<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DM+Italy</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DM+Italy"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/DM_Italy"/>
	<updated>2026-05-15T04:16:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=274096</id>
		<title>Time of Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=274096"/>
		<updated>2014-12-11T22:46:31Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks the 300 year time period after the opening of [[The Black Rupture]]&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as DR (During Rupture).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
0 DR - First rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
10 DR - Last rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
32 DR - Most of Tashyn&#039;s empires are annhilated&amp;lt;br&amp;gt;&lt;br /&gt;
38 DR - All goodly races create an alliance&amp;lt;br&amp;gt;&lt;br /&gt;
43 DR - The first theory on sealing the ruptures is created&amp;lt;br&amp;gt;&lt;br /&gt;
45 DR - The first attempt at closing a rupture utterly fails with devastating losses&amp;lt;br&amp;gt;&lt;br /&gt;
50 DR - The first minor rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
57 DR - The first major rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
62 DR - Half of the ruptures have been sealed&amp;lt;br&amp;gt;&lt;br /&gt;
73 DR - The first empire is re-built&amp;lt;br&amp;gt;&lt;br /&gt;
82 DR - One of the major demons is banished&amp;lt;br&amp;gt;&lt;br /&gt;
87 DR - Most of the races left in [[Tashyn]] form a desperate alliance&lt;br /&gt;
95 DR - The [[Hundred Year Demon War]] has begun&amp;lt;br&amp;gt;&lt;br /&gt;
195 DR - The [[Hundred Year Demon War]] comes to an end&amp;lt;br&amp;gt;&lt;br /&gt;
200 DR - All major ruptures closed&amp;lt;br&amp;gt;&lt;br /&gt;
220 DR - The [[Guild of Arcane Evokers]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
225 DR - Grisnok, the Orc King unites major Orc tribes&amp;lt;br&amp;gt;&lt;br /&gt;
228 DR - [[The Seven Mages]] are apprehended&amp;lt;br&amp;gt;&lt;br /&gt;
235 DR - [[The Inquisitoria]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
250 DR - Last year of this period&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=274095</id>
		<title>Time of Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=274095"/>
		<updated>2014-12-11T22:40:57Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks the 300 year time period after the opening of [[The Black Rupture]]&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as DR (During Rupture).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
0 DR - First rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
10 DR - Last rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
32 DR - Most of Tashyn&#039;s empires are annhilated&amp;lt;br&amp;gt;&lt;br /&gt;
38 DR - All goodly races create an alliance&amp;lt;br&amp;gt;&lt;br /&gt;
43 DR - The first theory on sealing the ruptures is created&amp;lt;br&amp;gt;&lt;br /&gt;
45 DR - The first attempt at closing a rupture utterly fails with devastating losses&amp;lt;br&amp;gt;&lt;br /&gt;
50 DR - The first minor rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
57 DR - The first major rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
62 DR - Half of the ruptures have been sealed&amp;lt;br&amp;gt;&lt;br /&gt;
73 DR - The first empire is re-built&amp;lt;br&amp;gt;&lt;br /&gt;
82 DR - One of the major demons is banished&amp;lt;br&amp;gt;&lt;br /&gt;
87 DR - Most of the races left in [[Tashyn]] form a desperate alliance&lt;br /&gt;
95 DR - The [[Hundred Year Demon War]] has begun&amp;lt;br&amp;gt;&lt;br /&gt;
195 DR - The [[Hundred Year Demon War]] comes to an end&amp;lt;br&amp;gt;&lt;br /&gt;
200 DR - All major ruptures closed&amp;lt;br&amp;gt;&lt;br /&gt;
220 DR - The [[Guild of Arcane Evokers]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
225 DR - Grisnok, the Orc King unites major Orc tribes&amp;lt;br&amp;gt;&lt;br /&gt;
228 DR - [[The Seven Mages]] are apprehended&amp;lt;br&amp;gt;&lt;br /&gt;
235 DR - [[The Inquisitoria]] is founded&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=274094</id>
		<title>Time of Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=274094"/>
		<updated>2014-12-11T22:40:44Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks the 300 year time period after the opening of [[The Black Rupture]]&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as DR (During Rupture).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
0 DR - First rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
10 DR - Last rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
32 DR - Most of Tashyn&#039;s empires are annhilated&amp;lt;br&amp;gt;&lt;br /&gt;
38 DR - All goodly races create an alliance&amp;lt;br&amp;gt;&lt;br /&gt;
43 DR - The first theory on sealing the ruptures is created&amp;lt;br&amp;gt;&lt;br /&gt;
45 DR - The first attempt at closing a rupture utterly fails with devastating losses&amp;lt;br&amp;gt;&lt;br /&gt;
50 DR - The first minor rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
57 DR - The first major rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
62 DR - Half of the ruptures have been sealed&amp;lt;br&amp;gt;&lt;br /&gt;
73 DR - The first empire is re-built&amp;lt;br&amp;gt;&lt;br /&gt;
82 DR - One of the major demons is banished&amp;lt;br&amp;gt;&lt;br /&gt;
87 DR - Most of the races left in [[Tashyn]] form a desperate alliance&lt;br /&gt;
95 DR - The [[Hundred Year Demon War]] has begun&amp;lt;br&amp;gt;&lt;br /&gt;
195 DR - The [[Hundred Year Demon War]] comes to an end&amp;lt;br&amp;gt;&lt;br /&gt;
200 DR - All major ruptures closed&amp;lt;br&amp;gt;&lt;br /&gt;
220 DR - The [[Guild of Arcane Evokers]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
225 DR - Grisnok, the Orc King unites major Orc tribes&lt;br /&gt;
228 DR - [[The Seven Mages]] are apprehended&amp;lt;br&amp;gt;&lt;br /&gt;
235 DR - [[The Inquisitoria]] is founded&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272462</id>
		<title>Silver Arrow Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272462"/>
		<updated>2014-10-28T21:18:46Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Silver Arrow Empire was an empire that controlled most of [[Rodari]] after the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
The Silver Arrow Empire was founded by Kolto Stronghand Silver Arrow (see [[Tashyn Names]])best known as [[Kolto Silverarrow]].&amp;lt;br&amp;gt;&lt;br /&gt;
Through heroic feats, [[Kolto Silverarrow]] became one of the most pivotal figures of the [[Yorg Dominance Era]].&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the Empire&#039;s founding, the Danesian Knights were considered one of the most important groups in the liberation from the [[Yorgs]] and the Silver Arrow Knight continue their tradition.&amp;lt;br&amp;gt;&lt;br /&gt;
The Knights were rebels to the Yorg Empire and were remnants of the [[Danesian Kingdom]] one of the first empires ever founded.&lt;br /&gt;
&lt;br /&gt;
=== Downfall ===&lt;br /&gt;
[[The Black Rupture]] was the Empire&#039;s downfall, it was impossible for the kingdom to remain whole after demons ravaged entire cities within days.&amp;lt;br&amp;gt;&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
&lt;br /&gt;
=== Political Party ===&lt;br /&gt;
In recent years, the Silver Arrow Empire has become a political party with the ambition to unite all of [[Rodari]] under the Silver banner.&amp;lt;br&amp;gt;&lt;br /&gt;
Their campaign in Babasko stands against aristocrats and boasts about [[Kolto Silverarrow]]&#039;s farmer upbringing. Their outlook is highly militaristic and traditional, they are highly patriotic but not racial, they welcome any inhabitant of [[Rodari]] to join them. They are supporters of controlling magic and are fearful of magic abuse.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272461</id>
		<title>Silver Arrow Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272461"/>
		<updated>2014-10-28T21:18:31Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Silver Arrow Empire was an empire that controlled most of [[Rodari]] after the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
The Silver Arrow Empire was founded by Kolto Stronghand Silver Arrow (see [[Tashyn Names]])best known as [[Kolto Silverarrow]].&amp;lt;br&amp;gt;&lt;br /&gt;
Through heroic feats, [[Kolto Silverarrow]] became one of the most pivotal figures of the [[Yorg Dominance Era]].&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the Empire&#039;s founding, the Danesian Knights were considered one of the most important groups in the liberation from the [[Yorgs]] and the Silver Arrow Knight continue their tradition.&amp;lt;br&amp;gt;&lt;br /&gt;
The Knights were rebels to the Yorg Empire and were remnants of the [[Danesian Kingdom]] one of the first empires ever founded.&lt;br /&gt;
&lt;br /&gt;
=== Downfall ===&lt;br /&gt;
[[The Black Rupture]] was the Empire&#039;s downfall, it was impossible for the kingdom to remain whole after demons ravaged entire cities within days.&amp;lt;br&amp;gt;&lt;br /&gt;
=== Timeline ===&lt;br /&gt;
&lt;br /&gt;
=== Political Party ===&lt;br /&gt;
In recent years, the Silver Arrow Empire has become a political party with the ambition to unite all of [[Rodari]] under the Silver banner.&amp;lt;br&amp;gt;&lt;br /&gt;
Their campaign in [[Babasko]] stands against aristocrats and boasts about [[Kolto Silverarrow]]&#039;s farmer upbringing. Their outlook is highly militaristic and traditional, they are highly patriotic but not racial, they welcome any inhabitant of [[Rodari]] to join them. They are supporters of controlling magic and are fearful of magic abuse.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272460</id>
		<title>Silver Arrow Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272460"/>
		<updated>2014-10-28T20:53:16Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Silver Arrow Empire was an empire that controlled most of [[Rodari]] after the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
The Silver Arrow Empire was founded by Kolto Stronghand Silver Arrow (see [[Tashyn Names]])best known as [[Kolto Silverarrow]].&amp;lt;br&amp;gt;&lt;br /&gt;
Through heroic feats, [[Kolto Silverarrow]] became one of the most pivotal figures of the [[Yorg Dominance Era]].&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the Empire&#039;s founding, the Danesian Knights were considered one of the most important groups in the liberation from the [[Yorgs]] and the Silver Arrow Knight continue their tradition.&amp;lt;br&amp;gt;&lt;br /&gt;
The Knights were rebels to the Yorg Empire and were remnants of the [[Danesian Kingdom]] one of the first empires ever founded.&lt;br /&gt;
&lt;br /&gt;
=== Downfall ===&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272459</id>
		<title>Silver Arrow Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272459"/>
		<updated>2014-10-28T20:51:25Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Silver Arrow Empire was an empire that controlled most of [[Rodari]] after the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
The Silver Arrow Empire was founded by Kolto Stronghand Silver Arrow (see [[Tashyn Names]])best known as [[Kolto Silverarrow]].&amp;lt;br&amp;gt;&lt;br /&gt;
Through heroic feats, [[Kolto Silverarrow]] became one of the most pivotal figures of the [[Yorg Dominance Era]].&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the Empire&#039;s founding, the [[Danesian Kingdom]] was the largest empire. Danesian Knights were considered one of the most important groups in the liberation from the [[Yorgs]] and the Silver Arrow Knight continue their tradition.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Downfall ===&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272458</id>
		<title>Silver Arrow Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=272458"/>
		<updated>2014-10-28T20:47:32Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Silver Arrow Empire was an empire that controlled most of [[Rodari]] after the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
The Silver Arrow Empire was founded by Kolto Stronghand Silver Arrow (see [[Tashyn Names]])best known as [[Kolto Silverarrow]].&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the Empire&#039;s founding, there were Danesian Knights, who are considered one of the most important groups in the liberation from the [[Yorgs]].&amp;lt;br&amp;gt;&lt;br /&gt;
Through heroic feats, [[Kolto Silverarrow]] became one of the most pivotal figures of the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Downfall ===&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kolto&amp;diff=272457</id>
		<title>Kolto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kolto&amp;diff=272457"/>
		<updated>2014-10-28T20:34:46Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kolto is the northwestern-most region of [[Rodari]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Kolto.jpg|thumb|An overland map of Kolto.]]&lt;br /&gt;
==Origins==&lt;br /&gt;
Kolto was once part of the [[Silver Arrow Empire]], a powerful Kingdom that once ruled most of [[Rodari]].&amp;lt;br&amp;gt;&lt;br /&gt;
This region was were the empire was first founded, under the rule of [[Kolto Silver Arrow]], this region takes great pride in being the emperor&#039;s native land, especially Babasko, his place of birth.&amp;lt;br&amp;gt;&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Although mostly human, Kolto is home to a variety of races. The second most dominant race is elves and halflings are a close third.&lt;br /&gt;
===Government===&lt;br /&gt;
Kolto cities are independently governed as city-states, although there are rumors of a return to the old Empire. &lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Babasko===&lt;br /&gt;
Babasko, also known as the city of light, is the largest, oldest and most glorious city of the region. Its harbor is renown for its capacity and efficiency. This city is one of the largest trading hubs in all of [[Rodari]], establishing trade routes with the Elven [[Fae&#039;lin]] and [[Nealef]].&amp;lt;br&amp;gt;&lt;br /&gt;
The city is well protected and its laws are strict, crime gets dealt with swiftly and harshly, criminals are often humiliated in barbaric public displays of punishment.&amp;lt;br&amp;gt;&lt;br /&gt;
Kolto&#039;s branch of the Guild of Arcane Evokers can be found here. &amp;lt;br&amp;gt;&lt;br /&gt;
There are large remnants of the [[Silver Arrow Empire]] here, large noble houses of the old empire are still very powerful in the city&#039;s government.&amp;lt;br&amp;gt;&lt;br /&gt;
The city is large, yet it had been larger in the past, its borders have been reduced, leaving an unattended and decrepit wall on the outskirts of the city. There is a river that runs through the city and feeds into its aqueduct system.&amp;lt;br&amp;gt;&lt;br /&gt;
====Architecture====&lt;br /&gt;
The city&#039;s architecture is divided into two major structures:&amp;lt;br&amp;gt;&lt;br /&gt;
The ancient buildings that still stand are made of marble or strong stones, the roofs are spherical and they are unusually tall.&amp;lt;br&amp;gt;&lt;br /&gt;
The newer buildings are made of brick, clay and sometimes wood. There are also newer buildings that copy the ancient architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
There is are many historical buildings and monuments and also an unusual amount of buildings that are falling apart, this is due to the city&#039;s restriction on demolishing buildings created before 250 DR (about 1000 years ago).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====City Districts====&lt;br /&gt;
The city is laid out in 8 districts:&lt;br /&gt;
&lt;br /&gt;
The Ancient district:&amp;lt;br&amp;gt;&lt;br /&gt;
This area is made up almost exclusively of ancient architecture. The district is surrounded by an ancient wall that is well maintained and functional. This was once the seat of power for the entire Silver Arrow Empire, it is now a historical district and the home of the current Silver Arrow Empire. This area is under strict guard by Silver Arrow. It was once only ceremonial, but in the past years it has been a functional force made exclusively of Silver Arrow soldiers. Access is only permitted by request.&lt;br /&gt;
&lt;br /&gt;
The Market:&amp;lt;br&amp;gt;&lt;br /&gt;
In the middle of the city lies a huge grid of stalls and warehouses. The Market boasts wares from all over Tashyn. This area is open to all, but it is under close watch by Babasko guards.&lt;br /&gt;
&lt;br /&gt;
The Harbor:&amp;lt;br&amp;gt;&lt;br /&gt;
Many ships make their way to the Babasko Harbor, therefore it has grown so large that it eventually became its own district. Half of this district is warehouses and mercantile, the other is dedicated to shipwright. &lt;br /&gt;
&lt;br /&gt;
The Arcane Zone:&amp;lt;br&amp;gt;&lt;br /&gt;
This district contains the Guild of Arcane Evokers and the Fellowship of the Mind (psionic guild). Many mages and student reside here. The area is surrounded by walls and access is limited.&lt;br /&gt;
&lt;br /&gt;
The High district:&amp;lt;br&amp;gt;&lt;br /&gt;
Government officials, politicians, wealthy and influential people all live in this district. This zone is walled off and access is limited.&lt;br /&gt;
&lt;br /&gt;
The Low district:&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest residential area, most Babasko inhabitants live here. The slums are a subdivision of this district, there are no walls surrounding this area, it is located next to the main district and market district.&lt;br /&gt;
&lt;br /&gt;
The Main district:&amp;lt;br&amp;gt;&lt;br /&gt;
This district is located at the main entrance of the city. The city square is here, along with the justice hall, administrative buildings, barracks and The Arch. The Arch is a strong stone arch that  is fifty 50 feet tall and 100 feet long. Criminals are held into holding cells that hang on the edge of the Arch. Inside this cell, their necks are tied with rope that is attached to the arch above. Each hour the cells move closer and closer to the middle, where eventually the bottom slides out and the prisoner is left to choke and die. After some time, the body is dislodged from the arch and falls down into an area called the pit. The pit is where body lie until they are cleaned up, sometimes creatures and criminals are thrown in there for sport or as unusual punishments.&lt;br /&gt;
&lt;br /&gt;
The Border Lands:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to Babasko&#039;s shrinking borders, there is an area roughly the size of the current city that spans its perimeter. Due to the relative safety of the outer walls, many outlaws, vagabonds and creatures call this place a home. There are ancient structures and some newly erected clandestine buildings, but not much is known about this area, most people avoid it.&lt;br /&gt;
&lt;br /&gt;
====Government====&lt;br /&gt;
Babasko is a city state, run by a semi democratic aristocracy. People who are allowed to vote can vote for members of a counsel. The counsel is made of ten nobles who elect a governor. The governor has unlimited power but can be veto&#039;d by the counsel and must consult with them prior to any major decision.&lt;br /&gt;
There is currently a rise in power for the Silver Arrow Empire, usually only one representative of the old Empire is part of the counsel, at this time, there are three.&lt;br /&gt;
&lt;br /&gt;
====Laws==== &lt;br /&gt;
Laws are strict in Babasko and crimes are dealth with harshly.&lt;br /&gt;
There are Justicars who may skip the justice process and convey their own punishment to any criminal they see fit, other guards and lawmen must bring the criminal to the justice hall for judgment.&lt;br /&gt;
Stealing and smuggling are tiered by monetary value, you could lose a finger, a hand, a limb or your head, depending on the cost of the stolen goods.&lt;br /&gt;
Murder is an automatic death sentence unless it is out of self defense.&lt;br /&gt;
Racism and other minor crimes, such as assault or blasphemy will land you a trip across The Arch. The offenders will hang upside down and move across The arch from one end to the other, the trips takes about a day.&lt;br /&gt;
Disorderly conduct and other petty crimes will land you a 3 days cleaning the pit.&lt;br /&gt;
Crimes against aristocracy usually ends in lashes.  &lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
Babasko&#039;s weather is a little colder and and precipitation is more frequent than in the rest of Kolto. But generally it&#039;s quite temperate.&lt;br /&gt;
--------------------------&lt;br /&gt;
===Maelith===&lt;br /&gt;
This city is the second largest in Kolto, its inhabitants mostly live in poverty in the main district, the high district is walled in and resides rich land owners and businessmen.&amp;lt;br&amp;gt;&lt;br /&gt;
Maelith&#039;s architecture is simple and efficient, but it does have a few noteworthy buildings and the decorations of the guilds in the city are of much higher class and budget than the rest of the city&#039;s structures.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption and crime are not uncommon in Maelith, although the city&#039;s reputation is not as bad as Jessivan&#039;s.&lt;br /&gt;
--------------------------&lt;br /&gt;
===Vertgrass===&lt;br /&gt;
Located between Babasko and Maelith, Vertgrass is a small logging town in the fringes of the old Babasko city limits, it resides close to ancient temples and fortifications left from the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
--------------------------&lt;br /&gt;
===Thier Jer===&lt;br /&gt;
Located on the eastern border or Kolto, Thier Jer is a mining city. There is nothing spectacular about this city other than its intricate mines and underground levels.&amp;lt;br&amp;gt; Built for efficiency, the city is made up of mainly uremarkable warehouses and trading posts. There are many underground levels to the city where most dwarves live.&amp;lt;br&amp;gt; Thier Jer has one of the highest population of dwarves in [[Rodari]] and most of them being underground dwelling dwarves.&lt;br /&gt;
--------------------------&lt;br /&gt;
===Jessivan===&lt;br /&gt;
A wealthy trade port, very independent and not attached to the region&#039;s old values.&amp;lt;br&amp;gt;&lt;br /&gt;
Half of Jessivan is known as the Shadow District, due to a Thieves&#039; Guild strong hold on a large part of the city.&lt;br /&gt;
--------------------------&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kolto&amp;diff=272456</id>
		<title>Kolto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kolto&amp;diff=272456"/>
		<updated>2014-10-28T20:33:48Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kolto is the northwestern-most region of [[Rodari]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Kolto.jpg|thumb|An overland map of Kolto.]]&lt;br /&gt;
==Origins==&lt;br /&gt;
Kolto was once part of the [[Silver Arrow Empire]], a powerful Kingdom that once ruled most of [[Rodari]].&amp;lt;br&amp;gt;&lt;br /&gt;
This region was were the empire was first founded, under the rule of [[Kolto Silver Arrow]], this region takes great pride in being the emperor&#039;s native land, especially Babasko, his place of birth.&amp;lt;br&amp;gt;&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Although mostly human, Kolto is home to a variety of races. The second most dominant race is elves and halflings are a close third.&lt;br /&gt;
===Government===&lt;br /&gt;
Kolto cities are independently governed as city-states, although there are rumors of a return to the old Empire. &lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Babasko===&lt;br /&gt;
Babasko, also known as the city of light, is the largest, oldest and most glorious city of the region. Its harbor is renown for its capacity and efficiency. This city is one of the largest trading hubs in all of [[Rodari]], establishing trade routes with the Elven [[Fae&#039;lin]] and [[Nealef]].&amp;lt;br&amp;gt;&lt;br /&gt;
The city is well protected and its laws are strict, crime gets dealt with swiftly and harshly, criminals are often humiliated in barbaric public displays of punishment.&amp;lt;br&amp;gt;&lt;br /&gt;
Kolto&#039;s branch of the Guild of Arcane Evokers can be found here. &amp;lt;br&amp;gt;&lt;br /&gt;
There are large remnants of the [[Silver Arrow Empire]] here, large noble houses of the old empire are still very powerful in the city&#039;s government.&amp;lt;br&amp;gt;&lt;br /&gt;
The city is large, yet it had been larger in the past, its borders have been reduced, leaving an unattended and decrepit wall on the outskirts of the city. There is a river that runs through the city and feeds into its aqueduct system.&amp;lt;br&amp;gt;&lt;br /&gt;
====Architecture====&lt;br /&gt;
The city&#039;s architecture is divided into two major structures:&amp;lt;br&amp;gt;&lt;br /&gt;
The ancient buildings that still stand are made of marble or strong stones, the roofs are spherical and they are unusually tall.&amp;lt;br&amp;gt;&lt;br /&gt;
The newer buildings are made of brick, clay and sometimes wood. There are also newer buildings that copy the ancient architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
There is are many historical buildings and monuments and also an unusual amount of buildings that are falling apart, this is due to the city&#039;s restriction on demolishing buildings created before 250 DR (about 1000 years ago).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====City Districts====&lt;br /&gt;
The city is laid out in 8 districts:&lt;br /&gt;
&lt;br /&gt;
The Ancient district:&amp;lt;br&amp;gt;&lt;br /&gt;
This area is made up almost exclusively of ancient architecture. The district is surrounded by an ancient wall that is well maintained and functional. This was once the seat of power for the entire Silver Arrow Empire, it is now a historical district and the home of the current Silver Arrow Empire. This area is under strict guard by Silver Arrow. It was once only ceremonial, but in the past years it has been a functional force made exclusively of Silver Arrow soldiers. Access is only permitted by request.&lt;br /&gt;
&lt;br /&gt;
The Market:&amp;lt;br&amp;gt;&lt;br /&gt;
In the middle of the city lies a huge grid of stalls and warehouses. The Market boasts wares from all over Tashyn. This area is open to all, but it is under close watch by Babasko guards.&lt;br /&gt;
&lt;br /&gt;
The Harbor:&amp;lt;br&amp;gt;&lt;br /&gt;
Many ships make their way to the Babasko Harbor, therefore it has grown so large that it eventually became its own district. Half of this district is warehouses and mercantile, the other is dedicated to shipwright. &lt;br /&gt;
&lt;br /&gt;
The Arcane Zone:&amp;lt;br&amp;gt;&lt;br /&gt;
This district contains the Guild of Arcane Evokers and the Fellowship of the Mind (psionic guild). Many mages and student reside here. The area is surrounded by walls and access is limited.&lt;br /&gt;
&lt;br /&gt;
The High district:&amp;lt;br&amp;gt;&lt;br /&gt;
Government officials, politicians, wealthy and influential people all live in this district. This zone is walled off and access is limited.&lt;br /&gt;
&lt;br /&gt;
The Low district:&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest residential area, most Babasko inhabitants live here. The slums are a subdivision of this district, there are no walls surrounding this area, it is located next to the main district and market district.&lt;br /&gt;
&lt;br /&gt;
The Main district:&amp;lt;br&amp;gt;&lt;br /&gt;
This district is located at the main entrance of the city. The city square is here, along with the justice hall, administrative buildings, barracks and The Arch. The Arch is a strong stone arch that  is fifty 50 feet tall and 100 feet long. Criminals are held into holding cells that hang on the edge of the Arch. Inside this cell, their necks are tied with rope that is attached to the arch above. Each hour the cells move closer and closer to the middle, where eventually the bottom slides out and the prisoner is left to choke and die. After some time, the body is dislodged from the arch and falls down into an area called the pit. The pit is where body lie until they are cleaned up, sometimes creatures and criminals are thrown in there for sport or as unusual punishments.&lt;br /&gt;
&lt;br /&gt;
The Border Lands:&amp;lt;br&amp;gt;&lt;br /&gt;
Due to Babasko&#039;s shrinking borders, there is an area roughly the size of the current city that spans its perimeter. Due to the relative safety of the outer walls, many outlaws, vagabonds and creatures call this place a home. There are ancient structures and some newly erected clandestine buildings, but not much is known about this area, most people avoid it.&lt;br /&gt;
&lt;br /&gt;
====Government====&lt;br /&gt;
Babasko is a city state, run by a semi democratic aristocracy. People who are allowed to vote can vote for members of a counsel. The counsel is made of ten nobles who elect a governor. The governor has unlimited power but can be veto&#039;d by the counsel and must consult with them prior to any major decision.&lt;br /&gt;
There is currently a rise in power for the Silver Arrow Empire, usually only one representative of the old Empire is part of the counsel, at this time, there are three.&lt;br /&gt;
&lt;br /&gt;
====Laws==== &lt;br /&gt;
Laws are strict in Babasko and crimes are dealth with harshly.&lt;br /&gt;
There are Justicars who may skip the justice process and convey their own punishment to any criminal they see fit, other guards and lawmen must bring the criminal to the justice hall for judgment.&lt;br /&gt;
Stealing and smuggling are tiered by monetary value, you could lose a finger, a hand, a limb or your head, depending on the cost of the stolen goods.&lt;br /&gt;
Murder is an automatic death sentence unless it is out of self defense.&lt;br /&gt;
Racism and other minor crimes, such as assault or blasphemy will land you a trip across The Arch. The offenders will hang upside down and move across The arch from one end to the other, the trips takes about a day.&lt;br /&gt;
Disorderly conduct and other petty crimes will land you a 3 days cleaning the pit.&lt;br /&gt;
Crimes against aristocracy usually ends in lashes.  &lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
Babasko&#039;s weather is a little colder and and precipitation is more frequent than in the rest of Kolto. But generally it&#039;s quite temperate.&lt;br /&gt;
&lt;br /&gt;
===Maelith===&lt;br /&gt;
This city is the second largest in Kolto, its inhabitants mostly live in poverty in the main district, the high district is walled in and resides rich land owners and businessmen.&amp;lt;br&amp;gt;&lt;br /&gt;
Maelith&#039;s architecture is simple and efficient, but it does have a few noteworthy buildings and the decorations of the guilds in the city are of much higher class and budget than the rest of the city&#039;s structures.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption and crime are not uncommon in Maelith, although the city&#039;s reputation is not as bad as Jessivan&#039;s.&lt;br /&gt;
&lt;br /&gt;
==== Vertgrass ====&lt;br /&gt;
Located between Babasko and Maelith, Vertgrass is a small logging town in the fringes of the old Babasko city limits, it resides close to ancient temples and fortifications left from the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thier Jer===&lt;br /&gt;
Located on the eastern border or Kolto, Thier Jer is a mining city. There is nothing spectacular about this city other than its intricate mines and underground levels.&amp;lt;br&amp;gt; Built for efficiency, the city is made up of mainly uremarkable warehouses and trading posts. There are many underground levels to the city where most dwarves live.&amp;lt;br&amp;gt; Thier Jer has one of the highest population of dwarves in [[Rodari]] and most of them being underground dwelling dwarves.&lt;br /&gt;
&lt;br /&gt;
===Jessivan===&lt;br /&gt;
A wealthy trade port, very independent and not attached to the region&#039;s old values.&amp;lt;br&amp;gt;&lt;br /&gt;
Half of Jessivan is known as the Shadow District, due to a Thieves&#039; Guild strong hold on a large part of the city.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kolto&amp;diff=272455</id>
		<title>Kolto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kolto&amp;diff=272455"/>
		<updated>2014-10-28T20:31:12Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kolto is the northwestern-most region of [[Rodari]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Kolto.jpg|thumb|An overland map of Kolto.]]&lt;br /&gt;
==Origins==&lt;br /&gt;
Kolto was once part of the [[Silver Arrow Empire]], a powerful Kingdom that once ruled most of [[Rodari]].&amp;lt;br&amp;gt;&lt;br /&gt;
This region was were the empire was first founded, under the rule of [[Kolto Silver Arrow]], this region takes great pride in being the emperor&#039;s native land, especially Babasko, his place of birth.&amp;lt;br&amp;gt;&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Although mostly human, Kolto is home to a variety of races. The second most dominant race is elves and halflings are a close third.&lt;br /&gt;
===Government===&lt;br /&gt;
Kolto cities are independently governed as city-states, although there are rumors of a return to the old Empire. &lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Babasko===&lt;br /&gt;
Babasko is the largest and most glorious city of the region. Its harbor is renown for its capacity and efficiency. This city is one of the largest trading hubs in all of [[Rodari]], establishing trade routes with the Elven [[Fae&#039;lin]] and [[Nealef]].&amp;lt;br&amp;gt;&lt;br /&gt;
The city is well protected and its laws are strict, crime gets dealt with swiftly and harshly, criminals are often humiliated in barbaric public displays of punishment.&amp;lt;br&amp;gt;&lt;br /&gt;
Kolto&#039;s branch of the Guild of Arcane Evokers can be found here. &amp;lt;br&amp;gt;&lt;br /&gt;
There are large remnants of the [[Silver Arrow Empire]] here, large noble houses of the old empire are still very powerful in the city&#039;s government.&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient walls and forts can be found around this city, remnants of the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Babasko, also known as the city of light, is massive and ancient.&lt;br /&gt;
The city is large, yet it had been larger in the past, its borders have been reduced, leaving an unattended and decrepit wall on the outskirts of the city. There is a river that runs through the city and feeds into its aqueduct system.&lt;br /&gt;
&lt;br /&gt;
The city&#039;s architecture is divided into two major structures:&lt;br /&gt;
The ancient buildings that still stand are made of marble or strong stones, the roofs are spherical and they are unusually tall.&lt;br /&gt;
The newer buildings are made of brick, clay and sometimes wood. There are also newer buildings that copy the ancient architecture.&lt;br /&gt;
&lt;br /&gt;
There is are many historical buildings and monuments and also an unusual amount of buildings that are falling apart, this is due to the city&#039;s restriction on demolishing buildings created before 250 DR (about 1000 years ago).&lt;br /&gt;
&lt;br /&gt;
====City Districts====&lt;br /&gt;
The city is laid out in 8 districts.&lt;br /&gt;
&lt;br /&gt;
====The Ancient district====&lt;br /&gt;
This area is made up almost exclusively of ancient architecture. The district is surrounded by an ancient wall that is well maintained and functional. This was once the seat of power for the entire Silver Arrow Empire, it is now a historical district and the home of the current Silver Arrow Empire. This area is under strict guard by Silver Arrow. It was once only ceremonial, but in the past years it has been a functional force made exclusively of Silver Arrow soldiers. Access is only permitted by request.&lt;br /&gt;
&lt;br /&gt;
The Market:&lt;br /&gt;
In the middle of the city lies a huge grid of stalls and warehouses. The Market boasts wares from all over Tashyn. This area is open to all, but it is under close watch by Babasko guards.&lt;br /&gt;
&lt;br /&gt;
The Harbor:&lt;br /&gt;
Many ships make their way to the Babasko Harbor, therefore it has grown so large that it eventually became its own district. Half of this district is warehouses and mercantile, the other is dedicated to shipwright. &lt;br /&gt;
&lt;br /&gt;
The Arcane Zone:&lt;br /&gt;
This district contains the Guild of Arcane Evokers and the Fellowship of the Mind (psionic guild). Many mages and student reside here. The area is surrounded by walls and access is limited.&lt;br /&gt;
&lt;br /&gt;
The High district:&lt;br /&gt;
Government officials, politicians, wealthy and influential people all live in this district. This zone is walled off and access is limited.&lt;br /&gt;
&lt;br /&gt;
The Low district:&lt;br /&gt;
The biggest residential area, most Babasko inhabitants live here. The slums are a subdivision of this district, there are no walls surrounding this area, it is located next to the main district and market district.&lt;br /&gt;
&lt;br /&gt;
The Main district:&lt;br /&gt;
This district is located at the main entrance of the city. The city square is here, along with the justice hall, administrative buildings, barracks and The Arch. The Arch is a strong stone arch that  is fifty 50 feet tall and 100 feet long. Criminals are held into holding cells that hang on the edge of the Arch. Inside this cell, their necks are tied with rope that is attached to the arch above. Each hour the cells move closer and closer to the middle, where eventually the bottom slides out and the prisoner is left to choke and die. After some time, the body is dislodged from the arch and falls down into an area called the pit. The pit is where body lie until they are cleaned up, sometimes creatures and criminals are thrown in there for sport or as unusual punishments.&lt;br /&gt;
&lt;br /&gt;
The Border Lands:&lt;br /&gt;
Due to Babasko&#039;s shrinking borders, there is an area roughly the size of the current city that spans its perimeter. Due to the relative safety of the outer walls, many outlaws, vagabonds and creatures call this place a home. There are ancient structures and some newly erected clandestine buildings, but not much is known about this area, most people avoid it.&lt;br /&gt;
&lt;br /&gt;
====Government====&lt;br /&gt;
Babasko is a city state, run by a semi democratic aristocracy. People who are allowed to vote can vote for members of a counsel. The counsel is made of ten nobles who elect a governor. The governor has unlimited power but can be veto&#039;d by the counsel and must consult with them prior to any major decision.&lt;br /&gt;
There is currently a rise in power for the Silver Arrow Empire, usually only one representative of the old Empire is part of the counsel, at this time, there are three.&lt;br /&gt;
&lt;br /&gt;
====Laws==== &lt;br /&gt;
Laws are strict in Babasko and crimes are dealth with harshly.&lt;br /&gt;
There are Justicars who may skip the justice process and convey their own punishment to any criminal they see fit, other guards and lawmen must bring the criminal to the justice hall for judgment.&lt;br /&gt;
Stealing and smuggling are tiered by monetary value, you could lose a finger, a hand, a limb or your head, depending on the cost of the stolen goods.&lt;br /&gt;
Murder is an automatic death sentence unless it is out of self defense.&lt;br /&gt;
Racism and other minor crimes, such as assault or blasphemy will land you a trip across The Arch. The offenders will hang upside down and move across The arch from one end to the other, the trips takes about a day.&lt;br /&gt;
Disorderly conduct and other petty crimes will land you a 3 days cleaning the pit.&lt;br /&gt;
Crimes against aristocracy usually ends in lashes.  &lt;br /&gt;
&lt;br /&gt;
====Races====&lt;br /&gt;
All races are welcome in Babasko, racism is against the law.&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
Babasko&#039;s weather is a little colder and and precipitation is more frequent than in the rest of Kolto. But generally it&#039;s quite temperate.&lt;br /&gt;
&lt;br /&gt;
===Maelith===&lt;br /&gt;
This city is the second largest in Kolto, its inhabitants mostly live in poverty in the main district, the high district is walled in and resides rich land owners and businessmen.&amp;lt;br&amp;gt;&lt;br /&gt;
Maelith&#039;s architecture is simple and efficient, but it does have a few noteworthy buildings and the decorations of the guilds in the city are of much higher class and budget than the rest of the city&#039;s structures.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption and crime are not uncommon in Maelith, although the city&#039;s reputation is not as bad as Jessivan&#039;s.&lt;br /&gt;
&lt;br /&gt;
==== Vertgrass ====&lt;br /&gt;
Located between Babasko and Maelith, Vertgrass is a small logging town in the fringes of the old Babasko city limits, it resides close to ancient temples and fortifications left from the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thier Jer===&lt;br /&gt;
Located on the eastern border or Kolto, Thier Jer is a mining city. There is nothing spectacular about this city other than its intricate mines and underground levels.&amp;lt;br&amp;gt; Built for efficiency, the city is made up of mainly uremarkable warehouses and trading posts. There are many underground levels to the city where most dwarves live.&amp;lt;br&amp;gt; Thier Jer has one of the highest population of dwarves in [[Rodari]] and most of them being underground dwelling dwarves.&lt;br /&gt;
&lt;br /&gt;
===Jessivan===&lt;br /&gt;
A wealthy trade port, very independent and not attached to the region&#039;s old values.&amp;lt;br&amp;gt;&lt;br /&gt;
Half of Jessivan is known as the Shadow District, due to a Thieves&#039; Guild strong hold on a large part of the city.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kolto&amp;diff=272454</id>
		<title>Kolto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kolto&amp;diff=272454"/>
		<updated>2014-10-28T20:30:02Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kolto is the northwestern-most region of [[Rodari]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Kolto.jpg|thumb|An overland map of Kolto.]]&lt;br /&gt;
==Origins==&lt;br /&gt;
Kolto was once part of the [[Silver Arrow Empire]], a powerful Kingdom that once ruled most of [[Rodari]].&amp;lt;br&amp;gt;&lt;br /&gt;
This region was were the empire was first founded, under the rule of [[Kolto Silver Arrow]], this region takes great pride in being the emperor&#039;s native land, especially Babasko, his place of birth.&amp;lt;br&amp;gt;&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Although mostly human, Kolto is home to a variety of races. The second most dominant race is elves and halflings are a close third.&lt;br /&gt;
===Government===&lt;br /&gt;
Kolto cities are independently governed as city-states, although there are rumors of a return to the old Empire. &lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Babasko===&lt;br /&gt;
Babasko is the largest and most glorious city of the region. Its harbor is renown for its capacity and efficiency. This city is one of the largest trading hubs in all of [[Rodari]], establishing trade routes with the Elven [[Fae&#039;lin]] and [[Nealef]].&amp;lt;br&amp;gt;&lt;br /&gt;
The city is well protected and its laws are strict, crime gets dealt with swiftly and harshly, criminals are often humiliated in barbaric public displays of punishment.&amp;lt;br&amp;gt;&lt;br /&gt;
Kolto&#039;s branch of the Guild of Arcane Evokers can be found here. &amp;lt;br&amp;gt;&lt;br /&gt;
There are large remnants of the [[Silver Arrow Empire]] here, large noble houses of the old empire are still very powerful in the city&#039;s government.&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient walls and forts can be found around this city, remnants of the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Babasko, also known as the city of light, is massive and ancient.&lt;br /&gt;
The city is large, yet it had been larger in the past, its borders have been reduced, leaving an unattended and decrepit wall on the outskirts of the city. There is a river that runs through the city and feeds into its aqueduct system.&lt;br /&gt;
&lt;br /&gt;
The city&#039;s architecture is divided into two major structures:&lt;br /&gt;
The ancient buildings that still stand are made of marble or strong stones, the roofs are spherical and they are unusually tall.&lt;br /&gt;
The newer buildings are made of brick, clay and sometimes wood. There are also newer buildings that copy the ancient architecture.&lt;br /&gt;
&lt;br /&gt;
There is are many historical buildings and monuments and also an unusual amount of buildings that are falling apart, this is due to the city&#039;s restriction on demolishing buildings created before 250 DR (about 1000 years ago).&lt;br /&gt;
&lt;br /&gt;
The city is laid out in 8 districts.&lt;br /&gt;
&lt;br /&gt;
====The Ancient district====&lt;br /&gt;
This area is made up almost exclusively of ancient architecture. The district is surrounded by an ancient wall that is well maintained and functional. This was once the seat of power for the entire Silver Arrow Empire, it is now a historical district and the home of the current Silver Arrow Empire. This area is under strict guard by Silver Arrow. It was once only ceremonial, but in the past years it has been a functional force made exclusively of Silver Arrow soldiers. Access is only permitted by request.&lt;br /&gt;
&lt;br /&gt;
====The Market====&lt;br /&gt;
In the middle of the city lies a huge grid of stalls and warehouses. The Market boasts wares from all over Tashyn. This area is open to all, but it is under close watch by Babasko guards.&lt;br /&gt;
&lt;br /&gt;
====The Harbor====&lt;br /&gt;
Many ships make their way to the Babasko Harbor, therefore it has grown so large that it eventually became its own district. Half of this district is warehouses and mercantile, the other is dedicated to shipwright. &lt;br /&gt;
&lt;br /&gt;
====The Arcane Zone====&lt;br /&gt;
This district contains the Guild of Arcane Evokers and the Fellowship of the Mind (psionic guild). Many mages and student reside here. The area is surrounded by walls and access is limited.&lt;br /&gt;
&lt;br /&gt;
====The High district====&lt;br /&gt;
Government officials, politicians, wealthy and influential people all live in this district. This zone is walled off and access is limited.&lt;br /&gt;
&lt;br /&gt;
====The Low district====&lt;br /&gt;
The biggest residential area, most Babasko inhabitants live here. The slums are a subdivision of this district, there are no walls surrounding this area, it is located next to the main district and market district.&lt;br /&gt;
&lt;br /&gt;
====The Main district====&lt;br /&gt;
This district is located at the main entrance of the city. The city square is here, along with the justice hall, administrative buildings, barracks and The Arch. The Arch is a strong stone arch that  is fifty 50 feet tall and 100 feet long. Criminals are held into holding cells that hang on the edge of the Arch. Inside this cell, their necks are tied with rope that is attached to the arch above. Each hour the cells move closer and closer to the middle, where eventually the bottom slides out and the prisoner is left to choke and die. After some time, the body is dislodged from the arch and falls down into an area called the pit. The pit is where body lie until they are cleaned up, sometimes creatures and criminals are thrown in there for sport or as unusual punishments.&lt;br /&gt;
&lt;br /&gt;
====The Border Lands====&lt;br /&gt;
Due to Babasko&#039;s shrinking borders, there is an area roughly the size of the current city that spans its perimeter. Due to the relative safety of the outer walls, many outlaws, vagabonds and creatures call this place a home. There are ancient structures and some newly erected clandestine buildings, but not much is known about this area, most people avoid it.&lt;br /&gt;
&lt;br /&gt;
====Government====&lt;br /&gt;
Babasko is a city state, run by a semi democratic aristocracy. People who are allowed to vote can vote for members of a counsel. The counsel is made of ten nobles who elect a governor. The governor has unlimited power but can be veto&#039;d by the counsel and must consult with them prior to any major decision.&lt;br /&gt;
There is currently a rise in power for the Silver Arrow Empire, usually only one representative of the old Empire is part of the counsel, at this time, there are three.&lt;br /&gt;
&lt;br /&gt;
====Laws==== &lt;br /&gt;
Laws are strict in Babasko and crimes are dealth with harshly.&lt;br /&gt;
There are Justicars who may skip the justice process and convey their own punishment to any criminal they see fit, other guards and lawmen must bring the criminal to the justice hall for judgment.&lt;br /&gt;
Stealing and smuggling are tiered by monetary value, you could lose a finger, a hand, a limb or your head, depending on the cost of the stolen goods.&lt;br /&gt;
Murder is an automatic death sentence unless it is out of self defense.&lt;br /&gt;
Racism and other minor crimes, such as assault or blasphemy will land you a trip across The Arch. The offenders will hang upside down and move across The arch from one end to the other, the trips takes about a day.&lt;br /&gt;
Disorderly conduct and other petty crimes will land you a 3 days cleaning the pit.&lt;br /&gt;
Crimes against aristocracy usually ends in lashes.  &lt;br /&gt;
&lt;br /&gt;
====Races====&lt;br /&gt;
All races are welcome in Babasko, racism is against the law.&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
Babasko&#039;s weather is a little colder and and precipitation is more frequent than in the rest of Kolto. But generally it&#039;s quite temperate.&lt;br /&gt;
&lt;br /&gt;
===Maelith===&lt;br /&gt;
This city is the second largest in Kolto, its inhabitants mostly live in poverty in the main district, the high district is walled in and resides rich land owners and businessmen.&amp;lt;br&amp;gt;&lt;br /&gt;
Maelith&#039;s architecture is simple and efficient, but it does have a few noteworthy buildings and the decorations of the guilds in the city are of much higher class and budget than the rest of the city&#039;s structures.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption and crime are not uncommon in Maelith, although the city&#039;s reputation is not as bad as Jessivan&#039;s.&lt;br /&gt;
&lt;br /&gt;
==== Vertgrass ====&lt;br /&gt;
Located between Babasko and Maelith, Vertgrass is a small logging town in the fringes of the old Babasko city limits, it resides close to ancient temples and fortifications left from the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thier Jer===&lt;br /&gt;
Located on the eastern border or Kolto, Thier Jer is a mining city. There is nothing spectacular about this city other than its intricate mines and underground levels.&amp;lt;br&amp;gt; Built for efficiency, the city is made up of mainly uremarkable warehouses and trading posts. There are many underground levels to the city where most dwarves live.&amp;lt;br&amp;gt; Thier Jer has one of the highest population of dwarves in [[Rodari]] and most of them being underground dwelling dwarves.&lt;br /&gt;
&lt;br /&gt;
===Jessivan===&lt;br /&gt;
A wealthy trade port, very independent and not attached to the region&#039;s old values.&amp;lt;br&amp;gt;&lt;br /&gt;
Half of Jessivan is known as the Shadow District, due to a Thieves&#039; Guild strong hold on a large part of the city.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kolto&amp;diff=270912</id>
		<title>Kolto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kolto&amp;diff=270912"/>
		<updated>2014-09-29T02:49:15Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kolto is the northwestern-most region of [[Rodari]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Kolto.jpg|thumb|An overland map of Kolto.]]&lt;br /&gt;
==Origins==&lt;br /&gt;
Kolto was once part of the [[Silver Arrow Empire]], a powerful Kingdom that once ruled most of [[Rodari]].&amp;lt;br&amp;gt;&lt;br /&gt;
This region was were the empire was first founded, under the rule of [[Kolto Silver Arrow]], this region takes great pride in being the emperor&#039;s native land, especially Babasko, his place of birth.&amp;lt;br&amp;gt;&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Although mostly human, Kolto is home to a variety of races. The second most dominant race is elves and halflings are a close third.&lt;br /&gt;
===Government===&lt;br /&gt;
Kolto cities are independently governed as city-states, although there are rumors of a return to the old Empire. &lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Babasko===&lt;br /&gt;
Babasko is the largest and most glorious city of the region. Its harbor is renown for its capacity and efficiency. This city is one of the largest trading hubs in all of [[Rodari]], establishing trade routes with the Elven [[Fae&#039;lin]] and [[Nealef]].&amp;lt;br&amp;gt;&lt;br /&gt;
The city is well protected and its laws are strict, crime gets dealt with swiftly and harshly, criminals are often humiliated in barbaric public displays of punishment.&amp;lt;br&amp;gt;&lt;br /&gt;
Kolto&#039;s branch of the Guild of Arcane Evokers can be found here. &amp;lt;br&amp;gt;&lt;br /&gt;
There are large remnants of the [[Silver Arrow Empire]] here, large noble houses of the old empire are still very powerful in the city&#039;s government.&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient walls and forts can be found around this city, remnants of the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maelith===&lt;br /&gt;
This city is the second largest in Kolto, its inhabitants mostly live in poverty in the main district, the high district is walled in and resides rich land owners and businessmen.&amp;lt;br&amp;gt;&lt;br /&gt;
Maelith&#039;s architecture is simple and efficient, but it does have a few noteworthy buildings and the decorations of the guilds in the city are of much higher class and budget than the rest of the city&#039;s structures.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption and crime are not uncommon in Maelith, although the city&#039;s reputation is not as bad as Jessivan&#039;s.&lt;br /&gt;
&lt;br /&gt;
==== Vertgrass ====&lt;br /&gt;
Located between Babasko and Maelith, Vertgrass is a small logging town in the fringes of the old Babasko city limits, it resides close to ancient temples and fortifications left from the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thier Jer===&lt;br /&gt;
Located on the eastern border or Kolto, Thier Jer is a mining city. There is nothing spectacular about this city other than its intricate mines and underground levels.&amp;lt;br&amp;gt; Built for efficiency, the city is made up of mainly uremarkable warehouses and trading posts. There are many underground levels to the city where most dwarves live.&amp;lt;br&amp;gt; Thier Jer has one of the highest population of dwarves in [[Rodari]] and most of them being underground dwelling dwarves.&lt;br /&gt;
&lt;br /&gt;
===Jessivan===&lt;br /&gt;
A wealthy trade port, very independent and not attached to the region&#039;s old values.&amp;lt;br&amp;gt;&lt;br /&gt;
Half of Jessivan is known as the Shadow District, due to a Thieves&#039; Guild strong hold on a large part of the city.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kolto&amp;diff=270689</id>
		<title>Kolto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kolto&amp;diff=270689"/>
		<updated>2014-09-26T17:53:04Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kolto is the northwestern-most region of [[Rodari]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Kolto.jpg|thumb|An overland map of Kolto.]]&lt;br /&gt;
==Origins==&lt;br /&gt;
Kolto was once part of the [[Silver Arrow Empire]], a powerful Kingdom that once ruled most of [[Rodari]].&amp;lt;br&amp;gt;&lt;br /&gt;
This region was were the empire was first founded, under the rule of [[Kolto Silver Arrow]], this region takes great pride in being the emperor&#039;s native land, especially Babasko, his place of birth.&amp;lt;br&amp;gt;&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Although mostly human, Kolto is home to a variety of races. The second most dominant race is elves and halflings are a close third.&lt;br /&gt;
===Government===&lt;br /&gt;
Kolto cities are independently governed as city-states, although there are rumors of a return to the old Empire. &lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Babasko===&lt;br /&gt;
Babasko is the largest and most glorious city of the region. Its harbor is renown for its capacity and efficiency. This city is one of the largest trading hubs in all of [[Rodari]], establishing trade routes with the Elven [[Fae&#039;lin]] and [[Nealef]].&amp;lt;br&amp;gt;&lt;br /&gt;
The city is well protected and its laws are strict, crime gets dealt with swiftly and harshly, criminals are often humiliated in barbaric public displays of punishment.&amp;lt;br&amp;gt;&lt;br /&gt;
Kolto&#039;s branch of the Guild of Arcane Evokers can be found here. &amp;lt;br&amp;gt;&lt;br /&gt;
There are large remnants of the [[Silver Arrow Empire]] here, large noble houses of the old empire are still very powerful in the city&#039;s government.&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient walls and forts can be found around this city, remnants of the old empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maelith===&lt;br /&gt;
This city is the second largest in Kolto, its inhabitants mostly live in poverty in the main district, the high district is walled in and resides rich land owners and businessmen.&amp;lt;br&amp;gt;&lt;br /&gt;
Maelith&#039;s architecture is simple and efficient, but it does have a few noteworthy buildings and the decorations of the guilds in the city are of much higher class and budget than the rest of the city&#039;s structures.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption and crime are not uncommon in Maelith, although the city&#039;s reputation is not as bad as Jessivan&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Thier Jer===&lt;br /&gt;
Located on the eastern border or Kolto, Thier Jer is a mining city. There is nothing spectacular about this city other than its intricate mines and underground levels.&amp;lt;br&amp;gt; Built for efficiency, the city is made up of mainly uremarkable warehouses and trading posts. There are many underground levels to the city where most dwarves live.&amp;lt;br&amp;gt; Thier Jer has one of the highest population of dwarves in [[Rodari]] and most of them being underground dwelling dwarves.&lt;br /&gt;
&lt;br /&gt;
===Jessivan===&lt;br /&gt;
A wealthy trade port, very independent and not attached to the region&#039;s old values.&amp;lt;br&amp;gt;&lt;br /&gt;
Half of Jessivan is known as the Shadow District, due to a Thieves&#039; Guild strong hold on a large part of the city.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=270329</id>
		<title>Post Rupture Era</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=270329"/>
		<updated>2014-09-17T21:30:24Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks events that occured after the seal of [[The Black Rupture]] .&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as (PR) Post Rupture.&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;br /&gt;
800-1000 PR Modern Campaign Timeline &amp;lt;br&amp;gt;&lt;br /&gt;
971 - Mistakes of the past Campaign&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tashyn_Primordium&amp;diff=270328</id>
		<title>Tashyn Primordium</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tashyn_Primordium&amp;diff=270328"/>
		<updated>2014-09-17T21:29:04Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks a 2 thousand years era after [[Yorgs]] were banished from the lands.&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as AL (After Liberation).&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;br /&gt;
25 AL - Silver Arrow Empire founded.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=270327</id>
		<title>Post Rupture Era</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=270327"/>
		<updated>2014-09-17T21:27:56Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks events that occured after the seal of [[The Black Rupture]] .&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as (PR) Post Rupture.&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;br /&gt;
800-1000 PR Modern Campaign Timeline&lt;br /&gt;
971 - Mistakes of the past Campaign&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=270326</id>
		<title>Post Rupture Era</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=270326"/>
		<updated>2014-09-17T21:26:44Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks events that occured after the seal of [[The Black Rupture]] .&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as (PR) Post Rupture.&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;br /&gt;
800-1000 PR Modern Campaign Timeline&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=270325</id>
		<title>Post Rupture Era</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=270325"/>
		<updated>2014-09-17T21:24:48Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks events that occured after the seal of [[The Black Rupture]] .&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as (PR) Post Rupture.&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tashyn_Primordium&amp;diff=270324</id>
		<title>Tashyn Primordium</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tashyn_Primordium&amp;diff=270324"/>
		<updated>2014-09-17T21:24:13Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks a 2 thousand years era after [[Yorgs]] were banished from the lands.&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as AL (After Liberation).&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=270323</id>
		<title>Time of Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=270323"/>
		<updated>2014-09-17T21:22:07Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks the 300 year time period after the opening of [[The Black Rupture]]&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as DR (During Rupture).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Timeline ==&lt;br /&gt;
0 DR - First rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
10 DR - Last rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
32 DR - Most of Tashyn&#039;s empires are annhilated&amp;lt;br&amp;gt;&lt;br /&gt;
38 DR - All goodly races create an alliance&amp;lt;br&amp;gt;&lt;br /&gt;
43 DR - The first theory on sealing the ruptures is created&amp;lt;br&amp;gt;&lt;br /&gt;
45 DR - The first attempt at closing a rupture utterly fails with devastating losses&amp;lt;br&amp;gt;&lt;br /&gt;
50 DR - The first minor rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
57 DR - The first major rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
62 DR - Half of the ruptures have been sealed&amp;lt;br&amp;gt;&lt;br /&gt;
73 DR - The first empire is re-built&amp;lt;br&amp;gt;&lt;br /&gt;
82 DR - One of the major demons is banished&amp;lt;br&amp;gt;&lt;br /&gt;
87 DR - Most of the races left in [[Tashyn]] form a desperate alliance&lt;br /&gt;
95 DR - The [[Hundred Year Demon War]] has begun&amp;lt;br&amp;gt;&lt;br /&gt;
195 DR - The [[Hundred Year Demon War]] comes to an end&amp;lt;br&amp;gt;&lt;br /&gt;
200 DR - All major ruptures closed&amp;lt;br&amp;gt;&lt;br /&gt;
220 DR - The [[Guild of Arcane Evokers]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
228 DR - [[The Seven Mages]] are apprehended&amp;lt;br&amp;gt;&lt;br /&gt;
235 DR - [[The Inquisitoria]] is founded&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=270322</id>
		<title>Time of Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=270322"/>
		<updated>2014-09-17T21:21:14Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks everything after the opening of [[The Black Rupture]]&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as DR (During Rupture).&amp;lt;br&amp;gt;&lt;br /&gt;
The Time of Rupture or TR encompasses a 300 year time period where inhabitants of [[Tashyn]] battled [[The Black Rupture]] and other out of plane conflicts.&lt;br /&gt;
== Timeline ==&lt;br /&gt;
0 DR - First rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
10 DR - Last rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
32 DR - Most of Tashyn&#039;s empires are annhilated&amp;lt;br&amp;gt;&lt;br /&gt;
38 DR - All goodly races create an alliance&amp;lt;br&amp;gt;&lt;br /&gt;
43 DR - The first theory on sealing the ruptures is created&amp;lt;br&amp;gt;&lt;br /&gt;
45 DR - The first attempt at closing a rupture utterly fails with devastating losses&amp;lt;br&amp;gt;&lt;br /&gt;
50 DR - The first minor rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
57 DR - The first major rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
62 DR - Half of the ruptures have been sealed&amp;lt;br&amp;gt;&lt;br /&gt;
73 DR - The first empire is re-built&amp;lt;br&amp;gt;&lt;br /&gt;
82 DR - One of the major demons is banished&amp;lt;br&amp;gt;&lt;br /&gt;
87 DR - Most of the races left in [[Tashyn]] form a desperate alliance&lt;br /&gt;
95 DR - The [[Hundred Year Demon War]] has begun&amp;lt;br&amp;gt;&lt;br /&gt;
195 DR - The [[Hundred Year Demon War]] comes to an end&amp;lt;br&amp;gt;&lt;br /&gt;
200 DR - All major ruptures closed&amp;lt;br&amp;gt;&lt;br /&gt;
220 DR - The [[Guild of Arcane Evokers]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
228 DR - [[The Seven Mages]] are apprehended&amp;lt;br&amp;gt;&lt;br /&gt;
235 DR - [[The Inquisitoria]] is founded&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Teren%27futyl&amp;diff=257602</id>
		<title>Teren&#039;futyl</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Teren%27futyl&amp;diff=257602"/>
		<updated>2014-02-08T23:51:51Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: Created page with &amp;quot;Teren&amp;#039;futyl is a kingdom, on the westernmost part of Fae&amp;#039;lin.&amp;lt;br&amp;gt;  ==Origins== Tern&amp;#039;futyl is a region mostly inhabited by gnomes, it was once part of the old Elven Empire,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Teren&#039;futyl is a kingdom, on the westernmost part of [[Fae&#039;lin]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
Tern&#039;futyl is a region mostly inhabited by gnomes, it was once part of the old Elven Empire, but eventually became a sovereign state after Nackelmip Lightbringer&#039;s Pre-Ruprute exploits&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Most inhabitants are gnome or fey origin. There is also a very strong elven community.&lt;br /&gt;
===Government===&lt;br /&gt;
&lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Hamaglyn===&lt;br /&gt;
This city is located on the northwestern part of Teren&#039;futyl.&lt;br /&gt;
===Southglimpp===&lt;br /&gt;
This is the capital of the kingdom it holds many cultural buildings and ancient lore. It is located on the southwestern part of the region.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nackelmip_Lightbringer&amp;diff=257601</id>
		<title>Nackelmip Lightbringer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nackelmip_Lightbringer&amp;diff=257601"/>
		<updated>2014-02-08T23:48:27Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nackelmip Lightbringer was one of the founding fathers of the [[Guild of Arcane Evokers]]. He was also the first Arch Mage of the Guild and one of the most renowned Wizards of all [[Tashyn]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:gnome.jpg|thumb|Archmage Nackelmip in his Guild leader robes.]]&lt;br /&gt;
== Early life ==&lt;br /&gt;
Nackelmip grew up in a secluded Gnome community. His father was the arch-mage of the village they lived in.&amp;lt;br&amp;gt;&lt;br /&gt;
Young Nackelmip had an excellent desposition for magic and he quickly climed the ranks, assuming the role of advisor at the young age of 30.&amp;lt;br&amp;gt;&lt;br /&gt;
== Pre-Rupture ==&lt;br /&gt;
Gnomes spent many years studying magic before casting their first spell. They might not be the most powerful spellcasters, but they are definitely the most knowledgeable.&amp;lt;br&amp;gt;&lt;br /&gt;
Nackelmip was one of the top magic scholars in all of Tashyn. He spent a great deal of his life attempting to tutor mages of other races, so that he may help them understand the great risk that they were taking.&amp;lt;br&amp;gt; &lt;br /&gt;
After decades of hard work, the inevitable could not be stopped and [[Tashyn]] fell to [[The Black Rupture]].&lt;br /&gt;
== Post-Rupture ==&lt;br /&gt;
Almost immediately after the first rupture opened, the elder races decided to turn to gnomes to fix their problems.&amp;lt;br&amp;gt;&lt;br /&gt;
Nackelmip was one of the scholars that were part of the rift seal ritual that saved the realm.&amp;lt;br&amp;gt;&lt;br /&gt;
After the rifts were all closed, Nackelmip was held in very high regard, and eventually became the arch-mage of [[Guild of Arcane Evokers]].&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=250918</id>
		<title>Time of Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=250918"/>
		<updated>2013-11-06T04:10:45Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks everything after the opening of [[The Black Rupture]]&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as DR (During Rupture).&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;br /&gt;
0 DR - First rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
10 DR - Last rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
32 DR - Most of Tashyn&#039;s empires are annhilated&amp;lt;br&amp;gt;&lt;br /&gt;
38 DR - All goodly races create an alliance&amp;lt;br&amp;gt;&lt;br /&gt;
43 DR - The first theory on sealing the ruptures is created&amp;lt;br&amp;gt;&lt;br /&gt;
45 DR - The first attempt at closing a rupture utterly fails with devastating losses&amp;lt;br&amp;gt;&lt;br /&gt;
50 DR - The first minor rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
57 DR - The first major rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
62 DR - Half of the ruptures have been sealed&amp;lt;br&amp;gt;&lt;br /&gt;
73 DR - The first empire is re-built&amp;lt;br&amp;gt;&lt;br /&gt;
82 DR - One of the major demons is banished&amp;lt;br&amp;gt;&lt;br /&gt;
87 DR - Most of the races left in [[Tashyn]] form a desperate alliance&lt;br /&gt;
95 DR - The [[Ten Year Demon War]] has begun&amp;lt;br&amp;gt;&lt;br /&gt;
105 DR - The [[Ten Year Demon War]] comes to an end&amp;lt;br&amp;gt;&lt;br /&gt;
111 DR - All major ruptures closed&amp;lt;br&amp;gt;&lt;br /&gt;
114 DR - The [[Guild of Arcane Evokers]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
118 DR - [[The Seven Mages]] are apprehended&amp;lt;br&amp;gt;&lt;br /&gt;
120 DR - [[The Inquisitoria]] is founded&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tashyn_Lore&amp;diff=250917</id>
		<title>Tashyn Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tashyn_Lore&amp;diff=250917"/>
		<updated>2013-11-06T04:08:36Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following are important articles of lore in the World of [[Tashyn]].&lt;br /&gt;
===Society Lore===&lt;br /&gt;
[[Tashyn Names]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Events of importance===&lt;br /&gt;
[[The Black Rupture]]&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tartol&amp;diff=250916</id>
		<title>Tartol</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tartol&amp;diff=250916"/>
		<updated>2013-11-06T04:03:12Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Synthia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tartol is located east of the [[Desert of Ashes]] on the south easternmost area of [[Nealef]].&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Once part of [[The Golden Cloud Empire]], after many years of siege and destruction, Tartol now has no centrilized government, most of its cities are in ruin, Synthia operates as its own city-state.&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
The majority of Tartol&#039;s inhabitants are orcs, goblins and hobgoblins.&lt;br /&gt;
== Cities and Towns ==&lt;br /&gt;
===Synthia===&lt;br /&gt;
This city is the only civilized place left in Tartol, its walls are in constant siege, but its crazed leader [[Sir Hommes the Brave]] leads a fanatic resistance group.&amp;lt;br&amp;gt;&lt;br /&gt;
Synthia has had the chance to join the Kingdom of Palesius, but it refused, fanatically keeping its independence. A common saying is &amp;quot;King Selentius may take Tartol, but Synthia will be his downfall&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Geographical Locations ==&lt;br /&gt;
Rumors say that there are other inhabited cities in the islands nearby.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=250890</id>
		<title>Time of Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=250890"/>
		<updated>2013-11-05T04:17:21Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks everything after the opening of [[The Black Rupture]]&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as DR (During Rupture).&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;br /&gt;
0 DR - First rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
10 DR - Last rupture appears&amp;lt;br&amp;gt;&lt;br /&gt;
32 DR - Most of Tashyn&#039;s empires are annhilated&amp;lt;br&amp;gt;&lt;br /&gt;
38 DR - All goodly races create an alliance&amp;lt;br&amp;gt;&lt;br /&gt;
43 DR - The first theory on sealing the ruptures is created&amp;lt;br&amp;gt;&lt;br /&gt;
45 DR - The first attempt at closing a rupture utterly fails with devastating losses&amp;lt;br&amp;gt;&lt;br /&gt;
50 DR - The first minor rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
57 DR - The first major rupture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
62 DR - Half of the ruptures have been sealed&amp;lt;br&amp;gt;&lt;br /&gt;
73 DR - The first empire is re-built&amp;lt;br&amp;gt;&lt;br /&gt;
82 DR - One of the major demons is banished&amp;lt;br&amp;gt;&lt;br /&gt;
95 DR - The [[Ten Year Demon War]] has begun&amp;lt;br&amp;gt;&lt;br /&gt;
105 DR - The [[Ten Year Demon War]] comes to an end&amp;lt;br&amp;gt;&lt;br /&gt;
111 DR - All major ruptures closed&amp;lt;br&amp;gt;&lt;br /&gt;
114 DR - The [[Guild of Arcane Evokers]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
118 DR - [[The Seven Mages]] are apprehended&amp;lt;br&amp;gt;&lt;br /&gt;
120 DR - [[The Inquisitoria]] is founded&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=250889</id>
		<title>Post Rupture Era</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=250889"/>
		<updated>2013-11-05T04:16:45Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks events that occured after the seal of [[The Black Rupture]] .&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as Post Rupture (PR).&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_periods_of_Tashyn&amp;diff=250888</id>
		<title>Time periods of Tashyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_periods_of_Tashyn&amp;diff=250888"/>
		<updated>2013-11-05T04:16:28Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of time periods in [[Tashyn]]&#039;s history:&amp;lt;br&amp;gt;&lt;br /&gt;
[[Satus Originis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yorg Dominance Era]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tashyn Primordium]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Time of Rupture]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Post Rupture Era]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rapture&amp;diff=250887</id>
		<title>Time of Rapture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rapture&amp;diff=250887"/>
		<updated>2013-11-05T04:16:15Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: DM Italy moved page Time of Rapture to Time of Rupture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Time of Rupture]]&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=250886</id>
		<title>Time of Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Time_of_Rupture&amp;diff=250886"/>
		<updated>2013-11-05T04:16:15Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: DM Italy moved page Time of Rapture to Time of Rupture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks everything after the opening of [[The Black Rapture]]&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as DR (During Rapture).&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;br /&gt;
0 DR - First rapture appears&amp;lt;br&amp;gt;&lt;br /&gt;
10 DR - Last rapture appears&amp;lt;br&amp;gt;&lt;br /&gt;
32 DR - Most of Tashyn&#039;s empires are annhilated&amp;lt;br&amp;gt;&lt;br /&gt;
38 DR - All goodly races create an alliance&amp;lt;br&amp;gt;&lt;br /&gt;
43 DR - The first theory on sealing the raptures is created&amp;lt;br&amp;gt;&lt;br /&gt;
45 DR - The first attempt at closing a rapture utterly fails with devastating losses&amp;lt;br&amp;gt;&lt;br /&gt;
50 DR - The first minor rapture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
57 DR - The first major rapture is sealed&amp;lt;br&amp;gt;&lt;br /&gt;
62 DR - Half of the raptures have been sealed&amp;lt;br&amp;gt;&lt;br /&gt;
73 DR - The first empire is re-built&amp;lt;br&amp;gt;&lt;br /&gt;
82 DR - One of the major demons is banished&amp;lt;br&amp;gt;&lt;br /&gt;
95 DR - The [[Ten Year Demon War]] has begun&amp;lt;br&amp;gt;&lt;br /&gt;
105 DR - The [[Ten Year Demon War]] comes to an end&amp;lt;br&amp;gt;&lt;br /&gt;
111 DR - All major raptures closed&amp;lt;br&amp;gt;&lt;br /&gt;
114 DR - The [[Guild of Arcane Evokers]] is founded&amp;lt;br&amp;gt;&lt;br /&gt;
118 DR - [[The Seven Mages]] are apprehended&amp;lt;br&amp;gt;&lt;br /&gt;
120 DR - [[The Inquisitoria]] is founded&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Post_Rapture_Era&amp;diff=250885</id>
		<title>Post Rapture Era</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Post_Rapture_Era&amp;diff=250885"/>
		<updated>2013-11-05T04:16:11Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: DM Italy moved page Post Rapture Era to Post Rupture Era&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Post Rupture Era]]&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=250884</id>
		<title>Post Rupture Era</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Post_Rupture_Era&amp;diff=250884"/>
		<updated>2013-11-05T04:16:11Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: DM Italy moved page Post Rapture Era to Post Rupture Era&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This period in [[Tashyn]]&#039;s history, marks events that occured after the seal of [[The Black Rapture]] .&amp;lt;br&amp;gt;&lt;br /&gt;
The time period is labeled as Post Rapture (PR).&amp;lt;br&amp;gt;&lt;br /&gt;
== Timeline ==&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Black_Rupture&amp;diff=250883</id>
		<title>The Black Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Black_Rupture&amp;diff=250883"/>
		<updated>2013-11-05T04:15:38Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Black Rupture was an apocalyptic event and [[Tashyn]]&#039;s biggest event of importance.&amp;lt;br&amp;gt; &lt;br /&gt;
==Timeline==&lt;br /&gt;
A timeline of events can be found in the [[Time of Rupture]] era entries.&lt;br /&gt;
==Causes==&lt;br /&gt;
Long ago, Tashyn was ruled by magic. Society&#039;s hierarchy and structure was largely based on the individual&#039;s magic prowess.&amp;lt;br&amp;gt;&lt;br /&gt;
There were many clans and societies, all ruled by powerful wizards. At that time men and elves were unaware of the irregularities in magic and most sought the most destructive dweomers without proper knowledge or caution.&amp;lt;br&amp;gt;&lt;br /&gt;
==Effect==&lt;br /&gt;
Eventually, this led to a great crisis among the lands, as magic became more powerful, people became more foolish; portals to different dimensions were constantly being opened by power hungry wizards who sought knowledge and power from outwordly denizens .&amp;lt;br&amp;gt;&lt;br /&gt;
The gnomes were the only creatures to fully understand magic, but they had little power anywhere in [[Tashyn]], no one respected their tempered magic, many calling it feeble and useless.&amp;lt;br&amp;gt;&lt;br /&gt;
After many years of uncontrolled magic usage and countless magic battles of epic proportions, a rapture in the dimensions was created, unleashing abyssal creatures and demonic armies into the lands.&amp;lt;br&amp;gt;&lt;br /&gt;
The evil spread quickly, destroying everything in its path and [[Tashyn]] entered an era called the &amp;quot;Time of Rupture&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tashyn]] and its inhabitants suffered unspeakable horrors for centuries, most cities were destroyed and society structure disappeared, anarchy ruled the lands.&amp;lt;br&amp;gt;&lt;br /&gt;
After countless losses Tashyn&#039;s elder races were able to group together and drive evil back into its hole.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nackelmip_Lightbringer&amp;diff=250882</id>
		<title>Nackelmip Lightbringer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nackelmip_Lightbringer&amp;diff=250882"/>
		<updated>2013-11-05T04:15:07Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nackelmip Lightbringer was one of the founding fathers of the [[Guild of Arcane Evokers]]. He was also the first Arch Mage of the Guild and one of the most renowned Wizards of all [[Tashyn]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:gnome.jpg|thumb|Archmage Nackelmip in his Guild leader robes.]]&lt;br /&gt;
== Early life ==&lt;br /&gt;
Nackelmip grew up in a secluded Gnome community. His father was the arch-mage of the village they lived in.&amp;lt;br&amp;gt;&lt;br /&gt;
Young Nackelmip had an excellent desposition for magic and he quickly climed the ranks, assuming the role of advisor at the young age of 30.&amp;lt;br&amp;gt;&lt;br /&gt;
== Pre-Rapture ==&lt;br /&gt;
Gnomes spent many years studying magic before casting their first spell. They might not be the most powerful spellcasters, but they are definitely the most knowledgeable.&amp;lt;br&amp;gt;&lt;br /&gt;
Nackelmip was one of the top magic scholars in all of Tashyn. He spent a great deal of his life attempting to tutor mages of other races, so that he may help them understand the great risk that they were taking.&amp;lt;br&amp;gt; &lt;br /&gt;
After decades of hard work, the inevitable could not be stopped and [[Tashyn]] fell to [[The Black Rupture]].&lt;br /&gt;
== Post-Rapture ==&lt;br /&gt;
Almost immediately after the first rapture opened, the elder races decided to turn to gnomes to fix their problems.&amp;lt;br&amp;gt;&lt;br /&gt;
Nackelmip was one of the scholars that were part of the rift seal ritual that saved the realm.&amp;lt;br&amp;gt;&lt;br /&gt;
After the rifts were all closed, Nackelmip was held in very high regard, and eventually became the arch-mage of [[Guild of Arcane Evokers]].&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Black_Rapture&amp;diff=250881</id>
		<title>The Black Rapture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Black_Rapture&amp;diff=250881"/>
		<updated>2013-11-05T04:14:49Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: DM Italy moved page The Black Rapture to The Black Rupture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Black Rupture]]&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Black_Rupture&amp;diff=250880</id>
		<title>The Black Rupture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Black_Rupture&amp;diff=250880"/>
		<updated>2013-11-05T04:14:49Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: DM Italy moved page The Black Rapture to The Black Rupture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Black Rapture was an apocalyptic event and [[Tashyn]]&#039;s biggest event of importance.&amp;lt;br&amp;gt; &lt;br /&gt;
==Timeline==&lt;br /&gt;
A timeline of events can be found in the [[Time of Rapture]] era entries.&lt;br /&gt;
==Causes==&lt;br /&gt;
Long ago, Tashyn was ruled by magic. Society&#039;s hierarchy and structure was largely based on the individual&#039;s magic prowess.&amp;lt;br&amp;gt;&lt;br /&gt;
There were many clans and societies, all ruled by powerful wizards. At that time men and elves were unaware of the irregularities in magic and most sought the most destructive dweomers without proper knowledge or caution.&amp;lt;br&amp;gt;&lt;br /&gt;
==Effect==&lt;br /&gt;
Eventually, this led to a great crisis among the lands, as magic became more powerful, people became more foolish; portals to different dimensions were constantly being opened by power hungry wizards who sought knowledge and power from outwordly denizens .&amp;lt;br&amp;gt;&lt;br /&gt;
The gnomes were the only creatures to fully understand magic, but they had little power anywhere in [[Tashyn]], no one respected their tempered magic, many calling it feeble and useless.&amp;lt;br&amp;gt;&lt;br /&gt;
After many years of uncontrolled magic usage and countless magic battles of epic proportions, a rapture in the dimensions was created, unleashing abyssal creatures and demonic armies into the lands.&amp;lt;br&amp;gt;&lt;br /&gt;
The evil spread quickly, destroying everything in its path and [[Tashyn]] entered an era called the &amp;quot;Time of Rapture&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tashyn]] and its inhabitants suffered unspeakable horrors for centuries, most cities were destroyed and society structure disappeared, anarchy ruled the lands.&amp;lt;br&amp;gt;&lt;br /&gt;
After countless losses Tashyn&#039;s elder races were able to group together and drive evil back into its hole.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mitrik&amp;diff=250879</id>
		<title>Mitrik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mitrik&amp;diff=250879"/>
		<updated>2013-11-05T04:11:09Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Lifespan and Reproduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mitrik is a minor race in [[Tashyn]]. Mitrik spawns are made of magic and spend most of their life sifting through the fibers of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Mitrik.jpg|thumb|A Mitrik.]]&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Mitriks have a humanoid shape, their height is usually between 5&#039;7&amp;quot; to 6&#039;. Their skin is dark gray and it made of tight fibers that stretch all across their bodies.&amp;lt;br&amp;gt;&lt;br /&gt;
They lack a mouth, but have deep black on black eyes, it is said that staring deeply into a Mitrik&#039;s eyes brings madness.&amp;lt;br&amp;gt;&lt;br /&gt;
Their entire body is made of dense magic, making their weight shift between the weight of a gnome and the weight of a young giant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
Little is known of the Mitrik&#039;s initial origin, legends say that a powerful wizard created them long ago to help him build the most powerful tower ever built.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
All Mitrik are recluse, they are incapable of speaking and lack facial expressions, making all social interactions supremely difficult. Wizards and psionic experts use telepathy to communicate with the Mitrik, it is assumed that the Mitrik can communicate telepathically between themselves, but they rarely communicate with other sentient races.&amp;lt;br&amp;gt;&lt;br /&gt;
This strange race of creatures is not capable of eating conventional food, they sustain themselves on magic, but are not &amp;quot;magic eaters&amp;quot; they recycle the magic, slightly modifying the fibers through the process.&amp;lt;br&amp;gt;&lt;br /&gt;
The Mitrik&#039;s temperament is very calm and collected, members of this race are too engrossed in magic to care about anything else; although they have been known to react violently to magic violations and disturbances in the fibers of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Mitrik don&#039;t have a social system, therefore they live amongst the other races of [[Tashyn]], they are highly sought for their understanding of magic and great powers. The [[Guild of Arcane Evokers]] uses Mitriks to monitor the dweomers placed on their members, it is estimated that 90% of the Mitrik&#039;s race resides within their compounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lifespan and Reproduction ==&lt;br /&gt;
The Mitrik&#039;s lifespan is a short 20 years, within this time, a male Mitrik must constantly increase the flow of magic within him to attract a female, since females only mate with males that have a higher magic flow than theirs this becomes a very competitive ordeal. &amp;lt;br&amp;gt;&lt;br /&gt;
A Mitrik usually waits for his last year of life to mate with a female, since this results in the death of the male.&amp;lt;br&amp;gt;&lt;br /&gt;
The years leading to his last, the Mitrik might commit a pilgrimage to distant lands in hopes to track down a female Mitrik of lesser power than himself.&amp;lt;br&amp;gt;&lt;br /&gt;
During mating, the male takes a non corporeal form and enters the female&#039;s body, who in turn remains paralyzed for a day. After the mating is over, the male has instilled his magic power and knowledge into his offspring, who lay in gestation pods for ten days. A litter of Mitrik usually contains between 2 to 4 pods.&amp;lt;br&amp;gt;&lt;br /&gt;
When the pods are ready, full grown Mitriks appear, at this point the Mitriks have the father&#039;s power and knowledge, along with some of the mother&#039;s. This process greatly reduces the mothers powers, therefore females who have laid pods are highly sought from weak Mitriks.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mitrik&amp;diff=250878</id>
		<title>Mitrik</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mitrik&amp;diff=250878"/>
		<updated>2013-11-05T04:09:40Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mitrik is a minor race in [[Tashyn]]. Mitrik spawns are made of magic and spend most of their life sifting through the fibers of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Mitrik.jpg|thumb|A Mitrik.]]&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Mitriks have a humanoid shape, their height is usually between 5&#039;7&amp;quot; to 6&#039;. Their skin is dark gray and it made of tight fibers that stretch all across their bodies.&amp;lt;br&amp;gt;&lt;br /&gt;
They lack a mouth, but have deep black on black eyes, it is said that staring deeply into a Mitrik&#039;s eyes brings madness.&amp;lt;br&amp;gt;&lt;br /&gt;
Their entire body is made of dense magic, making their weight shift between the weight of a gnome and the weight of a young giant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
Little is known of the Mitrik&#039;s initial origin, legends say that a powerful wizard created them long ago to help him build the most powerful tower ever built.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
All Mitrik are recluse, they are incapable of speaking and lack facial expressions, making all social interactions supremely difficult. Wizards and psionic experts use telepathy to communicate with the Mitrik, it is assumed that the Mitrik can communicate telepathically between themselves, but they rarely communicate with other sentient races.&amp;lt;br&amp;gt;&lt;br /&gt;
This strange race of creatures is not capable of eating conventional food, they sustain themselves on magic, but are not &amp;quot;magic eaters&amp;quot; they recycle the magic, slightly modifying the fibers through the process.&amp;lt;br&amp;gt;&lt;br /&gt;
The Mitrik&#039;s temperament is very calm and collected, members of this race are too engrossed in magic to care about anything else; although they have been known to react violently to magic violations and disturbances in the fibers of magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Mitrik don&#039;t have a social system, therefore they live amongst the other races of [[Tashyn]], they are highly sought for their understanding of magic and great powers. The [[Guild of Arcane Evokers]] uses Mitriks to monitor the dweomers placed on their members, it is estimated that 90% of the Mitrik&#039;s race resides within their compounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lifespan and Reproduction ==&lt;br /&gt;
The Mitrik&#039;s lifespan is a short 20 years, within this time, a male Mitrik must constantly increase the flow of magic within him to attract a female, since females only mate with males that have a higher magic flow than theirs this becomes a very competitive ordeal. &amp;lt;br&amp;gt;&lt;br /&gt;
A Mitrik usually waits for his last year of life to mate with a female, since this results in the death of the male.&amp;lt;br&amp;gt;&lt;br /&gt;
The years leading to his last, the Mitrik might commit a pilgrimage to distant lands in hopes to track down a female Mitrik of lesser power than himself.&amp;lt;br&amp;gt;&lt;br /&gt;
During mating, the male takes a non corporeal form and enters the female&#039;s body, who in turn remains paralyzed for a day. After the mating is over, the male has instilled his magic power and knowledge into his offspring, who lay in gestation pods for ten days. A litter of Mitrik usually contains between 2 to 4 pods.&amp;lt;br&amp;gt;&lt;br /&gt;
When the pods are ready, full grown Mitriks appear, at this point the Mitriks have the father&#039;s power and knowledge, along with some of the mother&#039;s. This process greatly reduces the mothers powers, therefore females who have laid pods are highly sought from young Mitriks.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kolto&amp;diff=241878</id>
		<title>Kolto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kolto&amp;diff=241878"/>
		<updated>2013-06-20T03:20:35Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Jessivan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kolto is the northwestern-most region of [[Rodari]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Kolto.jpg|thumb|An overland map of Kolto.]]&lt;br /&gt;
==Origins==&lt;br /&gt;
Kolto was once part of the [[Silver Arrow Empire]], a powerful Kingdom that once ruled most of [[Rodari]].&amp;lt;br&amp;gt;&lt;br /&gt;
This region was were the empire was first founded, under the rule of [[Kolto Silver Arrow]], this region takes great pride in being the emperor&#039;s native land, especially Babasko, his place of birth.&amp;lt;br&amp;gt;&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Although mostly human, Kolto is home to a variety of races. The second most dominant race is elves and halflings are a close third.&lt;br /&gt;
===Government===&lt;br /&gt;
Kolto cities are independently governed as city-states, although there are rumors of a return to the old Empire. &lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Babasko===&lt;br /&gt;
Babasko is the largest and most glorious city of the region. Its harbor is renown for its capacity and efficiency. This city is one of the largest trading hubs in all of [[Rodari]], establishing trade routes with the Elven [[Fae&#039;lin]] and [[Nealef]].&amp;lt;br&amp;gt;&lt;br /&gt;
The city is well protected and its laws are strict, crime gets dealt with swiftly and harshly, criminals are often humiliated at barbaric public displays of punishment.&amp;lt;br&amp;gt;&lt;br /&gt;
There are large remnants of the [[Silver Arrow Empire]] here, large noble houses of the old empire are still very powerful in the city&#039;s government.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maelith===&lt;br /&gt;
This city is the second largest in Kolto, although it is hardly worthy of that title.&amp;lt;br&amp;gt;&lt;br /&gt;
Maelith&#039;s architecture is simple and efficient, but it does have a few noteworthy buildings and the decorations of the guilds in the city are of much higher class and budget than the rest of the city&#039;s structures.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption and crime are not uncommon in Maelith, although the city&#039;s reputation is not as bad as Jessivan&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Thier Jer===&lt;br /&gt;
Located on the eastern border or Kolto, Thier Jer is a mining city. There is nothing spectacular about this city other than its intricate mines and underground levels.&amp;lt;br&amp;gt; Built for efficiency, the city is made up of mainly uremarkable warehouses and trading posts. There are many underground levels to the city where most dwarves live.&amp;lt;br&amp;gt; Thier Jer has one of the highest population of dwarves in [[Rodari]] and most of them being underground dwelling dwarves.&lt;br /&gt;
&lt;br /&gt;
===Jessivan===&lt;br /&gt;
A wealthy trade port, very independent and not attached to the region&#039;s old values.&amp;lt;br&amp;gt;&lt;br /&gt;
Half of Jessivan is known as the Shadow District, due to a Thieves&#039; Guild strong hold on a large part of the city.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=241566</id>
		<title>Silver Arrow Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=241566"/>
		<updated>2013-06-18T00:10:15Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Origins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Silver Arrow Empire was an empire that controlled most of [[Rodari]] after the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
The Silver Arrow Empire was founded by Kolto Stronghand Silver Arrow (see [[Tashyn Names]])best known as [[Kolto Silverarrow]].&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the Empire&#039;s founding, there were The Knights of the Silver Arrow, who are considered one of the most important groups in the liberation from the [[Yorgs]].&amp;lt;br&amp;gt;&lt;br /&gt;
Through heroic feats, [[Kolto Silverarrow]] became one of the most pivotal figures of the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Downfall ===&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Frozen_Lands&amp;diff=239580</id>
		<title>The Frozen Lands</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Frozen_Lands&amp;diff=239580"/>
		<updated>2013-06-06T07:02:07Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Climate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Frozen Lands is a vast region of the northern-most part of [[Tashyn]], it spans across two continents, [[Nealef]] and [[Fae&#039;lin]]&amp;lt;br&amp;gt;&lt;br /&gt;
This frozen tundra is home of the [[Dwarven Empires]] and the [[Giant Mountains]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Climate ==&lt;br /&gt;
&lt;br /&gt;
Only the most resilient of creatures can survive the weather of The Frozen Lands. Temperatures here are dangerously low and any creature that is not native to this region must find shelter within the many caves of this mountainous region. When night falls the temperature dips to about -20 degrees Celsius (-4 Fahrenheit) and a brisk wind sweeps across the Frozen Lands.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kolto&amp;diff=239579</id>
		<title>Kolto</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kolto&amp;diff=239579"/>
		<updated>2013-06-06T06:52:36Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kolto is the northwestern-most region of [[Rodari]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Kolto.jpg|thumb|An overland map of Kolto.]]&lt;br /&gt;
==Origins==&lt;br /&gt;
Kolto was once part of the [[Silver Arrow Empire]], a powerful Kingdom that once ruled most of [[Rodari]].&amp;lt;br&amp;gt;&lt;br /&gt;
This region was were the empire was first founded, under the rule of [[Kolto Silver Arrow]], this region takes great pride in being the emperor&#039;s native land, especially Babasko, his place of birth.&amp;lt;br&amp;gt;&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Although mostly human, Kolto is home to a variety of races. The second most dominant race is elves and halflings are a close third.&lt;br /&gt;
===Government===&lt;br /&gt;
Kolto cities are independently governed as city-states, although there are rumors of a return to the old Empire. &lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Babasko===&lt;br /&gt;
Babasko is the largest and most glorious city of the region. Its harbor is renown for its capacity and efficiency. This city is one of the largest trading hubs in all of [[Rodari]], establishing trade routes with the Elven [[Fae&#039;lin]] and [[Nealef]].&amp;lt;br&amp;gt;&lt;br /&gt;
The city is well protected and its laws are strict, crime gets dealt with swiftly and harshly, criminals are often humiliated at barbaric public displays of punishment.&amp;lt;br&amp;gt;&lt;br /&gt;
There are large remnants of the [[Silver Arrow Empire]] here, large noble houses of the old empire are still very powerful in the city&#039;s government.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maelith===&lt;br /&gt;
This city is the second largest in Kolto, although it is hardly worthy of that title.&amp;lt;br&amp;gt;&lt;br /&gt;
Maelith&#039;s architecture is simple and efficient, but it does have a few noteworthy buildings and the decorations of the guilds in the city are of much higher class and budget than the rest of the city&#039;s structures.&amp;lt;br&amp;gt;&lt;br /&gt;
Corruption and crime are not uncommon in Maelith, although the city&#039;s reputation is not as bad as Jessivan&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Thier Jer===&lt;br /&gt;
Located on the eastern border or Kolto, Thier Jer is a mining city. There is nothing spectacular about this city other than its intricate mines and underground levels.&amp;lt;br&amp;gt; Built for efficiency, the city is made up of mainly uremarkable warehouses and trading posts. There are many underground levels to the city where most dwarves live.&amp;lt;br&amp;gt; Thier Jer has one of the highest population of dwarves in [[Rodari]] and most of them being underground dwelling dwarves.&lt;br /&gt;
&lt;br /&gt;
===Jessivan===&lt;br /&gt;
A wealthy trade port, very independent and not attached to the region&#039;s old values.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tin%27ela&amp;diff=239578</id>
		<title>Tin&#039;ela</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tin%27ela&amp;diff=239578"/>
		<updated>2013-06-06T06:45:19Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tin&#039;ela is an Elven Kingdom, on the easternmost part of [[Fae&#039;lin]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
Tin&#039;ela was once a region filled with war and dispute, many elven tribes inhabited the region along with humans and dwarves. After many long wars, King Velaer Ka&#039;lamai unite the elves and cast out the humans and dwarves, some say he was in possession of a very powerful artifact.&amp;lt;br&amp;gt;&lt;br /&gt;
A millenia later, Tin&#039;ela developed a better relationship with other races, although it is still a very narrow minded kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
&lt;br /&gt;
==Cities and Towns==&lt;br /&gt;
===Ka&#039;asul===&lt;br /&gt;
This city is located on a peninsula on the southeastern tip of Tin&#039;ela.&amp;lt;br&amp;gt;&lt;br /&gt;
It is a trade hub, where many races can be found, although the majority of the inhabitants are of elven descent.&lt;br /&gt;
===Del&#039;va===&lt;br /&gt;
This is the most ancient Elven city in [[Tashyn]], it holds many secrets and culture.&lt;br /&gt;
===Maralvia===&lt;br /&gt;
The Kingdom&#039;s home to scholars and magic.&lt;br /&gt;
===Tre&#039;sea===&lt;br /&gt;
This port holds most of the Elven warships, this is where the elite elven ranger groups train.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tartol&amp;diff=239577</id>
		<title>Tartol</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tartol&amp;diff=239577"/>
		<updated>2013-06-06T06:37:51Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tartol is located east of the [[Desert of Ashes]] on the south easternmost area of [[Nealef]].&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Once part of [[The Golden Cloud Empire]], after many years of siege and destruction, Tartol now has no centrilized government, most of its cities are in ruin, Synthia operates as its own city-state.&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
The majority of Tartol&#039;s inhabitants are orcs, goblins and hobgoblins.&lt;br /&gt;
== Cities and Towns ==&lt;br /&gt;
===Synthia===&lt;br /&gt;
This city is the only civilized place left in Tartol, its walls are in constant siege, but its crazed leader [[Sir Hommes the Brave]] leads a fanatic resistance group.&amp;lt;br&amp;gt;&lt;br /&gt;
Synthia has had the chance to join the Kingdom of Palesius, but it has declines, fanatically keeping its independence. A common saying is &amp;quot;King Selentius may take Tartol, but Synthia will be his downfall&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Geographical Locations ==&lt;br /&gt;
Rumors say that there are other inhabited cities in the islands nearby.&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hawthorne&amp;diff=239576</id>
		<title>Hawthorne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hawthorne&amp;diff=239576"/>
		<updated>2013-06-06T06:23:50Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hawthorne is located East of [[Askia]], on the eastern coast of [[Nealef]].&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Hawthorne is run by [[Lord Terrilyn]], a wealthy noble. The goverment is comprised of a cabinet, which is picked by the Lord and by local governers, whom are picked by the people. This is why Hawthorne is known as the People&#039;s Empire.&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
The region&#039;s inhabitants vary, there is a strong Nordmen and dwarven presence.&lt;br /&gt;
== Cities and Towns ==&lt;br /&gt;
===Bernstone===&lt;br /&gt;
Bernstone is a simple mining city, most of its inhabitants are dwarves and Nordmen.&lt;br /&gt;
===Samhill===&lt;br /&gt;
Samhill is diverse city with a strong elven presence. A large amount of elves that fleed from Hollowing in [[Askia]], make their way to this city, where they can be under the protection of the People&#039;s Empire.&lt;br /&gt;
===Thareveth===&lt;br /&gt;
Thareveth is home to the region&#039;s government. [[Lord Terrilyn]] and his cabinet run the region from here.&amp;lt;br&amp;gt;&lt;br /&gt;
This city is home to one of the wealthiest and busiest ports in all of [[Tashyn]].&lt;br /&gt;
===New Brire===&lt;br /&gt;
This city is located in the northern part of the region. Clashes with aggressive northern creatures and organized bandits, turned this town from a profitable city to a squalid piece of corruption.&lt;br /&gt;
== Geographical Locations ==&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Palesius&amp;diff=239575</id>
		<title>Palesius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Palesius&amp;diff=239575"/>
		<updated>2013-06-06T06:12:29Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Palesius is located South of [[Hawthorne]], on the eastern coast of [[Nealef]].&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
The Kingdom of Palesius is the remnant of an ancient empire, [[The Golden Cloud Empire]].&amp;lt;br&amp;gt;&lt;br /&gt;
In present time, it consists of only four cities, although its leader, [[King Selentius III]] vows to reclaim the region of [[Tartol]], which is mostly overrun by monsters, and reunite the old empire.&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
Palesius is home to a variety of races, Halfings, Dragonborn, Wood Elves, Humans and the occasional Dwarf.&lt;br /&gt;
== Cities and Towns ==&lt;br /&gt;
===Crestfax===&lt;br /&gt;
This frontier city is home to many barracks and military equipment, being the closest city to [[Tartol]], it has the largest residing military presence in the region.&lt;br /&gt;
===Ostal-shar===&lt;br /&gt;
The city is located in the vicinity of the Dael-shar forest. Many of the inhabitants are Wood Elves.&lt;br /&gt;
===Pimidaius===&lt;br /&gt;
This city is home to the King and the center of life in Palesius. Its streets are filled with culture and ancient architecture.&amp;lt;br&amp;gt;&lt;br /&gt;
There is a great sense of pride and loyalty in this city, legend says it has never successfully been sieged.&lt;br /&gt;
===Kogherfell===&lt;br /&gt;
This city is mostly inhabited by Dragoborn, a lot of them which are enlisted in the King&#039;s Army.&amp;lt;br&amp;gt;&lt;br /&gt;
Kogherfell is well guarded and is home to one of the best warrior training houses in [[Nealef]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Geographical Locations ==&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hawthorne&amp;diff=239566</id>
		<title>Hawthorne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hawthorne&amp;diff=239566"/>
		<updated>2013-06-06T04:00:12Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hawthorne is located East of [[Askia]], on the eastern coast of [[Nealef]].&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
== Inhabitants ==&lt;br /&gt;
&lt;br /&gt;
== Cities and Towns ==&lt;br /&gt;
===Bernstone===&lt;br /&gt;
===Samhill===&lt;br /&gt;
===Thareveth===&lt;br /&gt;
===New Brire===&lt;br /&gt;
&lt;br /&gt;
== Geographical Locations ==&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=239562</id>
		<title>Silver Arrow Empire</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Silver_Arrow_Empire&amp;diff=239562"/>
		<updated>2013-06-06T02:54:29Z</updated>

		<summary type="html">&lt;p&gt;DM Italy: /* Origins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Silver Arrow Empire was an empire that controlled most of [[Rodari]] after the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
The Silver Arrow Empire was founded by Kolto Stronghand Silver Arrow (see [[Tashyn Names]])best known as [[Kolto Silverarrow]].&amp;lt;br&amp;gt;&lt;br /&gt;
Prior to the Empire&#039;s founding, there were The Knights of the Silver Arrow, who are considered one of the most important groups in the liberation from the [[Yorg]].&amp;lt;br&amp;gt;&lt;br /&gt;
Through heroic feats, [[Kolto Silverarrow]] became one of the most pivotal figures of the [[Yorg Dominance Era]]&lt;br /&gt;
&lt;br /&gt;
=== Downfall ===&lt;br /&gt;
&lt;br /&gt;
=== Timeline ===&lt;/div&gt;</summary>
		<author><name>DM Italy</name></author>
	</entry>
</feed>