoo&#039;&#039;&#039; | 1 cp – 20gp (or free... ouch!)&lt;br /&gt;
:Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.&lt;br /&gt;
:NOTE that a Ship&#039;s Quartermaster or Super for any merchant ship within the League requires them to have obtained a Super&#039;s tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397131</id>
		<title>DnD5 theSavageTide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397131"/>
		<updated>2021-03-10T19:37:07Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* THE HEROES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inro&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_of_Saltmarsh.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
==THE HEROES==&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;s Name&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Class &amp;amp; Level&#039;&#039;&#039; || &#039;&#039;&#039;Species&#039;&#039;&#039; || &#039;&#039;&#039;ALN&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;Max HP&#039;&#039;&#039; || &#039;&#039;&#039;Current HP&#039;&#039;&#039; || &#039;&#039;&#039;Speed&#039;&#039;&#039; || &#039;&#039;&#039;Spell Slots&#039;&#039;&#039; || &#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Federigo Soto || @SirMoogle || Rogue 2 || Human ||NG || 14 || 15 || 15 || 30ft || n/a || Sneak Attack (1d6), Expertise, Cunning Action&lt;br /&gt;
|-&lt;br /&gt;
| Sister Charity Bronzegg || @Unka Josh || Fighter 2 || Stout Halfling || NG || 17 || 22 || 22 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+2), Action Surge &lt;br /&gt;
|-&lt;br /&gt;
| xx || @jmucchiello || X 2 || xx || NG || 10 || 10 || 10 || 30ft || 3/3 || xx &lt;br /&gt;
|-&lt;br /&gt;
| Borgar Silverfist || @Talisman || Paladin 2 || Orc || CG || 16 || 19 || 19 || 30ft || 2 || Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| Eckanem Itthobaal || @JasonELeigh || Wizrd 2 || Dragonborn || NG || 15 || 14 || 14 || 30ft || 3/3 || Breath Weapon, Resistant to Fire, Arcane Caster &lt;br /&gt;
|-&lt;br /&gt;
| |https://docs.google.com/document/d/1Wz-LFeGdbcc21ajmt7ZE22OcOfGFmqNL2lWUHiU9AgU/|Zuri| || @Aikireikinu  || Monk 2 || Wood Elf || NG || 16 || 17 || 17 || 45ft || n/a || Mask of the Wild, Unarmored Defense, Martial Arts, Ki 2/2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==THE TEN THOUSAND ISLE SETTING==&lt;br /&gt;
The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.&lt;br /&gt;
&lt;br /&gt;
This archipelago is centered on the world&#039;s equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.&lt;br /&gt;
&lt;br /&gt;
The game will be using a lot of &#039;&#039;Greyhawk&#039;&#039; organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered &#039;Savages&#039; and &#039;Evil&#039; by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.&lt;br /&gt;
&lt;br /&gt;
Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the Exra-Loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Extra Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).&lt;br /&gt;
&lt;br /&gt;
==THE SAVAGE TIDE/GHOST OVERVIEW==&lt;br /&gt;
The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.&lt;br /&gt;
&lt;br /&gt;
[[File:Saltmarsh_Port.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
The port city of &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039; is on the western part of the archipelago on a good sized island (about 300 miles long and 150 miles at its widest). The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; was intially started some 598 years ago in the Free City-Port of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039;. Gathering many local indendent ports together they formed the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.&lt;br /&gt;
&lt;br /&gt;
When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of &#039;smuggler&#039; trade between various League members of the Hold of the Sea Prines.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hold of the City Princes&#039;&#039;&#039; is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.&lt;br /&gt;
&lt;br /&gt;
==MAPS OF THE AREA==&lt;br /&gt;
Map of the port city of Saltmarsh[https://www.pinterest.com/pin/611293349408749782/]&lt;br /&gt;
&lt;br /&gt;
==EXTRA GEAR==&lt;br /&gt;
:&#039;&#039;&#039;Bandana&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Eye Patch&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hat&#039;&#039;&#039; | 1 sp to 5gp | 1/2 lb to 2lbs&lt;br /&gt;
:Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Nautical Chart&#039;&#039;&#039; | 25 gp&lt;br /&gt;
:Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Reed Breathing Tube&#039;&#039;&#039; | 1 sp | 1/2 lb.&lt;br /&gt;
:Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Sextant&#039;&#039;&#039; | 500 gp | 2lbs&lt;br /&gt;
:Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spyglass&#039;&#039;&#039; | 250 gp | 1lb&lt;br /&gt;
:Objects viewed through a spyglass are magnified to twice or three times their size.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tattoo&#039;&#039;&#039; | 1 cp – 20gp (or free... ouch!)&lt;br /&gt;
:Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.&lt;br /&gt;
:NOTE that a Ship&#039;s Quartermaster or Super for any merchant ship within the League requires them to have obtained a Super&#039;s tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397130</id>
		<title>DnD5 theSavageTide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397130"/>
		<updated>2021-03-10T19:36:42Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* THE HEROES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inro&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_of_Saltmarsh.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
==THE HEROES==&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;s Name&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Class &amp;amp; Level&#039;&#039;&#039; || &#039;&#039;&#039;Species&#039;&#039;&#039; || &#039;&#039;&#039;ALN&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;Max HP&#039;&#039;&#039; || &#039;&#039;&#039;Current HP&#039;&#039;&#039; || &#039;&#039;&#039;Speed&#039;&#039;&#039; || &#039;&#039;&#039;Spell Slots&#039;&#039;&#039; || &#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Federigo Soto || @SirMoogle || Rogue 2 || Human ||NG || 14 || 15 || 15 || 30ft || n/a || Sneak Attack (1d6), Expertise, Cunning Action&lt;br /&gt;
|-&lt;br /&gt;
| Sister Charity Bronzegg || @Unka Josh || Fighter 2 || Stout Halfling || NG || 17 || 22 || 22 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+2), Action Surge &lt;br /&gt;
|-&lt;br /&gt;
| xx || @jmucchiello || X 2 || xx || NG || 10 || 10 || 10 || 30ft || 3/3 || xx &lt;br /&gt;
|-&lt;br /&gt;
| Borgar Silverfist || @Talisman || Paladin 2 || Orc || CG || 16 || 19 || 19 || 30ft || 2 || Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| Eckanem Itthobaal || @JasonELeigh || Wizrd 2 || Dragonborn || NG || 15 || 14 || 14 || 30ft || 3/3 || Breath Weapon, Resistant to Fire, Arcane Caster &lt;br /&gt;
|-&lt;br /&gt;
| |https://docs.google.com/document/d/1Wz-LFeGdbcc21ajmt7ZE22OcOfGFmqNL2lWUHiU9AgU/ Zuri| || @Aikireikinu  || Monk 2 || Wood Elf || NG || 16 || 17 || 17 || 45ft || n/a || Mask of the Wild, Unarmored Defense, Martial Arts, Ki 2/2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==THE TEN THOUSAND ISLE SETTING==&lt;br /&gt;
The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.&lt;br /&gt;
&lt;br /&gt;
This archipelago is centered on the world&#039;s equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.&lt;br /&gt;
&lt;br /&gt;
The game will be using a lot of &#039;&#039;Greyhawk&#039;&#039; organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered &#039;Savages&#039; and &#039;Evil&#039; by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.&lt;br /&gt;
&lt;br /&gt;
Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the Exra-Loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Extra Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).&lt;br /&gt;
&lt;br /&gt;
==THE SAVAGE TIDE/GHOST OVERVIEW==&lt;br /&gt;
The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.&lt;br /&gt;
&lt;br /&gt;
[[File:Saltmarsh_Port.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
The port city of &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039; is on the western part of the archipelago on a good sized island (about 300 miles long and 150 miles at its widest). The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; was intially started some 598 years ago in the Free City-Port of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039;. Gathering many local indendent ports together they formed the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.&lt;br /&gt;
&lt;br /&gt;
When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of &#039;smuggler&#039; trade between various League members of the Hold of the Sea Prines.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hold of the City Princes&#039;&#039;&#039; is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.&lt;br /&gt;
&lt;br /&gt;
==MAPS OF THE AREA==&lt;br /&gt;
Map of the port city of Saltmarsh[https://www.pinterest.com/pin/611293349408749782/]&lt;br /&gt;
&lt;br /&gt;
==EXTRA GEAR==&lt;br /&gt;
:&#039;&#039;&#039;Bandana&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Eye Patch&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hat&#039;&#039;&#039; | 1 sp to 5gp | 1/2 lb to 2lbs&lt;br /&gt;
:Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Nautical Chart&#039;&#039;&#039; | 25 gp&lt;br /&gt;
:Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Reed Breathing Tube&#039;&#039;&#039; | 1 sp | 1/2 lb.&lt;br /&gt;
:Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Sextant&#039;&#039;&#039; | 500 gp | 2lbs&lt;br /&gt;
:Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spyglass&#039;&#039;&#039; | 250 gp | 1lb&lt;br /&gt;
:Objects viewed through a spyglass are magnified to twice or three times their size.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tattoo&#039;&#039;&#039; | 1 cp – 20gp (or free... ouch!)&lt;br /&gt;
:Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.&lt;br /&gt;
:NOTE that a Ship&#039;s Quartermaster or Super for any merchant ship within the League requires them to have obtained a Super&#039;s tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397129</id>
		<title>DnD5 theSavageTide</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DnD5_theSavageTide&amp;diff=397129"/>
		<updated>2021-03-10T19:35:48Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inro&lt;br /&gt;
&lt;br /&gt;
[[File:Ghost_of_Saltmarsh.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
==THE HEROES==&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;s Name&#039;&#039;&#039; || &#039;&#039;&#039;Played by...&#039;&#039;&#039; || &#039;&#039;&#039;Class &amp;amp; Level&#039;&#039;&#039; || &#039;&#039;&#039;Species&#039;&#039;&#039; || &#039;&#039;&#039;ALN&#039;&#039;&#039; || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;Max HP&#039;&#039;&#039; || &#039;&#039;&#039;Current HP&#039;&#039;&#039; || &#039;&#039;&#039;Speed&#039;&#039;&#039; || &#039;&#039;&#039;Spell Slots&#039;&#039;&#039; || &#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Federigo Soto || @SirMoogle || Rogue 2 || Human ||NG || 14 || 15 || 15 || 30ft || n/a || Sneak Attack (1d6), Expertise, Cunning Action&lt;br /&gt;
|-&lt;br /&gt;
| Sister Charity Bronzegg || @Unka Josh || Fighter 2 || Stout Halfling || NG || 17 || 22 || 22 || 25ft || n/a || Lucky, Brave, Halfling Nimbleness, Stout Resilience, Second Wind (1d10+2), Action Surge &lt;br /&gt;
|-&lt;br /&gt;
| xx || @jmucchiello || X 2 || xx || NG || 10 || 10 || 10 || 30ft || 3/3 || xx &lt;br /&gt;
|-&lt;br /&gt;
| Borgar Silverfist || @Talisman || Paladin 2 || Orc || CG || 16 || 19 || 19 || 30ft || 2 || Relentless Endurance, Savage Attack, Divine Sense (3), Lay on Hands (10), Divine Caster, Divine Smite&lt;br /&gt;
|-&lt;br /&gt;
| Eckanem Itthobaal || @JasonELeigh || Wizrd 2 || Dragonborn || NG || 15 || 14 || 14 || 30ft || 3/3 || Breath Weapon, Resistant to Fire, Arcane Caster &lt;br /&gt;
|-&lt;br /&gt;
| Zuri || @Aikireikinu  || Monk 2 || Wood Elf || NG || 16 || 17 || 17 || 45ft || n/a || Mask of the Wild, Unarmored Defense, Martial Arts, Ki 2/2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==THE TEN THOUSAND ISLE SETTING==&lt;br /&gt;
The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.&lt;br /&gt;
&lt;br /&gt;
This archipelago is centered on the world&#039;s equator but the chain stretches into both a frozen northern and southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.&lt;br /&gt;
&lt;br /&gt;
The game will be using a lot of &#039;&#039;Greyhawk&#039;&#039; organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered &#039;Savages&#039; and &#039;Evil&#039; by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.&lt;br /&gt;
&lt;br /&gt;
Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. Explosives &amp;amp; Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the Exra-Loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Extra Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).&lt;br /&gt;
&lt;br /&gt;
==THE SAVAGE TIDE/GHOST OVERVIEW==&lt;br /&gt;
The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.&lt;br /&gt;
&lt;br /&gt;
[[File:Saltmarsh_Port.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
The port city of &#039;&#039;&#039;Saltmarsh&#039;&#039;&#039; is on the western part of the archipelago on a good sized island (about 300 miles long and 150 miles at its widest). The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Treaty of Trade&#039;&#039;&#039; was intially started some 598 years ago in the Free City-Port of &#039;&#039;&#039;Greyhawk&#039;&#039;&#039;. Gathering many local indendent ports together they formed the &#039;&#039;&#039;Merchant League&#039;&#039;&#039; with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.&lt;br /&gt;
&lt;br /&gt;
When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of &#039;smuggler&#039; trade between various League members of the Hold of the Sea Prines.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hold of the City Princes&#039;&#039;&#039; is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.&lt;br /&gt;
&lt;br /&gt;
==MAPS OF THE AREA==&lt;br /&gt;
Map of the port city of Saltmarsh[https://www.pinterest.com/pin/611293349408749782/]&lt;br /&gt;
&lt;br /&gt;
==EXTRA GEAR==&lt;br /&gt;
:&#039;&#039;&#039;Bandana&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Colorful bandanas are used for sun protection or worn under a hat to make it more comfortable.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Eye Patch&#039;&#039;&#039; | 5 cp&lt;br /&gt;
:Eye patches are worn to cover one eye and tie around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light of below decks to the bright sunlight above.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hat&#039;&#039;&#039; | 1 sp to 5gp | 1/2 lb to 2lbs&lt;br /&gt;
:Often worn by pirates for sun protection and style, such as bicorn and tricorn hats.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Nautical Chart&#039;&#039;&#039; | 25 gp&lt;br /&gt;
:Nautical charts display settlements, depth of water, shape of coastlines, currents, tides and navigational hazards such as reefs. A chart grants Advantage on Nature checks related to navigation when in the area detailed by the chart to those who are proficient with navigator’s tools.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Reed Breathing Tube&#039;&#039;&#039; | 1 sp | 1/2 lb.&lt;br /&gt;
:Use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Sextant&#039;&#039;&#039; | 500 gp | 2lbs&lt;br /&gt;
:Used to determine latitude, a sextant grants you Advantage on Survival and Tool -Navigation tools checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spyglass&#039;&#039;&#039; | 250 gp | 1lb&lt;br /&gt;
:Objects viewed through a spyglass are magnified to twice or three times their size.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tattoo&#039;&#039;&#039; | 1 cp – 20gp (or free... ouch!)&lt;br /&gt;
:Tattoos provide decoration, indicate group membership or can even provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo you wish to have done to your GM to determine the price.&lt;br /&gt;
:NOTE that a Ship&#039;s Quartermaster or Super for any merchant ship within the League requires them to have obtained a Super&#039;s tatoo at a Merchant League established station. This cost 250gp and have a bit of arcane script included within them.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=396861</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=396861"/>
		<updated>2021-02-26T03:20:30Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Wayfarers of Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=391443</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=391443"/>
		<updated>2020-12-10T19:33:58Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The Void and the Bright */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could control them and send to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389861</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389861"/>
		<updated>2020-10-28T21:00:10Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Sarnkel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
&lt;br /&gt;
During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
&lt;br /&gt;
The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always the as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389447</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389447"/>
		<updated>2020-10-18T19:07:02Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always the as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389446</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389446"/>
		<updated>2020-10-18T19:03:01Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The Seven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389445</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389445"/>
		<updated>2020-10-18T19:00:50Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The Seven */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389444</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389444"/>
		<updated>2020-10-18T19:00:20Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Background Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)&lt;br /&gt;
&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
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		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389443"/>
		<updated>2020-10-18T18:57:20Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The Queztlan Resistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389442</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389442"/>
		<updated>2020-10-18T18:56:56Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The Darkwood Demense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements. g enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389441</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389441"/>
		<updated>2020-10-18T18:56:35Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The Khanate of Rau */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389440</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=389440"/>
		<updated>2020-10-18T18:55:59Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The &amp;quot;Wild&amp;quot; Nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc ???).&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=388529</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=388529"/>
		<updated>2020-09-20T18:43:11Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Other NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Personal Background==&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=387751</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=387751"/>
		<updated>2020-09-05T16:09:50Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Guestright */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==The Twin Seedsingers==&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He is the one who forged Weapon, the entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=386373</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=386373"/>
		<updated>2020-08-15T23:04:03Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Wayfarers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=383449</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=383449"/>
		<updated>2020-06-29T15:09:56Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The Khanate of Rau */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire known of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=382651</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=382651"/>
		<updated>2020-06-17T15:10:54Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Other NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire known of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=382028</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=382028"/>
		<updated>2020-06-11T15:47:08Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* The City State of Sylverda */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire known of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His is all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=381853</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=381853"/>
		<updated>2020-06-08T15:43:59Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Wayfarers of Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire known of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His is all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to server as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379725</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379725"/>
		<updated>2020-05-08T13:02:36Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire known of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His is all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to server as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379514</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379514"/>
		<updated>2020-04-30T14:07:53Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Terbish&#039;s Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire known of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His is all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to server as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379513</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379513"/>
		<updated>2020-04-30T13:46:39Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Wayfarers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC link&lt;br /&gt;
*OOC link&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Terbish&#039;s Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire known of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
&lt;br /&gt;
The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His is all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to server as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379512</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379512"/>
		<updated>2020-04-30T13:23:56Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC link&lt;br /&gt;
*OOC link&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
**&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Terbish&#039;s Aurochs]&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His is all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to server as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379511</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=379511"/>
		<updated>2020-04-30T13:01:31Z</updated>

		<summary type="html">&lt;p&gt;Aikireikinu: /* Guestright */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC link&lt;br /&gt;
*OOC link&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang]&#039;&#039;&#039;. Orc-Kin Warlock&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1-NV6S2UJFhy39jWdxXesHFcsf7zgf5OGmuemfCCjrVI/edit Church]&#039;&#039;&#039;, Arcanotek Trooper Cleric&lt;br /&gt;
=Allies=&lt;br /&gt;
==Wayfarers==&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand.&lt;br /&gt;
*&#039;&#039;&#039;Ashzuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
*None so far!&lt;br /&gt;
=Other NPCs=&lt;br /&gt;
==Auraryuma, the Golden Calamity==&lt;br /&gt;
&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His is all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
&lt;br /&gt;
It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
&lt;br /&gt;
When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
&lt;br /&gt;
He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
&lt;br /&gt;
And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
&lt;br /&gt;
Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==Guestright==&lt;br /&gt;
Hospitality is a virtue of great importance in Aukroa, so great that the spirits of the land themselves punish those who breech it.&lt;br /&gt;
&lt;br /&gt;
A person admitted as a guest, must not be harmed, nor may a guest harm their host or those under their host&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
A guest must provide a gift to their host, of any value, and their host must accept it for guestright to sworn. When the gift is present and accepted, the period of guestright is decided, no shorter than then next dawn, no longer than the dawn of a year and a day.&lt;br /&gt;
&lt;br /&gt;
A guest must abide by their hosts customs while a guest, unless they would cause harm, and a host must provide for a guest&#039;s basic needs.&lt;br /&gt;
&lt;br /&gt;
A host must accept guestright, if the guest is in peril from the weather or wild animals or monsters, with the duration being no shorter than the next dawn, and at least until the immediate danger has passed, unless doing so would put them in peril. And it is the spirits who judge, so the host should be very certain they would be in peril. A guest falsely claiming to be in peril would be judged to have violated guestright themselves.&lt;br /&gt;
&lt;br /&gt;
A host may revoke guestright by asking thrice for their guest to leave, and returning the gift. They may not harm their former guest until the guest has travelled far enough that they can not see the host&#039;s domain.&lt;br /&gt;
&lt;br /&gt;
A guest may revoke guestright by stepping beyond the threshold of their host&#039;s domain, declaring thrice that they are departing, and traveling so that they can not see the host&#039;s domain. They may not harm their former host until they have done so.&lt;br /&gt;
&lt;br /&gt;
Violating guestright results in the violator being cursed by the spirits of the land, with the severity of curse being threefold the severity of violation. Such curses are difficult to remove, and the self-same spirits are loathe to allow their priests to do so without ample evidence of atonement by the violator.&lt;br /&gt;
&lt;br /&gt;
Refusing to offer or claim guestright is viewed with deep suspicion. Needless to say, the forces of the Jhorzan Empire have no use for guestright.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to server as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judge the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judge by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Wild Nations, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from there homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;/div&gt;</summary>
		<author><name>Aikireikinu</name></author>
	</entry>
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