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	<updated>2026-05-15T05:23:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:FATALReviewRebuttal&amp;diff=10355</id>
		<title>Talk:FATALReviewRebuttal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:FATALReviewRebuttal&amp;diff=10355"/>
		<updated>2005-08-01T00:31:04Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: Joke is on us?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hoo, yuck.&lt;br /&gt;
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This is a resurrection of a copy of Hall and &amp;quot;Burnout&amp;quot;s rebuttal to MacLennan &amp;amp; Sartin&#039;s review of their precious &amp;quot;game&amp;quot;.  Actually I suspect it&#039;s a copy of it, which makes the formatting look even worse... lots of blockquotes and special margin tweaks involved.  I didn&#039;t remove those because 1) it might detract from how they specifically wanted it to look, and 2) it would have been even &#039;&#039;more&#039;&#039; of a pain in the ass.&lt;br /&gt;
&lt;br /&gt;
Of course, I didn&#039;t put in any comments of my own, except strictly editorial stuff.&lt;br /&gt;
&lt;br /&gt;
Here is a good place to put those comments on the text, assuming you don&#039;t want it to go too far.  If you want extensive discussion, it might be better to start a thread on RPOpen.&lt;br /&gt;
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Have &#039;&#039;loads&#039;&#039; of fun with this..... --[[User:Knockwood|Lord Knockwood the Mad]] 04:39, 18 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
Reading part of this shows two things:&lt;br /&gt;
&lt;br /&gt;
1: That Hall and his fanboi friend are like most other people - they&#039;ve taken their position and refuse to budge, preventing any rational discussion and turning it into an exchange of insults.&lt;br /&gt;
&lt;br /&gt;
2: That Hall and his fanboi friend are also probably brain-damaged. They show absolutely no signs of knowing what humor and sarcasm are while making several patently absurd arguments and throwing accusations everywhere. - Oddsod&lt;br /&gt;
&lt;br /&gt;
== Joke is on us? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the FATAL &amp;quot;sample&amp;quot; last night, thinking that the stuff mentioned in the review was hyperbole and satire and was shocked to find that...well, it actually is in the book. &lt;br /&gt;
&lt;br /&gt;
Going over this in my head for a few hours, I came to the conclusion that this whole thing &#039;&#039;has&#039;&#039; to be a joke. A gag, a put-on, a prank. Seriously, has anyone inquired into this line of thought before?--[[User:Illuminarch|Mike]] 17:31, 31 Jul 2005 (PDT)&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=10886</id>
		<title>EternalEmpire:Arqualan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=10886"/>
		<updated>2005-07-30T05:30:11Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* The Commonwealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Adi Gliorsa Arqiva - In the Age of Our Renown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The count of time marks four and fifteen-hundred Years of Arqualan the Glorious, the four-hundred-first in the reign of Ionomîs the Divine, protector of the civilized world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whole globe, our Eternal Empire excepted, is covered in a darkness that drowns the freedom and virtue of men. The forces of barbarism and wickedness imperil our shores as never before, threatening to plunge mankind into a final desolation. Yet we confide in the strength of our arms and the rock of our piety to defy the heathen armies and their hellish Overlords, and, with the guidance of the Illuminarch and faith in the God of Gods, we shall see the lamp of righteousness brighten the far reaches of creation and vanquish the Enemies of goodness for all time.&amp;quot;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
The very name of Arqualan conjures up images of wealth, opulence, and power throughout most of the world. Throughout its long history, the people of this island have steered the course of history in both subtle and blatant ways. To different people, Arqi society may represent genius, honor, piety, and the greatest achievements of civilization, or cruelty, greed, and the most depraved excess. Whatever the reality, little can compare to the glory of Arqualan and its Eternal Empire.&lt;br /&gt;
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== Government ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=== The Emperor ===&lt;br /&gt;
&lt;br /&gt;
	The position of Emperor of Arqualan was not an official, distinct post for most of the nation’s history. Although there had been a series of powerful Probites and generals who challenged the power of both their colleagues and the Optolecti, the first person historically considered as Emperor of Arqualan was Quanio Sorozino Fiovaria, named Ectin and surnamed the Great.&lt;br /&gt;
&lt;br /&gt;
Ectin was the Probite of Fiovion, and his victories on Provendo against the Venjat made him tremendously popular with the people. In the course of the war, he was given the temporary Probîter of Ambieda as well as the now defunct Probîter of the South. On the basis of these factors, he claimed supreme power over the other Probites and the Optolecti, and was able to compel their assent by the loyalty of his armies. He returned to Arqualan for less than a year before departing to Otovan, where he effected a staggering series of victories that subjugated both Sarmonath and later, the Vengua, bringing almost all of the lands east of the Stadden Mountains under Arqi dominion. Ectin died in Otovan in 466 and his generals broke up this new empire and vied with each other and the Optolecton, each claiming supreme power over all of Arqualan. Alliances shifted and territories fell, but for more than 120 years after his death, there was still no new emperor. In 589, Endrino Consestus, who ruled a sub-empire based on Stanido but was aligned under the Optolecton, gained control over the other successor states either through marriage or military conquest, and then invaded Arqualan, defeating the Optolecton’s armies.  The Optolecton conferred on him the unprecedented title of &#039;&#039;Ponix Probîter ed Optolectony Fresix&#039;&#039; – the Supreme Probite and Senior of the Optolecton – making him ‘first among equals’ in the Optolecton and with superiority over the other Probites. This gave him power as chief legislator in addition to the normal military and executive powers of the Probîter. &lt;br /&gt;
&lt;br /&gt;
After Endrino’s death in 611, his son Quanio (Emperor Q. Consestus I, the Humble) only narrowly held on to his power against several challengers and assassination attempts. Fearing that his father had offended too many people by the assumption of haughty titles and expansive powers, he downplayed his superior status in public, hence his moniker. He was, however, a shrewd and calculating individual that maintained a firm grip on his power base. His successors generally proved less capable than he, however, and the fortunes of the Emperor-ship waxed and waned greatly depending upon the respective strength of the Emperor and his rivals. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Emperor acquired new powers and titles, gradually assuming increasingly higher honors and dignities. Some additional powers and titles to be held by the Emperor were:&lt;br /&gt;
·	&#039;&#039;Vîndiquon Chingolun&#039;&#039;: “The Defender of the Chingolun.” A secular title bestowed upon Vetrin II in 704 AGA by the High Priest in commemoration of the Emperor’s generosity toward the Tylofost community and his orthodoxy. Technically, it applied only to Ventrin II, but his successors also claimed it. It presaged a greater religious role for the Emperor.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Tocratiquo&#039;&#039;: “The Sea King.” A translation of an insult originally leveled at the Arqi by the Kings of Sarmonath, implying that they were not a real power because they lacked much landed territories. It was seized upon by several Probites and later by the Emperors in acknowledgment of the Arqi control of the oceans. Militarily, it also refers to the Emperor’s status as Ponix Navigo – Supreme Admiral.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Vigo Tylofostony&#039;&#039;: “Vicar of Tylofost.” The High Priest of the Chingolun Tylofost religion. Claimed by Ludinio Calagona (Emperor Vanlin VI).&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Luzigodor&#039;&#039;: Lit. “Beacon.” This title was claimed by Ionomîs the Divine in 1103 and confirmed by the Vicar of Tylofost when the Emperor commanded that the title be returned to the priesthood. This implies the role of Ionomîs as divinity and as the supreme Chingol religious authority. But rather than declaring him an all-ruling God, the title and power is more closely that of a guide and spiritual shepherd. This has been translated as Illuminarch, and is considered the highest title.&lt;br /&gt;
&lt;br /&gt;
·	Împremex: Refers to the complete military and political power of the Emperor (explained in Distinction of Powers) and is the word which most closely means Emperor.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Îvancor&#039;&#039;: “Unvanquished.” A moniker attached to Ionomîs in response to his unblemished military victories, but also in reference to the Cathedral of Ionomîs Îvancor (“Unvanquished Wisdom”). &lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Thostetor&#039;&#039;: Lit. “To Stand Against/Oppose.” A title first used by Emperor Vangilo to refer to his opposition to the heathen Androvi, but taken again by Ionomîs in 1159 at the outbreak of the First Hangritic War. Though originally it stood only until the cessation of hostilities, the enmity between the Hangriti and the Arqi has blossomed over the years and, considering the inconclusive course of their wars, it may become a perpetual title.&lt;br /&gt;
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&lt;br /&gt;
=== Optolecton ===&lt;br /&gt;
&lt;br /&gt;
	The Optolecton is a body of non-elected individuals, originally chosen from the Lenjic nobility to advice and entreat with the pseudo-Dandrit kings. Although the first official Optolecton was called under Borovedis, it has roots in the urban assemblies that presided over the laws of the Lenjic cities during the time of the Dandrit Empire. The Optolecti were chosen from the assemblies of each of the Lenjic cities, ostensibly for their wisdom and experience to advise the king both on internal and external affairs. However, since the Optolecti were granted certain privileges, including immunity from taxation, the appointments were soon being purchased or bestowed as political favors. After the suppression of the rebels in the Tordessa Mutiny, the Optolecton gained considerable autonomy from the king and the right to veto new spending and levee raising measures.&lt;br /&gt;
&lt;br /&gt;
	After the ouster of Analectin by Trinio Etchomis in -3 AGA, the Optolecton became the de facto ruling body of the nascent Arqi state. Utilizing the superior wealth and connections of the membership, the Optolecti were able to outlast their regional challengers and hold together the nominal confederation of city-states. The Optolecton was initially granted the power to raise and direct the unified Arqi military, regulate internal commerce and weights and measures standards, maintain and propose laws related to the national treasury, dispatch and receive foreign legations, and recommend legislation to the local comestiati. Over time, the power of the Optolecton grew as the Arqi state consolidated so that it assumed far greater powers, particularly in internal legislation and revenue collection. &lt;br /&gt;
&lt;br /&gt;
	Originally, the Optolecti numbered around 20, but that number was not fixed, and each served at the discretion of the king. After the overthrow of the king, the Optolecti selected new members at their own discretion, provided they met a minimal property value requirement, and the position was for life. By the time of the Inigo Elufectra and the First Metronian War, new Optolecti were added from the ranks of Optolecton-appointed officials who had finished their terms, the Monitari. The Probîter of Ectin the Great brought about significant changes in the organization of the Optolecton, including a weakening in its authority and capping its membership at 160. After the Arqi Civil War, the Amboy Castio Sotor restored many of the Comestia’s powers at the expense of the Optolecton, including the ability to impeach Optolecti. For the first time, the assembly also included members from the territories on Otovan under these reforms. The last great change came about with the victory of Ionomîs, where the Optolecton was greatly enlarged to 624, and Optolecti were limited to serving twelve years. &lt;br /&gt;
&lt;br /&gt;
	In the current day, the Optolecton comprises those who have finished their terms as Monitari, and so are only indirectly elected. If one of the Optolecti is elected again to another office, they are required to step down for the time being from the assembly. The power of the Optolecti is primarily that of a legislature. Legislation passed by the Optolecton must be approved by the Comestiati affected by these laws, and the Optolecton also has the power to veto certain decisions of a Comestia. The assembly also has the power to nominate and approve certain officials. They also wield investigatory powers and the ability to punish Monitari and lesser officials for misconduct.&lt;br /&gt;
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&lt;br /&gt;
=== Comestiati ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;comestia&#039;&#039; is a popular assembly that has the power to pass and repeal certain laws, as well as confirm or reject the decisions of other legislative bodies or individuals. The comestiati date back from the earliest days of the Arqi Republic when private citizens won the right to petition the Optolecton via their local municipal councils. For most of their history, the various comestiati had only very narrow law making authority, but the victory of the Sotori in the Arqi Civil War and the later ascension of Ionomîs to the imperial power greatly enhanced the power of these bodies.&lt;br /&gt;
&lt;br /&gt;
	Comestiati exist at every level of Arqi government, from the small scale, informal petitions of irritated individuals to the highly sophisticated congregations that rule provinces and direct the course of the empire. In modern times, comestiati have more or less complete legislative power for the geographical area of their membership, in addition to the right to elect, confirm, and recall most civil officials, including Monitari. Although the original comestiati comprised only adult (16+ years old) Crudag, Dandrit, or Lenjic males that owned a certain amount of property and were followers of the Chingol, the membership is now open to most adult males of any status or religion, Creel, Drozh, and Sigrech obviously excepted.&lt;br /&gt;
&lt;br /&gt;
	The most important category of comestiati are referred to as the jorian comestiati, which means, essentially, a general council. When capitalized, the &#039;&#039;Jorian Comestia&#039;&#039; refers to whole body of the empire’s voting citizens. This electorate, although it is assembled only very rarely, holds legislative power superior even to the Optolecton and it alone wields the power to declare war. When not capitalized, a comestia is considered a jorian comestia when it is composed of every voting citizen who is to be affected by the comestia’s decisions. Owing to the principle of law that holds “that which touches a man must be approved by him,” this is the only form of comestia that can pass a binding law. &lt;br /&gt;
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	With the changes of Ionomîs, all new laws passed by a comestia must be ratified by a supermajority, although only a simple majority is required to repeal laws, including such laws passed by the Optolecton. A comestia has power within the realm of both civil and criminal law, except whereas specifically restricted by the Charter of Limitations of 1119. New laws also automatically sunset at the termination of three years, and are generally decided by secret ballot.  &lt;br /&gt;
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=== Monitari ===&lt;br /&gt;
&lt;br /&gt;
	In the early period of the Arqi Republic, the Optolecton appointed individuals to carry out and supervise their edicts. These public officials assumed a variety of different roles and were organized in a hierarchy of prestige and authority. Collectively, these positions were referred to as the Monitari.&lt;br /&gt;
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·	&#039;&#039;Probites&#039;&#039;, the highest level of Monitaro, wielded co-supreme executive power and also commanded the armies and fleets. To prevent any single individual to hold supreme power again (i.e, the kings they had overthrown), the idea of multiple Probites were settled upon. The competition was highly partisan, and none of the Arqi cities would except Probites from the others. Thus, there were originally five Probites, one each from the cities of Fiovion, Ambieda, Caposa, Tordessa, and Penardo. Naturally, political power tended to gravitate toward these individuals and by the early 1st century AGA, they became the de facto rulers of the cities, presaging the vast expansion of the Optolecton’s authority.&lt;br /&gt;
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Probites were appointed directly by the Optolecton for a term of two years; their election did not need to be approved by the Comestia until the Reforms of Sotor in 722 AGA. By that time, there were nine additional Probites ruling provinces on Provendo and Otovan, but these were technically subordinate to the original five and to the Optolecton. When Ionomîs became Emperor in 1103, his sweeping reforms of the government removed much of the Probîter power and their roles shifted to that of regional governors. By the current day, nearly every province has a Probite chosen by Comestiati, although the Emperor can decline the choice. To date, he has vetoed an election only once. &lt;br /&gt;
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·	&#039;&#039;Amboys&#039;&#039;, the next highest on the ladder, were originally charged with the management of state lands and facilities, both those restricted and those open for public use, including assembly places, walls, forts, ports, and plumbing. The number of Amboys was not set, and tended to expand and contract yearly with the land acquisition and construction projects. &lt;br /&gt;
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Amboys were appointed annually and while their election was not subject to approval by Comestia, they could be recalled. Over the years, the role of the Amboy came to be less associated with the management of public buildings than with civil administration in newly occupied lands and a final court of appeal to non-citizens. Under Ionomîs, Amboys were employed as administrators of smaller territories, and also as assistants to Probites and the heads of diplomatic legations.&lt;br /&gt;
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·	&#039;&#039;Restori&#039;&#039; were financial secretaries tasked with the supervision of tax collection, the census, and the auditing and disbursement of the treasury. A Restor was often assigned to each Probite and Amboy, but many were also dispatched with every fleet and army, as well as to certain highly important activities.&lt;br /&gt;
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Restori were appointed annually and their election was subject to approval and could be recalled by Comestiati. In 192, the Optolecton rescinded the right of approval and recall for a Restor assigned to a military post by a Comestia. With the establishment of the consolidated Office of the Exchequer in 583, the roles of the Restori declined in importance. The office of Restor is now nearly non-existent with the exception of the Jorian Restor (“Restor General”), who heads the Exchequer Department.&lt;br /&gt;
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·&#039;&#039;Curasori&#039;&#039; are officials charged with monitoring and regulating the affairs of government to prevent the abuse of traditional liberties, corruption, and maintaining the limits of state authority. As such, they act both as ombudsmen and constitutional custodians. The Curasori were established in 711 AGA to ameliorate the intensifying popular resentment. Originally, these were selected by the Optolecton, but the reforms of Sotor shortly thereafter required their election by the Comestiati. Curasori serve a term of one year. Generally, there is one Curasor per 5,000 people, although this is not set in stone and the actual representation is more fluid. The Optolecti still appoint a number of Curasori, usually as military or diplomatic attendants to ensure that the will of the Optolecton is enforced.&lt;br /&gt;
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The Curasori, unlike other Monitari, are not actually empowered to enforce laws, but instead to prevent the execution of some pronouncement by the Optolecton or other Monitari. An individual Curasor may laws, prevent arrest, and generally veto any other action taken by a state official, the only requirement being that the veto is done in person and announced publicly. One Curasor may not overrule any other, although they are subject to recall by a Comestia. &lt;br /&gt;
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=== Distinction of Powers ===&lt;br /&gt;
&lt;br /&gt;
	Different Monitari had different levels of power even among their own colleagues. As has already been alluded to, the original Probites had a greater level of authority than the subsequent “foreign” Probites, but such distinctions in legal authority were true even early in the republic. Generally, there were two degrees of legal authority. The first was known simply as &#039;&#039;Ibo Pudor&#039;&#039;, or, Ib.P. (lit. “the power”) and was the general authority given to them to carry out their functions. &lt;br /&gt;
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A much loftier degree of power was conferred upon all Probites, and less frequently on Amboys. This was known as &#039;&#039;Zecopudor&#039;&#039;, or Z.P. (lit. “higher power”) and included the right to raise and command military units and impose or rescind laws on the spot. It was expected that such decisions were to be used responsibly and rarely, though the actual tendency depended upon the holders of Zecopudor. Theoretically, these decisions were subject to the review and approval of the Optolecton, although particularly powerful or recalcitrant Monitaro had been known to ignore this opposition. Only the Optolecton could bestow the Z.P. upon an Amboy or other lesser official, and this necessitated extreme circumstances such as invasion. It has only been done five times in the history of Arqualan. Ectin the Great and the subsequent Emperors each claimed a sort of superior Z.P. that allowed them to subordinate each of the Probites.&lt;br /&gt;
&lt;br /&gt;
Other degrees of power were later innovations stemming mostly from violent incidents like the Arqi Civil War and the rise of Ionomîs, but occasionally from more peaceful compromises. In His reform of the Arqi government, Ionomîs declared Himself possessed of a superior power on the virtue of not only His political and military station, but also His religious position. This power, known as Impremex, is functionally equivalent to Z.P., but with religious aspects and a higher dignity. This is important because His reforms greatly restricted the authority of both Ibo Pudor and Zecopudor.  It also expressly elevates him above the Optolecton and the other Probites, though not, interestingly, above the Jorian Comestia. &lt;br /&gt;
&lt;br /&gt;
Another distinction of status was brought about by Ionomîs – the &#039;&#039;Eupervestiton&#039;&#039; (lit. “oversight”). The term originally referred to a legal principle that each Optolecti could investigate the actions of Monitari and even private citizens and call them to answer for any wrongdoing in front of the whole assembly. There was no appeal from such a trial, though it was used comparatively rarely. The Eupervestiton was newly bestowed upon each individual Arqi citizen in terms that more closely connote the concept of sovereignty, although a more formalized “oversight” power was retained whereby individuals could demand investigations of government officials. The Eupervestiton was also given to the various Comestia and the Optolecton as a whole.&lt;br /&gt;
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== Family ==&lt;br /&gt;
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=== Structure ===&lt;br /&gt;
&lt;br /&gt;
	Most Arqi belong to two families, the first composed of their immediate relatives; husband, wife, children, and not infrequently aunts, uncles, and grandparents, the second a much larger element that may encompass thousands of distant relatives and span huge geographical distances. &lt;br /&gt;
&lt;br /&gt;
	The first family, known as the &#039;&#039;&#039;lanto&#039;&#039;&#039;, operates independently of the larger group. A lanto typically lives in the same home or immediate geographical area, and membership is more or less unconditional, barring extreme breaches of mores. Upon reaching marriage age, young men (approximately 22-25 years) are expected to take their wives (16-19 years) and immediately tend to the business of having children. If such matters are not already secure, they also are expected to quickly secure financial independence and property and homes of their own. Marriages are usually planned in advance by the parents. While love is expected to blossom, it is rarely a first consideration as economic interests, breeding (relations between wildly divergent parahumans, i.e, Crudag and Slees, are cause for scandal), and the forging of ties between families take precedence. The average number of children is about 5 per couple, although it is a regular occurrence to marry twice - almost always after the death of the spouse, as divorces are frowned upon.&lt;br /&gt;
&lt;br /&gt;
	Increasingly, these norms are being challenged by the most recent generation, owing particularly to the dynamics of technological change and the transmission of foreign values brought about by the movements of peoples in trade and recent wars, but Arqi society is highly traditional and major changes are stenuously resisted.&lt;br /&gt;
	&lt;br /&gt;
	The larger family, or clade, is a more disparate social group called the &#039;&#039;&#039;comido&#039;&#039;&#039;. Clades have their own names representing an original genetic line (either historic or mytho-symbolic) from which many lanti have sprung. These have their roots back in Lenjic times and the earliest days of the Empire where large tribe-like social groups, usually based around important cities, were the source of considerable political and economic power. As the Empire has expanded and the number of clades increased, their power has diminished somewhat, although they remain a source of great pride and utility to their members. &lt;br /&gt;
&lt;br /&gt;
	Membership in a comido is not inviolable, however. On the frontiers of the empire, the effect of the clades is weak, as more reliance is placed on the individual and one’s immediate family and neighbors. Especially in isolated regions of the empire, many people have abandoned or forgotten the clades their families once belonged to. Occasionally, an individual or an entire family may be “evicted” from a clade because of some great disgrace or nefarious deed. Similarly, certain families and individuals may view their clades as degenerate or otherwise undesirable and abandon their membership entirely. &lt;br /&gt;
&lt;br /&gt;
Previously, it was tradition for husbands and wives to maintain their pre-marriage Clade names (if distinct), and while this is still the case in more traditional circles,  many people change their Clade affiliation upon marriage. Generally, the married couple decides the issue jointly, although the clade in question is under no obligation to allow new members. A few rare instances exist where a family has membership in two (or more) clades, but this situation is exceedingly rare and most clades do not allow dual membership. &lt;br /&gt;
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&lt;br /&gt;
=== Societal Role ===&lt;br /&gt;
&lt;br /&gt;
	The family is the most important institution in Arqi society, far more influential in everyday life than voluntary social organizations, the government, and even the church. &lt;br /&gt;
In addition to the intangible benefits of historical roots in the strongly traditionalist Arqi society, clades provide material benefits to their members, including financial support, housing, and medical care in times of crisis; preferential treatment and discounts in business; support for political aspirations and legal disputes; and a network of contacts. As a result, the influence of clades remain strong throughout most of the Empire, and individuals feel strong bonds of obligation and loyalty to their clades, both in supporting their aforementioned activities and coming to the defense of fellow kinsmen. As the history of Arqualan witnesses, individuals are often more likely to stand by their comido than either the government or the church, and rival clades vying for power within the state remains an important factor in Arqi politics.&lt;br /&gt;
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== The Commonwealth ==&lt;br /&gt;
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Discerning Arqi do not see themselves as part of an empire, and indeed consider such a view to be rather rude and unsophisticated. Proper empires are founded predominantly on conquest and subjected peoples and feature little in the way of decentralized autonomy or identity in any case, and here especially Arqualan fails to meet the definition of ‘empire.’&lt;br /&gt;
&lt;br /&gt;
For that matter, they do not see the massive political upheaval that periodically marks their long history as any sort of interruption or transition. Since the earliest days of the proto-Arqi chiefdoms to the current day, their government has been quite secondary in their self-conception as a society. Besides that, politicians and their regimes had traditionally been distant, ephemeral, and relatively weak when compared to the powerful and timeless institutions of kinship and religion that truly marked Arqi society. As such, Arqualan is defined much more by shared values, ideals, and common heritage than borders and leadership. So, while visionaries and tyrants have risen and fallen and feuds between the ancient aristocracy, the emperors, and the population have shifted the balance of power many times, the &#039;&#039;covida nostry&#039;&#039; endured. &lt;br /&gt;
&lt;br /&gt;
In these translations, that part of  “Our Common Life” that deals predominantly with institutions of the state and especially with the organization of territory will be referred to as the Arqi Commonwealth. &lt;br /&gt;
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=== Provinces ===&lt;br /&gt;
&lt;br /&gt;
Although referred to as provinces for the sake of simplicity, these are not simply administrative subdivisions that exist to facilitate the actions of the Emperor or the Optolecton. In fact, almost all of the provinces have a wide degree of latitude in internal legal and economic matters, as well as how they enforce the pronouncements of the Optolecton and the Illuminarch. A few provinces are so highly autonomous that they have complete control over internal questions and bow to Arquesel only in matters of foreign relations or disputes within the commonwealth. Of course, just what constitutes an ‘internal matter’ and what is the proper domain of the national government is a sticky matter, and the relative power of the outlying provinces waxes and wanes depending on who can get the upper hand on this issue.&lt;br /&gt;
All true provinces are governed by a Probite, elected at large from the jorian comestia of that province. Several other Monitari assist the governor, including Amboys and Restori, some of which are appointed by him at the comestia’s approval, or are likewise elected at large, depending. Generally, the Probite has a combination of executive and legislative powers, counterbalanced by the various comestiati and Curasori of the province. Fully autonomous provinces, like Clestrîca for instance, often have separate legislative and advisory bodies akin to a miniature Optolecton, or may use different titles for their officials. There are some smaller and usually thinly settled territories that have not been made provinces, usually due to their status as a military frontier or because of disputes arising with foreign powers. These territories may be governed by an Amboy dispatched at the head of a provisional or military commission, or other officials under the direct authority of the Illuminarch. An example of such a territory would be the Arqi colony of Tamboro on Anducydo.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Provinces:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arqualan (Ar)&lt;br /&gt;
&lt;br /&gt;
Cappodan (O)&lt;br /&gt;
&lt;br /&gt;
Coñeldo (O)&lt;br /&gt;
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Conestanz(O)&lt;br /&gt;
&lt;br /&gt;
Dantrina (P)&lt;br /&gt;
&lt;br /&gt;
Dyanoga (P)&lt;br /&gt;
&lt;br /&gt;
Impelado (P)&lt;br /&gt;
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Isleesia (I)&lt;br /&gt;
&lt;br /&gt;
Lacoma (P)&lt;br /&gt;
&lt;br /&gt;
Metronia (P)&lt;br /&gt;
&lt;br /&gt;
Nepritol (O)&lt;br /&gt;
&lt;br /&gt;
Oranido (I)&lt;br /&gt;
&lt;br /&gt;
Otolens (O)&lt;br /&gt;
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Pellesant (O)&lt;br /&gt;
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Pizoria (P)&lt;br /&gt;
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Pranatol (O)&lt;br /&gt;
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Sanga (P)&lt;br /&gt;
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Sanulado (O)&lt;br /&gt;
&lt;br /&gt;
Seguemeda (O)&lt;br /&gt;
&lt;br /&gt;
Stanido (O)&lt;br /&gt;
&lt;br /&gt;
Syobia (O)&lt;br /&gt;
&lt;br /&gt;
Venguatol (O)&lt;br /&gt;
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Venjavan (P)&lt;br /&gt;
&lt;br /&gt;
Zeliat (O)&lt;br /&gt;
&lt;br /&gt;
Zelstadden (O)&lt;br /&gt;
&lt;br /&gt;
Zacta Ponensus (O)&lt;br /&gt;
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&#039;&#039;&#039;Autonomous Provinces:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amblend (O)&lt;br /&gt;
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Clestrica (O)&lt;br /&gt;
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Loswath (O)&lt;br /&gt;
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Renoga (P)&lt;br /&gt;
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Sarmonath (O)&lt;br /&gt;
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Sirania (P)&lt;br /&gt;
&lt;br /&gt;
Somuza (O)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auxiliary Territories:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ato Tensel (I)&lt;br /&gt;
&lt;br /&gt;
Mena Sorpozion (O)&lt;br /&gt;
&lt;br /&gt;
Tamboro (An)&lt;br /&gt;
-----------------&lt;br /&gt;
&#039;&#039;An - Anducydo; Ar – Arqualan; I – islands; O – Otovan; P – Provendo&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4805</id>
		<title>EternalEmpire:Arqualan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4805"/>
		<updated>2005-07-29T02:17:51Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* The Commonwealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Adi Gliorsa Arqiva - In the Age of Our Renown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The count of time marks four and fifteen-hundred Years of Arqualan the Glorious, the four-hundred-first in the reign of Ionomîs the Divine, protector of the civilized world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whole globe, our Eternal Empire excepted, is covered in a darkness that drowns the freedom and virtue of men. The forces of barbarism and wickedness imperil our shores as never before, threatening to plunge mankind into a final desolation. Yet we confide in the strength of our arms and the rock of our piety to defy the heathen armies and their hellish Overlords, and, with the guidance of the Illuminarch and faith in the God of Gods, we shall see the lamp of righteousness brighten the far reaches of creation and vanquish the Enemies of goodness for all time.&amp;quot;&#039;&#039;&lt;br /&gt;
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The very name of Arqualan conjures up images of wealth, opulence, and power throughout most of the world. Throughout its long history, the people of this island have steered the course of history in both subtle and blatant ways. To different people, Arqi society may represent genius, honor, piety, and the greatest achievements of civilization, or cruelty, greed, and the most depraved excess. Whatever the reality, little can compare to the glory of Arqualan and its Eternal Empire.&lt;br /&gt;
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== Government ==&lt;br /&gt;
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=== The Emperor ===&lt;br /&gt;
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	The position of Emperor of Arqualan was not an official, distinct post for most of the nation’s history. Although there had been a series of powerful Probites and generals who challenged the power of both their colleagues and the Optolecti, the first person historically considered as Emperor of Arqualan was Quanio Sorozino Fiovaria, named Ectin and surnamed the Great.&lt;br /&gt;
&lt;br /&gt;
Ectin was the Probite of Fiovion, and his victories on Provendo against the Venjat made him tremendously popular with the people. In the course of the war, he was given the temporary Probîter of Ambieda as well as the now defunct Probîter of the South. On the basis of these factors, he claimed supreme power over the other Probites and the Optolecti, and was able to compel their assent by the loyalty of his armies. He returned to Arqualan for less than a year before departing to Otovan, where he effected a staggering series of victories that subjugated both Sarmonath and later, the Vengua, bringing almost all of the lands east of the Stadden Mountains under Arqi dominion. Ectin died in Otovan in 466 and his generals broke up this new empire and vied with each other and the Optolecton, each claiming supreme power over all of Arqualan. Alliances shifted and territories fell, but for more than 120 years after his death, there was still no new emperor. In 589, Endrino Consestus, who ruled a sub-empire based on Stanido but was aligned under the Optolecton, gained control over the other successor states either through marriage or military conquest, and then invaded Arqualan, defeating the Optolecton’s armies.  The Optolecton conferred on him the unprecedented title of &#039;&#039;Ponix Probîter ed Optolectony Fresix&#039;&#039; – the Supreme Probite and Senior of the Optolecton – making him ‘first among equals’ in the Optolecton and with superiority over the other Probites. This gave him power as chief legislator in addition to the normal military and executive powers of the Probîter. &lt;br /&gt;
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After Endrino’s death in 611, his son Quanio (Emperor Q. Consestus I, the Humble) only narrowly held on to his power against several challengers and assassination attempts. Fearing that his father had offended too many people by the assumption of haughty titles and expansive powers, he downplayed his superior status in public, hence his moniker. He was, however, a shrewd and calculating individual that maintained a firm grip on his power base. His successors generally proved less capable than he, however, and the fortunes of the Emperor-ship waxed and waned greatly depending upon the respective strength of the Emperor and his rivals. &lt;br /&gt;
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Over the centuries, the Emperor acquired new powers and titles, gradually assuming increasingly higher honors and dignities. Some additional powers and titles to be held by the Emperor were:&lt;br /&gt;
·	&#039;&#039;Vîndiquon Chingolun&#039;&#039;: “The Defender of the Chingolun.” A secular title bestowed upon Vetrin II in 704 AGA by the High Priest in commemoration of the Emperor’s generosity toward the Tylofost community and his orthodoxy. Technically, it applied only to Ventrin II, but his successors also claimed it. It presaged a greater religious role for the Emperor.&lt;br /&gt;
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·	&#039;&#039;Tocratiquo&#039;&#039;: “The Sea King.” A translation of an insult originally leveled at the Arqi by the Kings of Sarmonath, implying that they were not a real power because they lacked much landed territories. It was seized upon by several Probites and later by the Emperors in acknowledgment of the Arqi control of the oceans. Militarily, it also refers to the Emperor’s status as Ponix Navigo – Supreme Admiral.&lt;br /&gt;
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·	&#039;&#039;Vigo Tylofostony&#039;&#039;: “Vicar of Tylofost.” The High Priest of the Chingolun Tylofost religion. Claimed by Ludinio Calagona (Emperor Vanlin VI).&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Luzigodor&#039;&#039;: Lit. “Beacon.” This title was claimed by Ionomîs the Divine in 1103 and confirmed by the Vicar of Tylofost when the Emperor commanded that the title be returned to the priesthood. This implies the role of Ionomîs as divinity and as the supreme Chingol religious authority. But rather than declaring him an all-ruling God, the title and power is more closely that of a guide and spiritual shepherd. This has been translated as Illuminarch, and is considered the highest title.&lt;br /&gt;
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·	Împremex: Refers to the complete military and political power of the Emperor (explained in Distinction of Powers) and is the word which most closely means Emperor.&lt;br /&gt;
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·	&#039;&#039;Îvancor&#039;&#039;: “Unvanquished.” A moniker attached to Ionomîs in response to his unblemished military victories, but also in reference to the Cathedral of Ionomîs Îvancor (“Unvanquished Wisdom”). &lt;br /&gt;
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·	&#039;&#039;Thostetor&#039;&#039;: Lit. “To Stand Against/Oppose.” A title first used by Emperor Vangilo to refer to his opposition to the heathen Androvi, but taken again by Ionomîs in 1159 at the outbreak of the First Hangritic War. Though originally it stood only until the cessation of hostilities, the enmity between the Hangriti and the Arqi has blossomed over the years and, considering the inconclusive course of their wars, it may become a perpetual title.&lt;br /&gt;
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=== Optolecton ===&lt;br /&gt;
&lt;br /&gt;
	The Optolecton is a body of non-elected individuals, originally chosen from the Lenjic nobility to advice and entreat with the pseudo-Dandrit kings. Although the first official Optolecton was called under Borovedis, it has roots in the urban assemblies that presided over the laws of the Lenjic cities during the time of the Dandrit Empire. The Optolecti were chosen from the assemblies of each of the Lenjic cities, ostensibly for their wisdom and experience to advise the king both on internal and external affairs. However, since the Optolecti were granted certain privileges, including immunity from taxation, the appointments were soon being purchased or bestowed as political favors. After the suppression of the rebels in the Tordessa Mutiny, the Optolecton gained considerable autonomy from the king and the right to veto new spending and levee raising measures.&lt;br /&gt;
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	After the ouster of Analectin by Trinio Etchomis in -3 AGA, the Optolecton became the de facto ruling body of the nascent Arqi state. Utilizing the superior wealth and connections of the membership, the Optolecti were able to outlast their regional challengers and hold together the nominal confederation of city-states. The Optolecton was initially granted the power to raise and direct the unified Arqi military, regulate internal commerce and weights and measures standards, maintain and propose laws related to the national treasury, dispatch and receive foreign legations, and recommend legislation to the local comestiati. Over time, the power of the Optolecton grew as the Arqi state consolidated so that it assumed far greater powers, particularly in internal legislation and revenue collection. &lt;br /&gt;
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	Originally, the Optolecti numbered around 20, but that number was not fixed, and each served at the discretion of the king. After the overthrow of the king, the Optolecti selected new members at their own discretion, provided they met a minimal property value requirement, and the position was for life. By the time of the Inigo Elufectra and the First Metronian War, new Optolecti were added from the ranks of Optolecton-appointed officials who had finished their terms, the Monitari. The Probîter of Ectin the Great brought about significant changes in the organization of the Optolecton, including a weakening in its authority and capping its membership at 160. After the Arqi Civil War, the Amboy Castio Sotor restored many of the Comestia’s powers at the expense of the Optolecton, including the ability to impeach Optolecti. For the first time, the assembly also included members from the territories on Otovan under these reforms. The last great change came about with the victory of Ionomîs, where the Optolecton was greatly enlarged to 624, and Optolecti were limited to serving twelve years. &lt;br /&gt;
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	In the current day, the Optolecton comprises those who have finished their terms as Monitari, and so are only indirectly elected. If one of the Optolecti is elected again to another office, they are required to step down for the time being from the assembly. The power of the Optolecti is primarily that of a legislature. Legislation passed by the Optolecton must be approved by the Comestiati affected by these laws, and the Optolecton also has the power to veto certain decisions of a Comestia. The assembly also has the power to nominate and approve certain officials. They also wield investigatory powers and the ability to punish Monitari and lesser officials for misconduct.&lt;br /&gt;
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=== Comestiati ===&lt;br /&gt;
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A &#039;&#039;comestia&#039;&#039; is a popular assembly that has the power to pass and repeal certain laws, as well as confirm or reject the decisions of other legislative bodies or individuals. The comestiati date back from the earliest days of the Arqi Republic when private citizens won the right to petition the Optolecton via their local municipal councils. For most of their history, the various comestiati had only very narrow law making authority, but the victory of the Sotori in the Arqi Civil War and the later ascension of Ionomîs to the imperial power greatly enhanced the power of these bodies.&lt;br /&gt;
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	Comestiati exist at every level of Arqi government, from the small scale, informal petitions of irritated individuals to the highly sophisticated congregations that rule provinces and direct the course of the empire. In modern times, comestiati have more or less complete legislative power for the geographical area of their membership, in addition to the right to elect, confirm, and recall most civil officials, including Monitari. Although the original comestiati comprised only adult (16+ years old) Crudag, Dandrit, or Lenjic males that owned a certain amount of property and were followers of the Chingol, the membership is now open to most adult males of any status or religion, Creel, Drozh, and Sigrech obviously excepted.&lt;br /&gt;
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	The most important category of comestiati are referred to as the jorian comestiati, which means, essentially, a general council. When capitalized, the &#039;&#039;Jorian Comestia&#039;&#039; refers to whole body of the empire’s voting citizens. This electorate, although it is assembled only very rarely, holds legislative power superior even to the Optolecton and it alone wields the power to declare war. When not capitalized, a comestia is considered a jorian comestia when it is composed of every voting citizen who is to be affected by the comestia’s decisions. Owing to the principle of law that holds “that which touches a man must be approved by him,” this is the only form of comestia that can pass a binding law. &lt;br /&gt;
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	With the changes of Ionomîs, all new laws passed by a comestia must be ratified by a supermajority, although only a simple majority is required to repeal laws, including such laws passed by the Optolecton. A comestia has power within the realm of both civil and criminal law, except whereas specifically restricted by the Charter of Limitations of 1119. New laws also automatically sunset at the termination of three years, and are generally decided by secret ballot.  &lt;br /&gt;
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=== Monitari ===&lt;br /&gt;
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	In the early period of the Arqi Republic, the Optolecton appointed individuals to carry out and supervise their edicts. These public officials assumed a variety of different roles and were organized in a hierarchy of prestige and authority. Collectively, these positions were referred to as the Monitari.&lt;br /&gt;
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·	&#039;&#039;Probites&#039;&#039;, the highest level of Monitaro, wielded co-supreme executive power and also commanded the armies and fleets. To prevent any single individual to hold supreme power again (i.e, the kings they had overthrown), the idea of multiple Probites were settled upon. The competition was highly partisan, and none of the Arqi cities would except Probites from the others. Thus, there were originally five Probites, one each from the cities of Fiovion, Ambieda, Caposa, Tordessa, and Penardo. Naturally, political power tended to gravitate toward these individuals and by the early 1st century AGA, they became the de facto rulers of the cities, presaging the vast expansion of the Optolecton’s authority.&lt;br /&gt;
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Probites were appointed directly by the Optolecton for a term of two years; their election did not need to be approved by the Comestia until the Reforms of Sotor in 722 AGA. By that time, there were nine additional Probites ruling provinces on Provendo and Otovan, but these were technically subordinate to the original five and to the Optolecton. When Ionomîs became Emperor in 1103, his sweeping reforms of the government removed much of the Probîter power and their roles shifted to that of regional governors. By the current day, nearly every province has a Probite chosen by Comestiati, although the Emperor can decline the choice. To date, he has vetoed an election only once. &lt;br /&gt;
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·	&#039;&#039;Amboys&#039;&#039;, the next highest on the ladder, were originally charged with the management of state lands and facilities, both those restricted and those open for public use, including assembly places, walls, forts, ports, and plumbing. The number of Amboys was not set, and tended to expand and contract yearly with the land acquisition and construction projects. &lt;br /&gt;
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Amboys were appointed annually and while their election was not subject to approval by Comestia, they could be recalled. Over the years, the role of the Amboy came to be less associated with the management of public buildings than with civil administration in newly occupied lands and a final court of appeal to non-citizens. Under Ionomîs, Amboys were employed as administrators of smaller territories, and also as assistants to Probites and the heads of diplomatic legations.&lt;br /&gt;
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·	&#039;&#039;Restori&#039;&#039; were financial secretaries tasked with the supervision of tax collection, the census, and the auditing and disbursement of the treasury. A Restor was often assigned to each Probite and Amboy, but many were also dispatched with every fleet and army, as well as to certain highly important activities.&lt;br /&gt;
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Restori were appointed annually and their election was subject to approval and could be recalled by Comestiati. In 192, the Optolecton rescinded the right of approval and recall for a Restor assigned to a military post by a Comestia. With the establishment of the consolidated Office of the Exchequer in 583, the roles of the Restori declined in importance. The office of Restor is now nearly non-existent with the exception of the Jorian Restor (“Restor General”), who heads the Exchequer Department.&lt;br /&gt;
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·&#039;&#039;Curasori&#039;&#039; are officials charged with monitoring and regulating the affairs of government to prevent the abuse of traditional liberties, corruption, and maintaining the limits of state authority. As such, they act both as ombudsmen and constitutional custodians. The Curasori were established in 711 AGA to ameliorate the intensifying popular resentment. Originally, these were selected by the Optolecton, but the reforms of Sotor shortly thereafter required their election by the Comestiati. Curasori serve a term of one year. Generally, there is one Curasor per 5,000 people, although this is not set in stone and the actual representation is more fluid. The Optolecti still appoint a number of Curasori, usually as military or diplomatic attendants to ensure that the will of the Optolecton is enforced.&lt;br /&gt;
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The Curasori, unlike other Monitari, are not actually empowered to enforce laws, but instead to prevent the execution of some pronouncement by the Optolecton or other Monitari. An individual Curasor may laws, prevent arrest, and generally veto any other action taken by a state official, the only requirement being that the veto is done in person and announced publicly. One Curasor may not overrule any other, although they are subject to recall by a Comestia. &lt;br /&gt;
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=== Distinction of Powers ===&lt;br /&gt;
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	Different Monitari had different levels of power even among their own colleagues. As has already been alluded to, the original Probites had a greater level of authority than the subsequent “foreign” Probites, but such distinctions in legal authority were true even early in the republic. Generally, there were two degrees of legal authority. The first was known simply as &#039;&#039;Ibo Pudor&#039;&#039;, or, Ib.P. (lit. “the power”) and was the general authority given to them to carry out their functions. &lt;br /&gt;
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A much loftier degree of power was conferred upon all Probites, and less frequently on Amboys. This was known as &#039;&#039;Zecopudor&#039;&#039;, or Z.P. (lit. “higher power”) and included the right to raise and command military units and impose or rescind laws on the spot. It was expected that such decisions were to be used responsibly and rarely, though the actual tendency depended upon the holders of Zecopudor. Theoretically, these decisions were subject to the review and approval of the Optolecton, although particularly powerful or recalcitrant Monitaro had been known to ignore this opposition. Only the Optolecton could bestow the Z.P. upon an Amboy or other lesser official, and this necessitated extreme circumstances such as invasion. It has only been done five times in the history of Arqualan. Ectin the Great and the subsequent Emperors each claimed a sort of superior Z.P. that allowed them to subordinate each of the Probites.&lt;br /&gt;
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Other degrees of power were later innovations stemming mostly from violent incidents like the Arqi Civil War and the rise of Ionomîs, but occasionally from more peaceful compromises. In His reform of the Arqi government, Ionomîs declared Himself possessed of a superior power on the virtue of not only His political and military station, but also His religious position. This power, known as Impremex, is functionally equivalent to Z.P., but with religious aspects and a higher dignity. This is important because His reforms greatly restricted the authority of both Ibo Pudor and Zecopudor.  It also expressly elevates him above the Optolecton and the other Probites, though not, interestingly, above the Jorian Comestia. &lt;br /&gt;
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Another distinction of status was brought about by Ionomîs – the &#039;&#039;Eupervestiton&#039;&#039; (lit. “oversight”). The term originally referred to a legal principle that each Optolecti could investigate the actions of Monitari and even private citizens and call them to answer for any wrongdoing in front of the whole assembly. There was no appeal from such a trial, though it was used comparatively rarely. The Eupervestiton was newly bestowed upon each individual Arqi citizen in terms that more closely connote the concept of sovereignty, although a more formalized “oversight” power was retained whereby individuals could demand investigations of government officials. The Eupervestiton was also given to the various Comestia and the Optolecton as a whole.&lt;br /&gt;
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== Family ==&lt;br /&gt;
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=== Structure ===&lt;br /&gt;
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	Most Arqi belong to two families, the first composed of their immediate relatives; husband, wife, children, and not infrequently aunts, uncles, and grandparents, the second a much larger element that may encompass thousands of distant relatives and span huge geographical distances. &lt;br /&gt;
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	The first family, known as the &#039;&#039;&#039;lanto&#039;&#039;&#039;, operates independently of the larger group. A lanto typically lives in the same home or immediate geographical area, and membership is more or less unconditional, barring extreme breaches of mores. Upon reaching marriage age, young men (approximately 22-25 years) are expected to take their wives (16-19 years) and immediately tend to the business of having children. If such matters are not already secure, they also are expected to quickly secure financial independence and property and homes of their own. Marriages are usually planned in advance by the parents. While love is expected to blossom, it is rarely a first consideration as economic interests, breeding (relations between wildly divergent parahumans, i.e, Crudag and Slees, are cause for scandal), and the forging of ties between families take precedence. The average number of children is about 5 per couple, although it is a regular occurrence to marry twice - almost always after the death of the spouse, as divorces are frowned upon.&lt;br /&gt;
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	Increasingly, these norms are being challenged by the most recent generation, owing particularly to the dynamics of technological change and the transmission of foreign values brought about by the movements of peoples in trade and recent wars, but Arqi society is highly traditional and major changes are stenuously resisted.&lt;br /&gt;
	&lt;br /&gt;
	The larger family, or clade, is a more disparate social group called the &#039;&#039;&#039;comido&#039;&#039;&#039;. Clades have their own names representing an original genetic line (either historic or mytho-symbolic) from which many lanti have sprung. These have their roots back in Lenjic times and the earliest days of the Empire where large tribe-like social groups, usually based around important cities, were the source of considerable political and economic power. As the Empire has expanded and the number of clades increased, their power has diminished somewhat, although they remain a source of great pride and utility to their members. &lt;br /&gt;
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	Membership in a comido is not inviolable, however. On the frontiers of the empire, the effect of the clades is weak, as more reliance is placed on the individual and one’s immediate family and neighbors. Especially in isolated regions of the empire, many people have abandoned or forgotten the clades their families once belonged to. Occasionally, an individual or an entire family may be “evicted” from a clade because of some great disgrace or nefarious deed. Similarly, certain families and individuals may view their clades as degenerate or otherwise undesirable and abandon their membership entirely. &lt;br /&gt;
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Previously, it was tradition for husbands and wives to maintain their pre-marriage Clade names (if distinct), and while this is still the case in more traditional circles,  many people change their Clade affiliation upon marriage. Generally, the married couple decides the issue jointly, although the clade in question is under no obligation to allow new members. A few rare instances exist where a family has membership in two (or more) clades, but this situation is exceedingly rare and most clades do not allow dual membership. &lt;br /&gt;
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=== Societal Role ===&lt;br /&gt;
&lt;br /&gt;
	The family is the most important institution in Arqi society, far more influential in everyday life than voluntary social organizations, the government, and even the church. &lt;br /&gt;
In addition to the intangible benefits of historical roots in the strongly traditionalist Arqi society, clades provide material benefits to their members, including financial support, housing, and medical care in times of crisis; preferential treatment and discounts in business; support for political aspirations and legal disputes; and a network of contacts. As a result, the influence of clades remain strong throughout most of the Empire, and individuals feel strong bonds of obligation and loyalty to their clades, both in supporting their aforementioned activities and coming to the defense of fellow kinsmen. As the history of Arqualan witnesses, individuals are often more likely to stand by their comido than either the government or the church, and rival clades vying for power within the state remains an important factor in Arqi politics.&lt;br /&gt;
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== The Commonwealth ==&lt;br /&gt;
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Discerning Arqi do not see themselves as part of an empire, and indeed consider such a view to be rather rude and unsophisticated. Proper empires are founded predominantly on conquest and subjected peoples and feature little in the way of decentralized autonomy or identity in any case, and here especially Arqualan fails to meet the definition of ‘empire.’&lt;br /&gt;
&lt;br /&gt;
For that matter, they do not see the massive political upheaval that periodically marks their long history as any sort of interruption or transition. Since the earliest days of the proto-Arqi chiefdoms to the current day, their government has been quite secondary in their self-conception as a society. Besides that, politicians and their regimes had traditionally been distant, ephemeral, and relatively weak when compared to the powerful and timeless institutions of kinship and religion that truly marked Arqi society. As such, Arqualan is defined much more by shared values, ideals, and common heritage than borders and leadership. So, while visionaries and tyrants have risen and fallen and feuds between the ancient aristocracy, the emperors, and the population have shifted the balance of power many times, the covida nostra endured. &lt;br /&gt;
&lt;br /&gt;
In these translations, that part of  “Our Common Life” that deals predominantly with institutions of the state and especially with the organization of territory will be referred to as the Arqi Commonwealth. &lt;br /&gt;
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=== Provinces ===&lt;br /&gt;
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Although referred to as provinces for the sake of simplicity, these are not simply administrative subdivisions that exist to facilitate the actions of the Emperor or the Optolecton. In fact, almost all of the provinces have a wide degree of latitude in internal legal and economic matters, as well as how they enforce the pronouncements of the Optolecton and the Illuminarch. A few provinces are so highly autonomous that they have complete control over internal questions and bow to Arquesel only in matters of foreign relations or disputes within the commonwealth. Of course, just what constitutes an ‘internal matter’ and what is the proper domain of the national government is a sticky matter, and the relative power of the outlying provinces waxes and wanes depending on who can get the upper hand on this issue.&lt;br /&gt;
All true provinces are governed by a Probite, elected at large from the jorian comestia of that province. Several other Monitari assist the governor, including Amboys and Restori, some of which are appointed by him at the comestia’s approval, or are likewise elected at large, depending. Generally, the Probite has a combination of executive and legislative powers, counterbalanced by the various comestiati and Curasori of the province. Fully autonomous provinces, like Clestrîca for instance, often have separate legislative and advisory bodies akin to a miniature Optolecton, or may use different titles for their officials. There are some smaller and usually thinly settled territories that have not been made provinces, usually due to their status as a military frontier or because of disputes arising with foreign powers. These territories may be governed by an Amboy dispatched at the head of a provisional or military commission, or other officials under the direct authority of the Illuminarch. An example of such a territory would be the Arqi colony of Tamboro on Anducydo.&lt;br /&gt;
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&#039;&#039;&#039;Provinces:&#039;&#039;&#039;&lt;br /&gt;
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Arqualan (Ar)&lt;br /&gt;
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Cappodan (O)&lt;br /&gt;
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Coñeldo (O)&lt;br /&gt;
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Conestanz(O)&lt;br /&gt;
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Dantrina (P)&lt;br /&gt;
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Dyanoga (P)&lt;br /&gt;
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Impelado (P)&lt;br /&gt;
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Isleesia (I)&lt;br /&gt;
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Lacoma (P)&lt;br /&gt;
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Metronia (P)&lt;br /&gt;
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Nepritol (O)&lt;br /&gt;
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Oranido (I)&lt;br /&gt;
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Otolens (O)&lt;br /&gt;
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Pellesant (O)&lt;br /&gt;
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Pizoria (P)&lt;br /&gt;
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Pranatol (O)&lt;br /&gt;
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Sanga (P)&lt;br /&gt;
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Sanulado (O)&lt;br /&gt;
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Seguemeda (O)&lt;br /&gt;
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Stanido (O)&lt;br /&gt;
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Syobia (O)&lt;br /&gt;
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Venguatol (O)&lt;br /&gt;
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Venjavan (P)&lt;br /&gt;
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Zeliat (O)&lt;br /&gt;
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Zelstadden (O)&lt;br /&gt;
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Zacta Ponensus (O)&lt;br /&gt;
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&#039;&#039;&#039;Autonomous Provinces:&#039;&#039;&#039;&lt;br /&gt;
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Amblend (O)&lt;br /&gt;
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Clestrica (O)&lt;br /&gt;
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Loswath (O)&lt;br /&gt;
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Renoga (P)&lt;br /&gt;
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Sarmonath (O)&lt;br /&gt;
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Sirania (P)&lt;br /&gt;
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Somuza (O)&lt;br /&gt;
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&#039;&#039;&#039;Auxiliary Territories:&#039;&#039;&#039;&lt;br /&gt;
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Ato Tensel (I)&lt;br /&gt;
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Mena Sorpozion (O)&lt;br /&gt;
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Tamboro (An)&lt;br /&gt;
-----------------&lt;br /&gt;
&#039;&#039;An - Anducydo; Ar – Arqualan; I – islands; O – Otovan; P – Provendo&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4785</id>
		<title>EternalEmpire:Arqualan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4785"/>
		<updated>2005-07-29T02:17:16Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* Provinces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Adi Gliorsa Arqiva - In the Age of Our Renown&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&amp;quot;The count of time marks four and fifteen-hundred Years of Arqualan the Glorious, the four-hundred-first in the reign of Ionomîs the Divine, protector of the civilized world.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The whole globe, our Eternal Empire excepted, is covered in a darkness that drowns the freedom and virtue of men. The forces of barbarism and wickedness imperil our shores as never before, threatening to plunge mankind into a final desolation. Yet we confide in the strength of our arms and the rock of our piety to defy the heathen armies and their hellish Overlords, and, with the guidance of the Illuminarch and faith in the God of Gods, we shall see the lamp of righteousness brighten the far reaches of creation and vanquish the Enemies of goodness for all time.&amp;quot;&#039;&#039;&lt;br /&gt;
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The very name of Arqualan conjures up images of wealth, opulence, and power throughout most of the world. Throughout its long history, the people of this island have steered the course of history in both subtle and blatant ways. To different people, Arqi society may represent genius, honor, piety, and the greatest achievements of civilization, or cruelty, greed, and the most depraved excess. Whatever the reality, little can compare to the glory of Arqualan and its Eternal Empire.&lt;br /&gt;
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== Government ==&lt;br /&gt;
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=== The Emperor ===&lt;br /&gt;
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	The position of Emperor of Arqualan was not an official, distinct post for most of the nation’s history. Although there had been a series of powerful Probites and generals who challenged the power of both their colleagues and the Optolecti, the first person historically considered as Emperor of Arqualan was Quanio Sorozino Fiovaria, named Ectin and surnamed the Great.&lt;br /&gt;
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Ectin was the Probite of Fiovion, and his victories on Provendo against the Venjat made him tremendously popular with the people. In the course of the war, he was given the temporary Probîter of Ambieda as well as the now defunct Probîter of the South. On the basis of these factors, he claimed supreme power over the other Probites and the Optolecti, and was able to compel their assent by the loyalty of his armies. He returned to Arqualan for less than a year before departing to Otovan, where he effected a staggering series of victories that subjugated both Sarmonath and later, the Vengua, bringing almost all of the lands east of the Stadden Mountains under Arqi dominion. Ectin died in Otovan in 466 and his generals broke up this new empire and vied with each other and the Optolecton, each claiming supreme power over all of Arqualan. Alliances shifted and territories fell, but for more than 120 years after his death, there was still no new emperor. In 589, Endrino Consestus, who ruled a sub-empire based on Stanido but was aligned under the Optolecton, gained control over the other successor states either through marriage or military conquest, and then invaded Arqualan, defeating the Optolecton’s armies.  The Optolecton conferred on him the unprecedented title of &#039;&#039;Ponix Probîter ed Optolectony Fresix&#039;&#039; – the Supreme Probite and Senior of the Optolecton – making him ‘first among equals’ in the Optolecton and with superiority over the other Probites. This gave him power as chief legislator in addition to the normal military and executive powers of the Probîter. &lt;br /&gt;
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After Endrino’s death in 611, his son Quanio (Emperor Q. Consestus I, the Humble) only narrowly held on to his power against several challengers and assassination attempts. Fearing that his father had offended too many people by the assumption of haughty titles and expansive powers, he downplayed his superior status in public, hence his moniker. He was, however, a shrewd and calculating individual that maintained a firm grip on his power base. His successors generally proved less capable than he, however, and the fortunes of the Emperor-ship waxed and waned greatly depending upon the respective strength of the Emperor and his rivals. &lt;br /&gt;
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Over the centuries, the Emperor acquired new powers and titles, gradually assuming increasingly higher honors and dignities. Some additional powers and titles to be held by the Emperor were:&lt;br /&gt;
·	&#039;&#039;Vîndiquon Chingolun&#039;&#039;: “The Defender of the Chingolun.” A secular title bestowed upon Vetrin II in 704 AGA by the High Priest in commemoration of the Emperor’s generosity toward the Tylofost community and his orthodoxy. Technically, it applied only to Ventrin II, but his successors also claimed it. It presaged a greater religious role for the Emperor.&lt;br /&gt;
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·	&#039;&#039;Tocratiquo&#039;&#039;: “The Sea King.” A translation of an insult originally leveled at the Arqi by the Kings of Sarmonath, implying that they were not a real power because they lacked much landed territories. It was seized upon by several Probites and later by the Emperors in acknowledgment of the Arqi control of the oceans. Militarily, it also refers to the Emperor’s status as Ponix Navigo – Supreme Admiral.&lt;br /&gt;
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·	&#039;&#039;Vigo Tylofostony&#039;&#039;: “Vicar of Tylofost.” The High Priest of the Chingolun Tylofost religion. Claimed by Ludinio Calagona (Emperor Vanlin VI).&lt;br /&gt;
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·	&#039;&#039;Luzigodor&#039;&#039;: Lit. “Beacon.” This title was claimed by Ionomîs the Divine in 1103 and confirmed by the Vicar of Tylofost when the Emperor commanded that the title be returned to the priesthood. This implies the role of Ionomîs as divinity and as the supreme Chingol religious authority. But rather than declaring him an all-ruling God, the title and power is more closely that of a guide and spiritual shepherd. This has been translated as Illuminarch, and is considered the highest title.&lt;br /&gt;
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·	Împremex: Refers to the complete military and political power of the Emperor (explained in Distinction of Powers) and is the word which most closely means Emperor.&lt;br /&gt;
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·	&#039;&#039;Îvancor&#039;&#039;: “Unvanquished.” A moniker attached to Ionomîs in response to his unblemished military victories, but also in reference to the Cathedral of Ionomîs Îvancor (“Unvanquished Wisdom”). &lt;br /&gt;
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·	&#039;&#039;Thostetor&#039;&#039;: Lit. “To Stand Against/Oppose.” A title first used by Emperor Vangilo to refer to his opposition to the heathen Androvi, but taken again by Ionomîs in 1159 at the outbreak of the First Hangritic War. Though originally it stood only until the cessation of hostilities, the enmity between the Hangriti and the Arqi has blossomed over the years and, considering the inconclusive course of their wars, it may become a perpetual title.&lt;br /&gt;
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=== Optolecton ===&lt;br /&gt;
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	The Optolecton is a body of non-elected individuals, originally chosen from the Lenjic nobility to advice and entreat with the pseudo-Dandrit kings. Although the first official Optolecton was called under Borovedis, it has roots in the urban assemblies that presided over the laws of the Lenjic cities during the time of the Dandrit Empire. The Optolecti were chosen from the assemblies of each of the Lenjic cities, ostensibly for their wisdom and experience to advise the king both on internal and external affairs. However, since the Optolecti were granted certain privileges, including immunity from taxation, the appointments were soon being purchased or bestowed as political favors. After the suppression of the rebels in the Tordessa Mutiny, the Optolecton gained considerable autonomy from the king and the right to veto new spending and levee raising measures.&lt;br /&gt;
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	After the ouster of Analectin by Trinio Etchomis in -3 AGA, the Optolecton became the de facto ruling body of the nascent Arqi state. Utilizing the superior wealth and connections of the membership, the Optolecti were able to outlast their regional challengers and hold together the nominal confederation of city-states. The Optolecton was initially granted the power to raise and direct the unified Arqi military, regulate internal commerce and weights and measures standards, maintain and propose laws related to the national treasury, dispatch and receive foreign legations, and recommend legislation to the local comestiati. Over time, the power of the Optolecton grew as the Arqi state consolidated so that it assumed far greater powers, particularly in internal legislation and revenue collection. &lt;br /&gt;
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	Originally, the Optolecti numbered around 20, but that number was not fixed, and each served at the discretion of the king. After the overthrow of the king, the Optolecti selected new members at their own discretion, provided they met a minimal property value requirement, and the position was for life. By the time of the Inigo Elufectra and the First Metronian War, new Optolecti were added from the ranks of Optolecton-appointed officials who had finished their terms, the Monitari. The Probîter of Ectin the Great brought about significant changes in the organization of the Optolecton, including a weakening in its authority and capping its membership at 160. After the Arqi Civil War, the Amboy Castio Sotor restored many of the Comestia’s powers at the expense of the Optolecton, including the ability to impeach Optolecti. For the first time, the assembly also included members from the territories on Otovan under these reforms. The last great change came about with the victory of Ionomîs, where the Optolecton was greatly enlarged to 624, and Optolecti were limited to serving twelve years. &lt;br /&gt;
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	In the current day, the Optolecton comprises those who have finished their terms as Monitari, and so are only indirectly elected. If one of the Optolecti is elected again to another office, they are required to step down for the time being from the assembly. The power of the Optolecti is primarily that of a legislature. Legislation passed by the Optolecton must be approved by the Comestiati affected by these laws, and the Optolecton also has the power to veto certain decisions of a Comestia. The assembly also has the power to nominate and approve certain officials. They also wield investigatory powers and the ability to punish Monitari and lesser officials for misconduct.&lt;br /&gt;
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=== Comestiati ===&lt;br /&gt;
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A &#039;&#039;comestia&#039;&#039; is a popular assembly that has the power to pass and repeal certain laws, as well as confirm or reject the decisions of other legislative bodies or individuals. The comestiati date back from the earliest days of the Arqi Republic when private citizens won the right to petition the Optolecton via their local municipal councils. For most of their history, the various comestiati had only very narrow law making authority, but the victory of the Sotori in the Arqi Civil War and the later ascension of Ionomîs to the imperial power greatly enhanced the power of these bodies.&lt;br /&gt;
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	Comestiati exist at every level of Arqi government, from the small scale, informal petitions of irritated individuals to the highly sophisticated congregations that rule provinces and direct the course of the empire. In modern times, comestiati have more or less complete legislative power for the geographical area of their membership, in addition to the right to elect, confirm, and recall most civil officials, including Monitari. Although the original comestiati comprised only adult (16+ years old) Crudag, Dandrit, or Lenjic males that owned a certain amount of property and were followers of the Chingol, the membership is now open to most adult males of any status or religion, Creel, Drozh, and Sigrech obviously excepted.&lt;br /&gt;
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	The most important category of comestiati are referred to as the jorian comestiati, which means, essentially, a general council. When capitalized, the &#039;&#039;Jorian Comestia&#039;&#039; refers to whole body of the empire’s voting citizens. This electorate, although it is assembled only very rarely, holds legislative power superior even to the Optolecton and it alone wields the power to declare war. When not capitalized, a comestia is considered a jorian comestia when it is composed of every voting citizen who is to be affected by the comestia’s decisions. Owing to the principle of law that holds “that which touches a man must be approved by him,” this is the only form of comestia that can pass a binding law. &lt;br /&gt;
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	With the changes of Ionomîs, all new laws passed by a comestia must be ratified by a supermajority, although only a simple majority is required to repeal laws, including such laws passed by the Optolecton. A comestia has power within the realm of both civil and criminal law, except whereas specifically restricted by the Charter of Limitations of 1119. New laws also automatically sunset at the termination of three years, and are generally decided by secret ballot.  &lt;br /&gt;
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=== Monitari ===&lt;br /&gt;
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	In the early period of the Arqi Republic, the Optolecton appointed individuals to carry out and supervise their edicts. These public officials assumed a variety of different roles and were organized in a hierarchy of prestige and authority. Collectively, these positions were referred to as the Monitari.&lt;br /&gt;
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·	&#039;&#039;Probites&#039;&#039;, the highest level of Monitaro, wielded co-supreme executive power and also commanded the armies and fleets. To prevent any single individual to hold supreme power again (i.e, the kings they had overthrown), the idea of multiple Probites were settled upon. The competition was highly partisan, and none of the Arqi cities would except Probites from the others. Thus, there were originally five Probites, one each from the cities of Fiovion, Ambieda, Caposa, Tordessa, and Penardo. Naturally, political power tended to gravitate toward these individuals and by the early 1st century AGA, they became the de facto rulers of the cities, presaging the vast expansion of the Optolecton’s authority.&lt;br /&gt;
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Probites were appointed directly by the Optolecton for a term of two years; their election did not need to be approved by the Comestia until the Reforms of Sotor in 722 AGA. By that time, there were nine additional Probites ruling provinces on Provendo and Otovan, but these were technically subordinate to the original five and to the Optolecton. When Ionomîs became Emperor in 1103, his sweeping reforms of the government removed much of the Probîter power and their roles shifted to that of regional governors. By the current day, nearly every province has a Probite chosen by Comestiati, although the Emperor can decline the choice. To date, he has vetoed an election only once. &lt;br /&gt;
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·	&#039;&#039;Amboys&#039;&#039;, the next highest on the ladder, were originally charged with the management of state lands and facilities, both those restricted and those open for public use, including assembly places, walls, forts, ports, and plumbing. The number of Amboys was not set, and tended to expand and contract yearly with the land acquisition and construction projects. &lt;br /&gt;
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Amboys were appointed annually and while their election was not subject to approval by Comestia, they could be recalled. Over the years, the role of the Amboy came to be less associated with the management of public buildings than with civil administration in newly occupied lands and a final court of appeal to non-citizens. Under Ionomîs, Amboys were employed as administrators of smaller territories, and also as assistants to Probites and the heads of diplomatic legations.&lt;br /&gt;
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·	&#039;&#039;Restori&#039;&#039; were financial secretaries tasked with the supervision of tax collection, the census, and the auditing and disbursement of the treasury. A Restor was often assigned to each Probite and Amboy, but many were also dispatched with every fleet and army, as well as to certain highly important activities.&lt;br /&gt;
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Restori were appointed annually and their election was subject to approval and could be recalled by Comestiati. In 192, the Optolecton rescinded the right of approval and recall for a Restor assigned to a military post by a Comestia. With the establishment of the consolidated Office of the Exchequer in 583, the roles of the Restori declined in importance. The office of Restor is now nearly non-existent with the exception of the Jorian Restor (“Restor General”), who heads the Exchequer Department.&lt;br /&gt;
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·&#039;&#039;Curasori&#039;&#039; are officials charged with monitoring and regulating the affairs of government to prevent the abuse of traditional liberties, corruption, and maintaining the limits of state authority. As such, they act both as ombudsmen and constitutional custodians. The Curasori were established in 711 AGA to ameliorate the intensifying popular resentment. Originally, these were selected by the Optolecton, but the reforms of Sotor shortly thereafter required their election by the Comestiati. Curasori serve a term of one year. Generally, there is one Curasor per 5,000 people, although this is not set in stone and the actual representation is more fluid. The Optolecti still appoint a number of Curasori, usually as military or diplomatic attendants to ensure that the will of the Optolecton is enforced.&lt;br /&gt;
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The Curasori, unlike other Monitari, are not actually empowered to enforce laws, but instead to prevent the execution of some pronouncement by the Optolecton or other Monitari. An individual Curasor may laws, prevent arrest, and generally veto any other action taken by a state official, the only requirement being that the veto is done in person and announced publicly. One Curasor may not overrule any other, although they are subject to recall by a Comestia. &lt;br /&gt;
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=== Distinction of Powers ===&lt;br /&gt;
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	Different Monitari had different levels of power even among their own colleagues. As has already been alluded to, the original Probites had a greater level of authority than the subsequent “foreign” Probites, but such distinctions in legal authority were true even early in the republic. Generally, there were two degrees of legal authority. The first was known simply as &#039;&#039;Ibo Pudor&#039;&#039;, or, Ib.P. (lit. “the power”) and was the general authority given to them to carry out their functions. &lt;br /&gt;
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A much loftier degree of power was conferred upon all Probites, and less frequently on Amboys. This was known as &#039;&#039;Zecopudor&#039;&#039;, or Z.P. (lit. “higher power”) and included the right to raise and command military units and impose or rescind laws on the spot. It was expected that such decisions were to be used responsibly and rarely, though the actual tendency depended upon the holders of Zecopudor. Theoretically, these decisions were subject to the review and approval of the Optolecton, although particularly powerful or recalcitrant Monitaro had been known to ignore this opposition. Only the Optolecton could bestow the Z.P. upon an Amboy or other lesser official, and this necessitated extreme circumstances such as invasion. It has only been done five times in the history of Arqualan. Ectin the Great and the subsequent Emperors each claimed a sort of superior Z.P. that allowed them to subordinate each of the Probites.&lt;br /&gt;
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Other degrees of power were later innovations stemming mostly from violent incidents like the Arqi Civil War and the rise of Ionomîs, but occasionally from more peaceful compromises. In His reform of the Arqi government, Ionomîs declared Himself possessed of a superior power on the virtue of not only His political and military station, but also His religious position. This power, known as Impremex, is functionally equivalent to Z.P., but with religious aspects and a higher dignity. This is important because His reforms greatly restricted the authority of both Ibo Pudor and Zecopudor.  It also expressly elevates him above the Optolecton and the other Probites, though not, interestingly, above the Jorian Comestia. &lt;br /&gt;
&lt;br /&gt;
Another distinction of status was brought about by Ionomîs – the &#039;&#039;Eupervestiton&#039;&#039; (lit. “oversight”). The term originally referred to a legal principle that each Optolecti could investigate the actions of Monitari and even private citizens and call them to answer for any wrongdoing in front of the whole assembly. There was no appeal from such a trial, though it was used comparatively rarely. The Eupervestiton was newly bestowed upon each individual Arqi citizen in terms that more closely connote the concept of sovereignty, although a more formalized “oversight” power was retained whereby individuals could demand investigations of government officials. The Eupervestiton was also given to the various Comestia and the Optolecton as a whole.&lt;br /&gt;
&lt;br /&gt;
== Family ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
	Most Arqi belong to two families, the first composed of their immediate relatives; husband, wife, children, and not infrequently aunts, uncles, and grandparents, the second a much larger element that may encompass thousands of distant relatives and span huge geographical distances. &lt;br /&gt;
&lt;br /&gt;
	The first family, known as the &#039;&#039;&#039;lanto&#039;&#039;&#039;, operates independently of the larger group. A lanto typically lives in the same home or immediate geographical area, and membership is more or less unconditional, barring extreme breaches of mores. Upon reaching marriage age, young men (approximately 22-25 years) are expected to take their wives (16-19 years) and immediately tend to the business of having children. If such matters are not already secure, they also are expected to quickly secure financial independence and property and homes of their own. Marriages are usually planned in advance by the parents. While love is expected to blossom, it is rarely a first consideration as economic interests, breeding (relations between wildly divergent parahumans, i.e, Crudag and Slees, are cause for scandal), and the forging of ties between families take precedence. The average number of children is about 5 per couple, although it is a regular occurrence to marry twice - almost always after the death of the spouse, as divorces are frowned upon.&lt;br /&gt;
&lt;br /&gt;
	Increasingly, these norms are being challenged by the most recent generation, owing particularly to the dynamics of technological change and the transmission of foreign values brought about by the movements of peoples in trade and recent wars, but Arqi society is highly traditional and major changes are stenuously resisted.&lt;br /&gt;
	&lt;br /&gt;
	The larger family, or clade, is a more disparate social group called the &#039;&#039;&#039;comido&#039;&#039;&#039;. Clades have their own names representing an original genetic line (either historic or mytho-symbolic) from which many lanti have sprung. These have their roots back in Lenjic times and the earliest days of the Empire where large tribe-like social groups, usually based around important cities, were the source of considerable political and economic power. As the Empire has expanded and the number of clades increased, their power has diminished somewhat, although they remain a source of great pride and utility to their members. &lt;br /&gt;
&lt;br /&gt;
	Membership in a comido is not inviolable, however. On the frontiers of the empire, the effect of the clades is weak, as more reliance is placed on the individual and one’s immediate family and neighbors. Especially in isolated regions of the empire, many people have abandoned or forgotten the clades their families once belonged to. Occasionally, an individual or an entire family may be “evicted” from a clade because of some great disgrace or nefarious deed. Similarly, certain families and individuals may view their clades as degenerate or otherwise undesirable and abandon their membership entirely. &lt;br /&gt;
&lt;br /&gt;
Previously, it was tradition for husbands and wives to maintain their pre-marriage Clade names (if distinct), and while this is still the case in more traditional circles,  many people change their Clade affiliation upon marriage. Generally, the married couple decides the issue jointly, although the clade in question is under no obligation to allow new members. A few rare instances exist where a family has membership in two (or more) clades, but this situation is exceedingly rare and most clades do not allow dual membership. &lt;br /&gt;
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&lt;br /&gt;
=== Societal Role ===&lt;br /&gt;
&lt;br /&gt;
	The family is the most important institution in Arqi society, far more influential in everyday life than voluntary social organizations, the government, and even the church. &lt;br /&gt;
In addition to the intangible benefits of historical roots in the strongly traditionalist Arqi society, clades provide material benefits to their members, including financial support, housing, and medical care in times of crisis; preferential treatment and discounts in business; support for political aspirations and legal disputes; and a network of contacts. As a result, the influence of clades remain strong throughout most of the Empire, and individuals feel strong bonds of obligation and loyalty to their clades, both in supporting their aforementioned activities and coming to the defense of fellow kinsmen. As the history of Arqualan witnesses, individuals are often more likely to stand by their comido than either the government or the church, and rival clades vying for power within the state remains an important factor in Arqi politics.&lt;br /&gt;
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== The Commonwealth ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discerning Arqi do not see themselves as part of an empire, and indeed consider such a view to be rather rude and unsophisticated. Proper empires are founded predominantly on conquest and subjected peoples and feature little in the way of decentralized autonomy or identity in any case, and here especially Arqualan fails to meet the definition of ‘empire.’&lt;br /&gt;
&lt;br /&gt;
For that matter, they do not see the massive political upheaval that periodically marks their long history as any sort of interruption or transition. Since the earliest days of the proto-Arqi chiefdoms to the current day, their government has been quite secondary in their self-conception as a society. Besides that, politicians and their regimes had traditionally been distant, ephemeral, and relatively weak when compared to the powerful and timeless institutions of kinship and religion that truly marked Arqi society. As such, Arqualan is defined much more by shared values, ideals, and common heritage than borders and leadership. So, while visionaries and tyrants have risen and fallen and feuds between the ancient aristocracy, the emperors, and the population have shifted the balance of power many times, the covida nostra endured. &lt;br /&gt;
&lt;br /&gt;
In these translations, that part of  “Our Common Life” that deals predominantly with institutions of the state and especially with the organization of territory will be referred to as the Arqi Commonwealth. &lt;br /&gt;
&lt;br /&gt;
=== Provinces ===&lt;br /&gt;
&lt;br /&gt;
Although referred to as provinces for the sake of simplicity, these are not simply administrative subdivisions that exist to facilitate the actions of the Emperor or the Optolecton. In fact, almost all of the provinces have a wide degree of latitude in internal legal and economic matters, as well as how they enforce the pronouncements of the Optolecton and the Illuminarch. A few provinces are so highly autonomous that they have complete control over internal questions and bow to Arquesel only in matters of foreign relations or disputes within the commonwealth. Of course, just what constitutes an ‘internal matter’ and what is the proper domain of the national government is a sticky matter, and the relative power of the outlying provinces waxes and wanes depending on who can get the upper hand on this issue.&lt;br /&gt;
All true provinces are governed by a Probite, elected at large from the jorian comestia of that province. Several other Monitari assist the governor, including Amboys and Restori, some of which are appointed by him at the comestia’s approval, or are likewise elected at large, depending. Generally, the Probite has a combination of executive and legislative powers, counterbalanced by the various comestiati and Curasori of the province. Fully autonomous provinces, like Clestrîca for instance, often have separate legislative and advisory bodies akin to a miniature Optolecton, or may use different titles for their officials. There are some smaller and usually thinly settled territories that have not been made provinces, usually due to their status as a military frontier or because of disputes arising with foreign powers. These territories may be governed by an Amboy dispatched at the head of a provisional or military commission, or other officials under the direct authority of the Illuminarch. An example of such a territory would be the Arqi colony of Tamboro on Anducydo.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Provinces:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arqualan (Ar)&lt;br /&gt;
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Cappodan (O)&lt;br /&gt;
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Coñeldo (O)&lt;br /&gt;
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Conestanz(O)&lt;br /&gt;
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Dantrina (P)&lt;br /&gt;
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Dyanoga (P)&lt;br /&gt;
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Impelado (P)&lt;br /&gt;
&lt;br /&gt;
Isleesia (I)&lt;br /&gt;
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Lacoma (P)&lt;br /&gt;
&lt;br /&gt;
Metronia (P)&lt;br /&gt;
&lt;br /&gt;
Nepritol (O)&lt;br /&gt;
&lt;br /&gt;
Oranido (I)&lt;br /&gt;
&lt;br /&gt;
Otolens (O)&lt;br /&gt;
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Pellesant (O)&lt;br /&gt;
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Pizoria (P)&lt;br /&gt;
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Pranatol (O)&lt;br /&gt;
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Sanga (P)&lt;br /&gt;
&lt;br /&gt;
Sanulado (O)&lt;br /&gt;
&lt;br /&gt;
Seguemeda (O)&lt;br /&gt;
&lt;br /&gt;
Stanido (O)&lt;br /&gt;
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Syobia (O)&lt;br /&gt;
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Venguatol (O)&lt;br /&gt;
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Venjavan (P)&lt;br /&gt;
&lt;br /&gt;
Zeliat (O)&lt;br /&gt;
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Zelstadden (O)&lt;br /&gt;
&lt;br /&gt;
Zacta Ponensus (O)&lt;br /&gt;
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&#039;&#039;&#039;Autonomous Provinces:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amblend (O)&lt;br /&gt;
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Clestrica (O)&lt;br /&gt;
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Loswath (O)&lt;br /&gt;
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Renoga (P)&lt;br /&gt;
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Sarmonath (O)&lt;br /&gt;
&lt;br /&gt;
Sirania (P)&lt;br /&gt;
&lt;br /&gt;
Somuza (O)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auxiliary Territories:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ato Tensel (I)&lt;br /&gt;
&lt;br /&gt;
Mena Sorpozion (O)&lt;br /&gt;
&lt;br /&gt;
Tamboro (An)&lt;br /&gt;
-----------------&lt;br /&gt;
&#039;&#039;An - Anducydo; Ar – Arqualan; I – islands; O – Otovan; P – Provendo&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4784</id>
		<title>EternalEmpire:Arqualan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4784"/>
		<updated>2005-07-29T02:16:56Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* Provinces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Adi Gliorsa Arqiva - In the Age of Our Renown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The count of time marks four and fifteen-hundred Years of Arqualan the Glorious, the four-hundred-first in the reign of Ionomîs the Divine, protector of the civilized world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whole globe, our Eternal Empire excepted, is covered in a darkness that drowns the freedom and virtue of men. The forces of barbarism and wickedness imperil our shores as never before, threatening to plunge mankind into a final desolation. Yet we confide in the strength of our arms and the rock of our piety to defy the heathen armies and their hellish Overlords, and, with the guidance of the Illuminarch and faith in the God of Gods, we shall see the lamp of righteousness brighten the far reaches of creation and vanquish the Enemies of goodness for all time.&amp;quot;&#039;&#039;&lt;br /&gt;
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The very name of Arqualan conjures up images of wealth, opulence, and power throughout most of the world. Throughout its long history, the people of this island have steered the course of history in both subtle and blatant ways. To different people, Arqi society may represent genius, honor, piety, and the greatest achievements of civilization, or cruelty, greed, and the most depraved excess. Whatever the reality, little can compare to the glory of Arqualan and its Eternal Empire.&lt;br /&gt;
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== Government ==&lt;br /&gt;
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=== The Emperor ===&lt;br /&gt;
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	The position of Emperor of Arqualan was not an official, distinct post for most of the nation’s history. Although there had been a series of powerful Probites and generals who challenged the power of both their colleagues and the Optolecti, the first person historically considered as Emperor of Arqualan was Quanio Sorozino Fiovaria, named Ectin and surnamed the Great.&lt;br /&gt;
&lt;br /&gt;
Ectin was the Probite of Fiovion, and his victories on Provendo against the Venjat made him tremendously popular with the people. In the course of the war, he was given the temporary Probîter of Ambieda as well as the now defunct Probîter of the South. On the basis of these factors, he claimed supreme power over the other Probites and the Optolecti, and was able to compel their assent by the loyalty of his armies. He returned to Arqualan for less than a year before departing to Otovan, where he effected a staggering series of victories that subjugated both Sarmonath and later, the Vengua, bringing almost all of the lands east of the Stadden Mountains under Arqi dominion. Ectin died in Otovan in 466 and his generals broke up this new empire and vied with each other and the Optolecton, each claiming supreme power over all of Arqualan. Alliances shifted and territories fell, but for more than 120 years after his death, there was still no new emperor. In 589, Endrino Consestus, who ruled a sub-empire based on Stanido but was aligned under the Optolecton, gained control over the other successor states either through marriage or military conquest, and then invaded Arqualan, defeating the Optolecton’s armies.  The Optolecton conferred on him the unprecedented title of &#039;&#039;Ponix Probîter ed Optolectony Fresix&#039;&#039; – the Supreme Probite and Senior of the Optolecton – making him ‘first among equals’ in the Optolecton and with superiority over the other Probites. This gave him power as chief legislator in addition to the normal military and executive powers of the Probîter. &lt;br /&gt;
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After Endrino’s death in 611, his son Quanio (Emperor Q. Consestus I, the Humble) only narrowly held on to his power against several challengers and assassination attempts. Fearing that his father had offended too many people by the assumption of haughty titles and expansive powers, he downplayed his superior status in public, hence his moniker. He was, however, a shrewd and calculating individual that maintained a firm grip on his power base. His successors generally proved less capable than he, however, and the fortunes of the Emperor-ship waxed and waned greatly depending upon the respective strength of the Emperor and his rivals. &lt;br /&gt;
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Over the centuries, the Emperor acquired new powers and titles, gradually assuming increasingly higher honors and dignities. Some additional powers and titles to be held by the Emperor were:&lt;br /&gt;
·	&#039;&#039;Vîndiquon Chingolun&#039;&#039;: “The Defender of the Chingolun.” A secular title bestowed upon Vetrin II in 704 AGA by the High Priest in commemoration of the Emperor’s generosity toward the Tylofost community and his orthodoxy. Technically, it applied only to Ventrin II, but his successors also claimed it. It presaged a greater religious role for the Emperor.&lt;br /&gt;
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·	&#039;&#039;Tocratiquo&#039;&#039;: “The Sea King.” A translation of an insult originally leveled at the Arqi by the Kings of Sarmonath, implying that they were not a real power because they lacked much landed territories. It was seized upon by several Probites and later by the Emperors in acknowledgment of the Arqi control of the oceans. Militarily, it also refers to the Emperor’s status as Ponix Navigo – Supreme Admiral.&lt;br /&gt;
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·	&#039;&#039;Vigo Tylofostony&#039;&#039;: “Vicar of Tylofost.” The High Priest of the Chingolun Tylofost religion. Claimed by Ludinio Calagona (Emperor Vanlin VI).&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Luzigodor&#039;&#039;: Lit. “Beacon.” This title was claimed by Ionomîs the Divine in 1103 and confirmed by the Vicar of Tylofost when the Emperor commanded that the title be returned to the priesthood. This implies the role of Ionomîs as divinity and as the supreme Chingol religious authority. But rather than declaring him an all-ruling God, the title and power is more closely that of a guide and spiritual shepherd. This has been translated as Illuminarch, and is considered the highest title.&lt;br /&gt;
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·	Împremex: Refers to the complete military and political power of the Emperor (explained in Distinction of Powers) and is the word which most closely means Emperor.&lt;br /&gt;
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·	&#039;&#039;Îvancor&#039;&#039;: “Unvanquished.” A moniker attached to Ionomîs in response to his unblemished military victories, but also in reference to the Cathedral of Ionomîs Îvancor (“Unvanquished Wisdom”). &lt;br /&gt;
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·	&#039;&#039;Thostetor&#039;&#039;: Lit. “To Stand Against/Oppose.” A title first used by Emperor Vangilo to refer to his opposition to the heathen Androvi, but taken again by Ionomîs in 1159 at the outbreak of the First Hangritic War. Though originally it stood only until the cessation of hostilities, the enmity between the Hangriti and the Arqi has blossomed over the years and, considering the inconclusive course of their wars, it may become a perpetual title.&lt;br /&gt;
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&lt;br /&gt;
=== Optolecton ===&lt;br /&gt;
&lt;br /&gt;
	The Optolecton is a body of non-elected individuals, originally chosen from the Lenjic nobility to advice and entreat with the pseudo-Dandrit kings. Although the first official Optolecton was called under Borovedis, it has roots in the urban assemblies that presided over the laws of the Lenjic cities during the time of the Dandrit Empire. The Optolecti were chosen from the assemblies of each of the Lenjic cities, ostensibly for their wisdom and experience to advise the king both on internal and external affairs. However, since the Optolecti were granted certain privileges, including immunity from taxation, the appointments were soon being purchased or bestowed as political favors. After the suppression of the rebels in the Tordessa Mutiny, the Optolecton gained considerable autonomy from the king and the right to veto new spending and levee raising measures.&lt;br /&gt;
&lt;br /&gt;
	After the ouster of Analectin by Trinio Etchomis in -3 AGA, the Optolecton became the de facto ruling body of the nascent Arqi state. Utilizing the superior wealth and connections of the membership, the Optolecti were able to outlast their regional challengers and hold together the nominal confederation of city-states. The Optolecton was initially granted the power to raise and direct the unified Arqi military, regulate internal commerce and weights and measures standards, maintain and propose laws related to the national treasury, dispatch and receive foreign legations, and recommend legislation to the local comestiati. Over time, the power of the Optolecton grew as the Arqi state consolidated so that it assumed far greater powers, particularly in internal legislation and revenue collection. &lt;br /&gt;
&lt;br /&gt;
	Originally, the Optolecti numbered around 20, but that number was not fixed, and each served at the discretion of the king. After the overthrow of the king, the Optolecti selected new members at their own discretion, provided they met a minimal property value requirement, and the position was for life. By the time of the Inigo Elufectra and the First Metronian War, new Optolecti were added from the ranks of Optolecton-appointed officials who had finished their terms, the Monitari. The Probîter of Ectin the Great brought about significant changes in the organization of the Optolecton, including a weakening in its authority and capping its membership at 160. After the Arqi Civil War, the Amboy Castio Sotor restored many of the Comestia’s powers at the expense of the Optolecton, including the ability to impeach Optolecti. For the first time, the assembly also included members from the territories on Otovan under these reforms. The last great change came about with the victory of Ionomîs, where the Optolecton was greatly enlarged to 624, and Optolecti were limited to serving twelve years. &lt;br /&gt;
&lt;br /&gt;
	In the current day, the Optolecton comprises those who have finished their terms as Monitari, and so are only indirectly elected. If one of the Optolecti is elected again to another office, they are required to step down for the time being from the assembly. The power of the Optolecti is primarily that of a legislature. Legislation passed by the Optolecton must be approved by the Comestiati affected by these laws, and the Optolecton also has the power to veto certain decisions of a Comestia. The assembly also has the power to nominate and approve certain officials. They also wield investigatory powers and the ability to punish Monitari and lesser officials for misconduct.&lt;br /&gt;
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=== Comestiati ===&lt;br /&gt;
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A &#039;&#039;comestia&#039;&#039; is a popular assembly that has the power to pass and repeal certain laws, as well as confirm or reject the decisions of other legislative bodies or individuals. The comestiati date back from the earliest days of the Arqi Republic when private citizens won the right to petition the Optolecton via their local municipal councils. For most of their history, the various comestiati had only very narrow law making authority, but the victory of the Sotori in the Arqi Civil War and the later ascension of Ionomîs to the imperial power greatly enhanced the power of these bodies.&lt;br /&gt;
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	Comestiati exist at every level of Arqi government, from the small scale, informal petitions of irritated individuals to the highly sophisticated congregations that rule provinces and direct the course of the empire. In modern times, comestiati have more or less complete legislative power for the geographical area of their membership, in addition to the right to elect, confirm, and recall most civil officials, including Monitari. Although the original comestiati comprised only adult (16+ years old) Crudag, Dandrit, or Lenjic males that owned a certain amount of property and were followers of the Chingol, the membership is now open to most adult males of any status or religion, Creel, Drozh, and Sigrech obviously excepted.&lt;br /&gt;
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	The most important category of comestiati are referred to as the jorian comestiati, which means, essentially, a general council. When capitalized, the &#039;&#039;Jorian Comestia&#039;&#039; refers to whole body of the empire’s voting citizens. This electorate, although it is assembled only very rarely, holds legislative power superior even to the Optolecton and it alone wields the power to declare war. When not capitalized, a comestia is considered a jorian comestia when it is composed of every voting citizen who is to be affected by the comestia’s decisions. Owing to the principle of law that holds “that which touches a man must be approved by him,” this is the only form of comestia that can pass a binding law. &lt;br /&gt;
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	With the changes of Ionomîs, all new laws passed by a comestia must be ratified by a supermajority, although only a simple majority is required to repeal laws, including such laws passed by the Optolecton. A comestia has power within the realm of both civil and criminal law, except whereas specifically restricted by the Charter of Limitations of 1119. New laws also automatically sunset at the termination of three years, and are generally decided by secret ballot.  &lt;br /&gt;
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=== Monitari ===&lt;br /&gt;
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	In the early period of the Arqi Republic, the Optolecton appointed individuals to carry out and supervise their edicts. These public officials assumed a variety of different roles and were organized in a hierarchy of prestige and authority. Collectively, these positions were referred to as the Monitari.&lt;br /&gt;
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·	&#039;&#039;Probites&#039;&#039;, the highest level of Monitaro, wielded co-supreme executive power and also commanded the armies and fleets. To prevent any single individual to hold supreme power again (i.e, the kings they had overthrown), the idea of multiple Probites were settled upon. The competition was highly partisan, and none of the Arqi cities would except Probites from the others. Thus, there were originally five Probites, one each from the cities of Fiovion, Ambieda, Caposa, Tordessa, and Penardo. Naturally, political power tended to gravitate toward these individuals and by the early 1st century AGA, they became the de facto rulers of the cities, presaging the vast expansion of the Optolecton’s authority.&lt;br /&gt;
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Probites were appointed directly by the Optolecton for a term of two years; their election did not need to be approved by the Comestia until the Reforms of Sotor in 722 AGA. By that time, there were nine additional Probites ruling provinces on Provendo and Otovan, but these were technically subordinate to the original five and to the Optolecton. When Ionomîs became Emperor in 1103, his sweeping reforms of the government removed much of the Probîter power and their roles shifted to that of regional governors. By the current day, nearly every province has a Probite chosen by Comestiati, although the Emperor can decline the choice. To date, he has vetoed an election only once. &lt;br /&gt;
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·	&#039;&#039;Amboys&#039;&#039;, the next highest on the ladder, were originally charged with the management of state lands and facilities, both those restricted and those open for public use, including assembly places, walls, forts, ports, and plumbing. The number of Amboys was not set, and tended to expand and contract yearly with the land acquisition and construction projects. &lt;br /&gt;
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Amboys were appointed annually and while their election was not subject to approval by Comestia, they could be recalled. Over the years, the role of the Amboy came to be less associated with the management of public buildings than with civil administration in newly occupied lands and a final court of appeal to non-citizens. Under Ionomîs, Amboys were employed as administrators of smaller territories, and also as assistants to Probites and the heads of diplomatic legations.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Restori&#039;&#039; were financial secretaries tasked with the supervision of tax collection, the census, and the auditing and disbursement of the treasury. A Restor was often assigned to each Probite and Amboy, but many were also dispatched with every fleet and army, as well as to certain highly important activities.&lt;br /&gt;
&lt;br /&gt;
Restori were appointed annually and their election was subject to approval and could be recalled by Comestiati. In 192, the Optolecton rescinded the right of approval and recall for a Restor assigned to a military post by a Comestia. With the establishment of the consolidated Office of the Exchequer in 583, the roles of the Restori declined in importance. The office of Restor is now nearly non-existent with the exception of the Jorian Restor (“Restor General”), who heads the Exchequer Department.&lt;br /&gt;
&lt;br /&gt;
·&#039;&#039;Curasori&#039;&#039; are officials charged with monitoring and regulating the affairs of government to prevent the abuse of traditional liberties, corruption, and maintaining the limits of state authority. As such, they act both as ombudsmen and constitutional custodians. The Curasori were established in 711 AGA to ameliorate the intensifying popular resentment. Originally, these were selected by the Optolecton, but the reforms of Sotor shortly thereafter required their election by the Comestiati. Curasori serve a term of one year. Generally, there is one Curasor per 5,000 people, although this is not set in stone and the actual representation is more fluid. The Optolecti still appoint a number of Curasori, usually as military or diplomatic attendants to ensure that the will of the Optolecton is enforced.&lt;br /&gt;
&lt;br /&gt;
The Curasori, unlike other Monitari, are not actually empowered to enforce laws, but instead to prevent the execution of some pronouncement by the Optolecton or other Monitari. An individual Curasor may laws, prevent arrest, and generally veto any other action taken by a state official, the only requirement being that the veto is done in person and announced publicly. One Curasor may not overrule any other, although they are subject to recall by a Comestia. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Distinction of Powers ===&lt;br /&gt;
&lt;br /&gt;
	Different Monitari had different levels of power even among their own colleagues. As has already been alluded to, the original Probites had a greater level of authority than the subsequent “foreign” Probites, but such distinctions in legal authority were true even early in the republic. Generally, there were two degrees of legal authority. The first was known simply as &#039;&#039;Ibo Pudor&#039;&#039;, or, Ib.P. (lit. “the power”) and was the general authority given to them to carry out their functions. &lt;br /&gt;
&lt;br /&gt;
A much loftier degree of power was conferred upon all Probites, and less frequently on Amboys. This was known as &#039;&#039;Zecopudor&#039;&#039;, or Z.P. (lit. “higher power”) and included the right to raise and command military units and impose or rescind laws on the spot. It was expected that such decisions were to be used responsibly and rarely, though the actual tendency depended upon the holders of Zecopudor. Theoretically, these decisions were subject to the review and approval of the Optolecton, although particularly powerful or recalcitrant Monitaro had been known to ignore this opposition. Only the Optolecton could bestow the Z.P. upon an Amboy or other lesser official, and this necessitated extreme circumstances such as invasion. It has only been done five times in the history of Arqualan. Ectin the Great and the subsequent Emperors each claimed a sort of superior Z.P. that allowed them to subordinate each of the Probites.&lt;br /&gt;
&lt;br /&gt;
Other degrees of power were later innovations stemming mostly from violent incidents like the Arqi Civil War and the rise of Ionomîs, but occasionally from more peaceful compromises. In His reform of the Arqi government, Ionomîs declared Himself possessed of a superior power on the virtue of not only His political and military station, but also His religious position. This power, known as Impremex, is functionally equivalent to Z.P., but with religious aspects and a higher dignity. This is important because His reforms greatly restricted the authority of both Ibo Pudor and Zecopudor.  It also expressly elevates him above the Optolecton and the other Probites, though not, interestingly, above the Jorian Comestia. &lt;br /&gt;
&lt;br /&gt;
Another distinction of status was brought about by Ionomîs – the &#039;&#039;Eupervestiton&#039;&#039; (lit. “oversight”). The term originally referred to a legal principle that each Optolecti could investigate the actions of Monitari and even private citizens and call them to answer for any wrongdoing in front of the whole assembly. There was no appeal from such a trial, though it was used comparatively rarely. The Eupervestiton was newly bestowed upon each individual Arqi citizen in terms that more closely connote the concept of sovereignty, although a more formalized “oversight” power was retained whereby individuals could demand investigations of government officials. The Eupervestiton was also given to the various Comestia and the Optolecton as a whole.&lt;br /&gt;
&lt;br /&gt;
== Family ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
	Most Arqi belong to two families, the first composed of their immediate relatives; husband, wife, children, and not infrequently aunts, uncles, and grandparents, the second a much larger element that may encompass thousands of distant relatives and span huge geographical distances. &lt;br /&gt;
&lt;br /&gt;
	The first family, known as the &#039;&#039;&#039;lanto&#039;&#039;&#039;, operates independently of the larger group. A lanto typically lives in the same home or immediate geographical area, and membership is more or less unconditional, barring extreme breaches of mores. Upon reaching marriage age, young men (approximately 22-25 years) are expected to take their wives (16-19 years) and immediately tend to the business of having children. If such matters are not already secure, they also are expected to quickly secure financial independence and property and homes of their own. Marriages are usually planned in advance by the parents. While love is expected to blossom, it is rarely a first consideration as economic interests, breeding (relations between wildly divergent parahumans, i.e, Crudag and Slees, are cause for scandal), and the forging of ties between families take precedence. The average number of children is about 5 per couple, although it is a regular occurrence to marry twice - almost always after the death of the spouse, as divorces are frowned upon.&lt;br /&gt;
&lt;br /&gt;
	Increasingly, these norms are being challenged by the most recent generation, owing particularly to the dynamics of technological change and the transmission of foreign values brought about by the movements of peoples in trade and recent wars, but Arqi society is highly traditional and major changes are stenuously resisted.&lt;br /&gt;
	&lt;br /&gt;
	The larger family, or clade, is a more disparate social group called the &#039;&#039;&#039;comido&#039;&#039;&#039;. Clades have their own names representing an original genetic line (either historic or mytho-symbolic) from which many lanti have sprung. These have their roots back in Lenjic times and the earliest days of the Empire where large tribe-like social groups, usually based around important cities, were the source of considerable political and economic power. As the Empire has expanded and the number of clades increased, their power has diminished somewhat, although they remain a source of great pride and utility to their members. &lt;br /&gt;
&lt;br /&gt;
	Membership in a comido is not inviolable, however. On the frontiers of the empire, the effect of the clades is weak, as more reliance is placed on the individual and one’s immediate family and neighbors. Especially in isolated regions of the empire, many people have abandoned or forgotten the clades their families once belonged to. Occasionally, an individual or an entire family may be “evicted” from a clade because of some great disgrace or nefarious deed. Similarly, certain families and individuals may view their clades as degenerate or otherwise undesirable and abandon their membership entirely. &lt;br /&gt;
&lt;br /&gt;
Previously, it was tradition for husbands and wives to maintain their pre-marriage Clade names (if distinct), and while this is still the case in more traditional circles,  many people change their Clade affiliation upon marriage. Generally, the married couple decides the issue jointly, although the clade in question is under no obligation to allow new members. A few rare instances exist where a family has membership in two (or more) clades, but this situation is exceedingly rare and most clades do not allow dual membership. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Societal Role ===&lt;br /&gt;
&lt;br /&gt;
	The family is the most important institution in Arqi society, far more influential in everyday life than voluntary social organizations, the government, and even the church. &lt;br /&gt;
In addition to the intangible benefits of historical roots in the strongly traditionalist Arqi society, clades provide material benefits to their members, including financial support, housing, and medical care in times of crisis; preferential treatment and discounts in business; support for political aspirations and legal disputes; and a network of contacts. As a result, the influence of clades remain strong throughout most of the Empire, and individuals feel strong bonds of obligation and loyalty to their clades, both in supporting their aforementioned activities and coming to the defense of fellow kinsmen. As the history of Arqualan witnesses, individuals are often more likely to stand by their comido than either the government or the church, and rival clades vying for power within the state remains an important factor in Arqi politics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Commonwealth ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discerning Arqi do not see themselves as part of an empire, and indeed consider such a view to be rather rude and unsophisticated. Proper empires are founded predominantly on conquest and subjected peoples and feature little in the way of decentralized autonomy or identity in any case, and here especially Arqualan fails to meet the definition of ‘empire.’&lt;br /&gt;
&lt;br /&gt;
For that matter, they do not see the massive political upheaval that periodically marks their long history as any sort of interruption or transition. Since the earliest days of the proto-Arqi chiefdoms to the current day, their government has been quite secondary in their self-conception as a society. Besides that, politicians and their regimes had traditionally been distant, ephemeral, and relatively weak when compared to the powerful and timeless institutions of kinship and religion that truly marked Arqi society. As such, Arqualan is defined much more by shared values, ideals, and common heritage than borders and leadership. So, while visionaries and tyrants have risen and fallen and feuds between the ancient aristocracy, the emperors, and the population have shifted the balance of power many times, the covida nostra endured. &lt;br /&gt;
&lt;br /&gt;
In these translations, that part of  “Our Common Life” that deals predominantly with institutions of the state and especially with the organization of territory will be referred to as the Arqi Commonwealth. &lt;br /&gt;
&lt;br /&gt;
=== Provinces ===&lt;br /&gt;
&lt;br /&gt;
Although referred to as provinces for the sake of simplicity, these are not simply administrative subdivisions that exist to facilitate the actions of the Emperor or the Optolecton. In fact, almost all of the provinces have a wide degree of latitude in internal legal and economic matters, as well as how they enforce the pronouncements of the Optolecton and the Illuminarch. A few provinces are so highly autonomous that they have complete control over internal questions and bow to Arquesel only in matters of foreign relations or disputes within the commonwealth. Of course, just what constitutes an ‘internal matter’ and what is the proper domain of the national government is a sticky matter, and the relative power of the outlying provinces waxes and wanes depending on who can get the upper hand on this issue.&lt;br /&gt;
All true provinces are governed by a Probite, elected at large from the jorian comestia of that province. Several other Monitari assist the governor, including Amboys and Restori, some of which are appointed by him at the comestia’s approval, or are likewise elected at large, depending. Generally, the Probite has a combination of executive and legislative powers, counterbalanced by the various comestiati and Curasori of the province. Fully autonomous provinces, like Clestrîca for instance, often have separate legislative and advisory bodies akin to a miniature Optolecton, or may use different titles for their officials. There are some smaller and usually thinly settled territories that have not been made provinces, usually due to their status as a military frontier or because of disputes arising with foreign powers. These territories may be governed by an Amboy dispatched at the head of a provisional or military commission, or other officials under the direct authority of the Illuminarch. An example of such a territory would be the Arqi colony of Tamboro on Anducydo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provinces:&#039;&#039;&#039;&lt;br /&gt;
Arqualan (Ar)&lt;br /&gt;
&lt;br /&gt;
Cappodan (O)&lt;br /&gt;
&lt;br /&gt;
Coñeldo (O)&lt;br /&gt;
&lt;br /&gt;
Conestanz(O)&lt;br /&gt;
&lt;br /&gt;
Dantrina (P)&lt;br /&gt;
&lt;br /&gt;
Dyanoga (P)&lt;br /&gt;
&lt;br /&gt;
Impelado (P)&lt;br /&gt;
&lt;br /&gt;
Isleesia (I)&lt;br /&gt;
&lt;br /&gt;
Lacoma (P)&lt;br /&gt;
&lt;br /&gt;
Metronia (P)&lt;br /&gt;
&lt;br /&gt;
Nepritol (O)&lt;br /&gt;
&lt;br /&gt;
Oranido (I)&lt;br /&gt;
&lt;br /&gt;
Otolens (O)&lt;br /&gt;
&lt;br /&gt;
Pellesant (O)&lt;br /&gt;
&lt;br /&gt;
Pizoria (P)&lt;br /&gt;
&lt;br /&gt;
Pranatol (O)&lt;br /&gt;
&lt;br /&gt;
Sanga (P)&lt;br /&gt;
&lt;br /&gt;
Sanulado (O)&lt;br /&gt;
&lt;br /&gt;
Seguemeda (O)&lt;br /&gt;
&lt;br /&gt;
Stanido (O)&lt;br /&gt;
&lt;br /&gt;
Syobia (O)&lt;br /&gt;
&lt;br /&gt;
Venguatol (O)&lt;br /&gt;
&lt;br /&gt;
Venjavan (P)&lt;br /&gt;
&lt;br /&gt;
Zeliat (O)&lt;br /&gt;
&lt;br /&gt;
Zelstadden (O)&lt;br /&gt;
&lt;br /&gt;
Zacta Ponensus (O)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autonomous Provinces:&#039;&#039;&#039;&lt;br /&gt;
Amblend (O)&lt;br /&gt;
&lt;br /&gt;
Clestrica (O)&lt;br /&gt;
&lt;br /&gt;
Loswath (O)&lt;br /&gt;
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Renoga (P)&lt;br /&gt;
&lt;br /&gt;
Sarmonath (O)&lt;br /&gt;
&lt;br /&gt;
Sirania (P)&lt;br /&gt;
&lt;br /&gt;
Somuza (O)&lt;br /&gt;
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&#039;&#039;&#039;Auxiliary Territories:&#039;&#039;&#039;&lt;br /&gt;
Ato Tensel (I)&lt;br /&gt;
&lt;br /&gt;
Mena Sorpozion (O)&lt;br /&gt;
&lt;br /&gt;
Tamboro (An)&lt;br /&gt;
-----------------&lt;br /&gt;
&#039;&#039;An - Anducydo; Ar – Arqualan; I – islands; O – Otovan; P – Provendo&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4783</id>
		<title>EternalEmpire:Arqualan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4783"/>
		<updated>2005-07-29T02:16:27Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Adi Gliorsa Arqiva - In the Age of Our Renown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The count of time marks four and fifteen-hundred Years of Arqualan the Glorious, the four-hundred-first in the reign of Ionomîs the Divine, protector of the civilized world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whole globe, our Eternal Empire excepted, is covered in a darkness that drowns the freedom and virtue of men. The forces of barbarism and wickedness imperil our shores as never before, threatening to plunge mankind into a final desolation. Yet we confide in the strength of our arms and the rock of our piety to defy the heathen armies and their hellish Overlords, and, with the guidance of the Illuminarch and faith in the God of Gods, we shall see the lamp of righteousness brighten the far reaches of creation and vanquish the Enemies of goodness for all time.&amp;quot;&#039;&#039;&lt;br /&gt;
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The very name of Arqualan conjures up images of wealth, opulence, and power throughout most of the world. Throughout its long history, the people of this island have steered the course of history in both subtle and blatant ways. To different people, Arqi society may represent genius, honor, piety, and the greatest achievements of civilization, or cruelty, greed, and the most depraved excess. Whatever the reality, little can compare to the glory of Arqualan and its Eternal Empire.&lt;br /&gt;
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== Government ==&lt;br /&gt;
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=== The Emperor ===&lt;br /&gt;
&lt;br /&gt;
	The position of Emperor of Arqualan was not an official, distinct post for most of the nation’s history. Although there had been a series of powerful Probites and generals who challenged the power of both their colleagues and the Optolecti, the first person historically considered as Emperor of Arqualan was Quanio Sorozino Fiovaria, named Ectin and surnamed the Great.&lt;br /&gt;
&lt;br /&gt;
Ectin was the Probite of Fiovion, and his victories on Provendo against the Venjat made him tremendously popular with the people. In the course of the war, he was given the temporary Probîter of Ambieda as well as the now defunct Probîter of the South. On the basis of these factors, he claimed supreme power over the other Probites and the Optolecti, and was able to compel their assent by the loyalty of his armies. He returned to Arqualan for less than a year before departing to Otovan, where he effected a staggering series of victories that subjugated both Sarmonath and later, the Vengua, bringing almost all of the lands east of the Stadden Mountains under Arqi dominion. Ectin died in Otovan in 466 and his generals broke up this new empire and vied with each other and the Optolecton, each claiming supreme power over all of Arqualan. Alliances shifted and territories fell, but for more than 120 years after his death, there was still no new emperor. In 589, Endrino Consestus, who ruled a sub-empire based on Stanido but was aligned under the Optolecton, gained control over the other successor states either through marriage or military conquest, and then invaded Arqualan, defeating the Optolecton’s armies.  The Optolecton conferred on him the unprecedented title of &#039;&#039;Ponix Probîter ed Optolectony Fresix&#039;&#039; – the Supreme Probite and Senior of the Optolecton – making him ‘first among equals’ in the Optolecton and with superiority over the other Probites. This gave him power as chief legislator in addition to the normal military and executive powers of the Probîter. &lt;br /&gt;
&lt;br /&gt;
After Endrino’s death in 611, his son Quanio (Emperor Q. Consestus I, the Humble) only narrowly held on to his power against several challengers and assassination attempts. Fearing that his father had offended too many people by the assumption of haughty titles and expansive powers, he downplayed his superior status in public, hence his moniker. He was, however, a shrewd and calculating individual that maintained a firm grip on his power base. His successors generally proved less capable than he, however, and the fortunes of the Emperor-ship waxed and waned greatly depending upon the respective strength of the Emperor and his rivals. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Emperor acquired new powers and titles, gradually assuming increasingly higher honors and dignities. Some additional powers and titles to be held by the Emperor were:&lt;br /&gt;
·	&#039;&#039;Vîndiquon Chingolun&#039;&#039;: “The Defender of the Chingolun.” A secular title bestowed upon Vetrin II in 704 AGA by the High Priest in commemoration of the Emperor’s generosity toward the Tylofost community and his orthodoxy. Technically, it applied only to Ventrin II, but his successors also claimed it. It presaged a greater religious role for the Emperor.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Tocratiquo&#039;&#039;: “The Sea King.” A translation of an insult originally leveled at the Arqi by the Kings of Sarmonath, implying that they were not a real power because they lacked much landed territories. It was seized upon by several Probites and later by the Emperors in acknowledgment of the Arqi control of the oceans. Militarily, it also refers to the Emperor’s status as Ponix Navigo – Supreme Admiral.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Vigo Tylofostony&#039;&#039;: “Vicar of Tylofost.” The High Priest of the Chingolun Tylofost religion. Claimed by Ludinio Calagona (Emperor Vanlin VI).&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Luzigodor&#039;&#039;: Lit. “Beacon.” This title was claimed by Ionomîs the Divine in 1103 and confirmed by the Vicar of Tylofost when the Emperor commanded that the title be returned to the priesthood. This implies the role of Ionomîs as divinity and as the supreme Chingol religious authority. But rather than declaring him an all-ruling God, the title and power is more closely that of a guide and spiritual shepherd. This has been translated as Illuminarch, and is considered the highest title.&lt;br /&gt;
&lt;br /&gt;
·	Împremex: Refers to the complete military and political power of the Emperor (explained in Distinction of Powers) and is the word which most closely means Emperor.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Îvancor&#039;&#039;: “Unvanquished.” A moniker attached to Ionomîs in response to his unblemished military victories, but also in reference to the Cathedral of Ionomîs Îvancor (“Unvanquished Wisdom”). &lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Thostetor&#039;&#039;: Lit. “To Stand Against/Oppose.” A title first used by Emperor Vangilo to refer to his opposition to the heathen Androvi, but taken again by Ionomîs in 1159 at the outbreak of the First Hangritic War. Though originally it stood only until the cessation of hostilities, the enmity between the Hangriti and the Arqi has blossomed over the years and, considering the inconclusive course of their wars, it may become a perpetual title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Optolecton ===&lt;br /&gt;
&lt;br /&gt;
	The Optolecton is a body of non-elected individuals, originally chosen from the Lenjic nobility to advice and entreat with the pseudo-Dandrit kings. Although the first official Optolecton was called under Borovedis, it has roots in the urban assemblies that presided over the laws of the Lenjic cities during the time of the Dandrit Empire. The Optolecti were chosen from the assemblies of each of the Lenjic cities, ostensibly for their wisdom and experience to advise the king both on internal and external affairs. However, since the Optolecti were granted certain privileges, including immunity from taxation, the appointments were soon being purchased or bestowed as political favors. After the suppression of the rebels in the Tordessa Mutiny, the Optolecton gained considerable autonomy from the king and the right to veto new spending and levee raising measures.&lt;br /&gt;
&lt;br /&gt;
	After the ouster of Analectin by Trinio Etchomis in -3 AGA, the Optolecton became the de facto ruling body of the nascent Arqi state. Utilizing the superior wealth and connections of the membership, the Optolecti were able to outlast their regional challengers and hold together the nominal confederation of city-states. The Optolecton was initially granted the power to raise and direct the unified Arqi military, regulate internal commerce and weights and measures standards, maintain and propose laws related to the national treasury, dispatch and receive foreign legations, and recommend legislation to the local comestiati. Over time, the power of the Optolecton grew as the Arqi state consolidated so that it assumed far greater powers, particularly in internal legislation and revenue collection. &lt;br /&gt;
&lt;br /&gt;
	Originally, the Optolecti numbered around 20, but that number was not fixed, and each served at the discretion of the king. After the overthrow of the king, the Optolecti selected new members at their own discretion, provided they met a minimal property value requirement, and the position was for life. By the time of the Inigo Elufectra and the First Metronian War, new Optolecti were added from the ranks of Optolecton-appointed officials who had finished their terms, the Monitari. The Probîter of Ectin the Great brought about significant changes in the organization of the Optolecton, including a weakening in its authority and capping its membership at 160. After the Arqi Civil War, the Amboy Castio Sotor restored many of the Comestia’s powers at the expense of the Optolecton, including the ability to impeach Optolecti. For the first time, the assembly also included members from the territories on Otovan under these reforms. The last great change came about with the victory of Ionomîs, where the Optolecton was greatly enlarged to 624, and Optolecti were limited to serving twelve years. &lt;br /&gt;
&lt;br /&gt;
	In the current day, the Optolecton comprises those who have finished their terms as Monitari, and so are only indirectly elected. If one of the Optolecti is elected again to another office, they are required to step down for the time being from the assembly. The power of the Optolecti is primarily that of a legislature. Legislation passed by the Optolecton must be approved by the Comestiati affected by these laws, and the Optolecton also has the power to veto certain decisions of a Comestia. The assembly also has the power to nominate and approve certain officials. They also wield investigatory powers and the ability to punish Monitari and lesser officials for misconduct.&lt;br /&gt;
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=== Comestiati ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;comestia&#039;&#039; is a popular assembly that has the power to pass and repeal certain laws, as well as confirm or reject the decisions of other legislative bodies or individuals. The comestiati date back from the earliest days of the Arqi Republic when private citizens won the right to petition the Optolecton via their local municipal councils. For most of their history, the various comestiati had only very narrow law making authority, but the victory of the Sotori in the Arqi Civil War and the later ascension of Ionomîs to the imperial power greatly enhanced the power of these bodies.&lt;br /&gt;
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	Comestiati exist at every level of Arqi government, from the small scale, informal petitions of irritated individuals to the highly sophisticated congregations that rule provinces and direct the course of the empire. In modern times, comestiati have more or less complete legislative power for the geographical area of their membership, in addition to the right to elect, confirm, and recall most civil officials, including Monitari. Although the original comestiati comprised only adult (16+ years old) Crudag, Dandrit, or Lenjic males that owned a certain amount of property and were followers of the Chingol, the membership is now open to most adult males of any status or religion, Creel, Drozh, and Sigrech obviously excepted.&lt;br /&gt;
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	The most important category of comestiati are referred to as the jorian comestiati, which means, essentially, a general council. When capitalized, the &#039;&#039;Jorian Comestia&#039;&#039; refers to whole body of the empire’s voting citizens. This electorate, although it is assembled only very rarely, holds legislative power superior even to the Optolecton and it alone wields the power to declare war. When not capitalized, a comestia is considered a jorian comestia when it is composed of every voting citizen who is to be affected by the comestia’s decisions. Owing to the principle of law that holds “that which touches a man must be approved by him,” this is the only form of comestia that can pass a binding law. &lt;br /&gt;
&lt;br /&gt;
	With the changes of Ionomîs, all new laws passed by a comestia must be ratified by a supermajority, although only a simple majority is required to repeal laws, including such laws passed by the Optolecton. A comestia has power within the realm of both civil and criminal law, except whereas specifically restricted by the Charter of Limitations of 1119. New laws also automatically sunset at the termination of three years, and are generally decided by secret ballot.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Monitari ===&lt;br /&gt;
&lt;br /&gt;
	In the early period of the Arqi Republic, the Optolecton appointed individuals to carry out and supervise their edicts. These public officials assumed a variety of different roles and were organized in a hierarchy of prestige and authority. Collectively, these positions were referred to as the Monitari.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Probites&#039;&#039;, the highest level of Monitaro, wielded co-supreme executive power and also commanded the armies and fleets. To prevent any single individual to hold supreme power again (i.e, the kings they had overthrown), the idea of multiple Probites were settled upon. The competition was highly partisan, and none of the Arqi cities would except Probites from the others. Thus, there were originally five Probites, one each from the cities of Fiovion, Ambieda, Caposa, Tordessa, and Penardo. Naturally, political power tended to gravitate toward these individuals and by the early 1st century AGA, they became the de facto rulers of the cities, presaging the vast expansion of the Optolecton’s authority.&lt;br /&gt;
&lt;br /&gt;
Probites were appointed directly by the Optolecton for a term of two years; their election did not need to be approved by the Comestia until the Reforms of Sotor in 722 AGA. By that time, there were nine additional Probites ruling provinces on Provendo and Otovan, but these were technically subordinate to the original five and to the Optolecton. When Ionomîs became Emperor in 1103, his sweeping reforms of the government removed much of the Probîter power and their roles shifted to that of regional governors. By the current day, nearly every province has a Probite chosen by Comestiati, although the Emperor can decline the choice. To date, he has vetoed an election only once. &lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Amboys&#039;&#039;, the next highest on the ladder, were originally charged with the management of state lands and facilities, both those restricted and those open for public use, including assembly places, walls, forts, ports, and plumbing. The number of Amboys was not set, and tended to expand and contract yearly with the land acquisition and construction projects. &lt;br /&gt;
&lt;br /&gt;
Amboys were appointed annually and while their election was not subject to approval by Comestia, they could be recalled. Over the years, the role of the Amboy came to be less associated with the management of public buildings than with civil administration in newly occupied lands and a final court of appeal to non-citizens. Under Ionomîs, Amboys were employed as administrators of smaller territories, and also as assistants to Probites and the heads of diplomatic legations.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Restori&#039;&#039; were financial secretaries tasked with the supervision of tax collection, the census, and the auditing and disbursement of the treasury. A Restor was often assigned to each Probite and Amboy, but many were also dispatched with every fleet and army, as well as to certain highly important activities.&lt;br /&gt;
&lt;br /&gt;
Restori were appointed annually and their election was subject to approval and could be recalled by Comestiati. In 192, the Optolecton rescinded the right of approval and recall for a Restor assigned to a military post by a Comestia. With the establishment of the consolidated Office of the Exchequer in 583, the roles of the Restori declined in importance. The office of Restor is now nearly non-existent with the exception of the Jorian Restor (“Restor General”), who heads the Exchequer Department.&lt;br /&gt;
&lt;br /&gt;
·&#039;&#039;Curasori&#039;&#039; are officials charged with monitoring and regulating the affairs of government to prevent the abuse of traditional liberties, corruption, and maintaining the limits of state authority. As such, they act both as ombudsmen and constitutional custodians. The Curasori were established in 711 AGA to ameliorate the intensifying popular resentment. Originally, these were selected by the Optolecton, but the reforms of Sotor shortly thereafter required their election by the Comestiati. Curasori serve a term of one year. Generally, there is one Curasor per 5,000 people, although this is not set in stone and the actual representation is more fluid. The Optolecti still appoint a number of Curasori, usually as military or diplomatic attendants to ensure that the will of the Optolecton is enforced.&lt;br /&gt;
&lt;br /&gt;
The Curasori, unlike other Monitari, are not actually empowered to enforce laws, but instead to prevent the execution of some pronouncement by the Optolecton or other Monitari. An individual Curasor may laws, prevent arrest, and generally veto any other action taken by a state official, the only requirement being that the veto is done in person and announced publicly. One Curasor may not overrule any other, although they are subject to recall by a Comestia. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Distinction of Powers ===&lt;br /&gt;
&lt;br /&gt;
	Different Monitari had different levels of power even among their own colleagues. As has already been alluded to, the original Probites had a greater level of authority than the subsequent “foreign” Probites, but such distinctions in legal authority were true even early in the republic. Generally, there were two degrees of legal authority. The first was known simply as &#039;&#039;Ibo Pudor&#039;&#039;, or, Ib.P. (lit. “the power”) and was the general authority given to them to carry out their functions. &lt;br /&gt;
&lt;br /&gt;
A much loftier degree of power was conferred upon all Probites, and less frequently on Amboys. This was known as &#039;&#039;Zecopudor&#039;&#039;, or Z.P. (lit. “higher power”) and included the right to raise and command military units and impose or rescind laws on the spot. It was expected that such decisions were to be used responsibly and rarely, though the actual tendency depended upon the holders of Zecopudor. Theoretically, these decisions were subject to the review and approval of the Optolecton, although particularly powerful or recalcitrant Monitaro had been known to ignore this opposition. Only the Optolecton could bestow the Z.P. upon an Amboy or other lesser official, and this necessitated extreme circumstances such as invasion. It has only been done five times in the history of Arqualan. Ectin the Great and the subsequent Emperors each claimed a sort of superior Z.P. that allowed them to subordinate each of the Probites.&lt;br /&gt;
&lt;br /&gt;
Other degrees of power were later innovations stemming mostly from violent incidents like the Arqi Civil War and the rise of Ionomîs, but occasionally from more peaceful compromises. In His reform of the Arqi government, Ionomîs declared Himself possessed of a superior power on the virtue of not only His political and military station, but also His religious position. This power, known as Impremex, is functionally equivalent to Z.P., but with religious aspects and a higher dignity. This is important because His reforms greatly restricted the authority of both Ibo Pudor and Zecopudor.  It also expressly elevates him above the Optolecton and the other Probites, though not, interestingly, above the Jorian Comestia. &lt;br /&gt;
&lt;br /&gt;
Another distinction of status was brought about by Ionomîs – the &#039;&#039;Eupervestiton&#039;&#039; (lit. “oversight”). The term originally referred to a legal principle that each Optolecti could investigate the actions of Monitari and even private citizens and call them to answer for any wrongdoing in front of the whole assembly. There was no appeal from such a trial, though it was used comparatively rarely. The Eupervestiton was newly bestowed upon each individual Arqi citizen in terms that more closely connote the concept of sovereignty, although a more formalized “oversight” power was retained whereby individuals could demand investigations of government officials. The Eupervestiton was also given to the various Comestia and the Optolecton as a whole.&lt;br /&gt;
&lt;br /&gt;
== Family ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
	Most Arqi belong to two families, the first composed of their immediate relatives; husband, wife, children, and not infrequently aunts, uncles, and grandparents, the second a much larger element that may encompass thousands of distant relatives and span huge geographical distances. &lt;br /&gt;
&lt;br /&gt;
	The first family, known as the &#039;&#039;&#039;lanto&#039;&#039;&#039;, operates independently of the larger group. A lanto typically lives in the same home or immediate geographical area, and membership is more or less unconditional, barring extreme breaches of mores. Upon reaching marriage age, young men (approximately 22-25 years) are expected to take their wives (16-19 years) and immediately tend to the business of having children. If such matters are not already secure, they also are expected to quickly secure financial independence and property and homes of their own. Marriages are usually planned in advance by the parents. While love is expected to blossom, it is rarely a first consideration as economic interests, breeding (relations between wildly divergent parahumans, i.e, Crudag and Slees, are cause for scandal), and the forging of ties between families take precedence. The average number of children is about 5 per couple, although it is a regular occurrence to marry twice - almost always after the death of the spouse, as divorces are frowned upon.&lt;br /&gt;
&lt;br /&gt;
	Increasingly, these norms are being challenged by the most recent generation, owing particularly to the dynamics of technological change and the transmission of foreign values brought about by the movements of peoples in trade and recent wars, but Arqi society is highly traditional and major changes are stenuously resisted.&lt;br /&gt;
	&lt;br /&gt;
	The larger family, or clade, is a more disparate social group called the &#039;&#039;&#039;comido&#039;&#039;&#039;. Clades have their own names representing an original genetic line (either historic or mytho-symbolic) from which many lanti have sprung. These have their roots back in Lenjic times and the earliest days of the Empire where large tribe-like social groups, usually based around important cities, were the source of considerable political and economic power. As the Empire has expanded and the number of clades increased, their power has diminished somewhat, although they remain a source of great pride and utility to their members. &lt;br /&gt;
&lt;br /&gt;
	Membership in a comido is not inviolable, however. On the frontiers of the empire, the effect of the clades is weak, as more reliance is placed on the individual and one’s immediate family and neighbors. Especially in isolated regions of the empire, many people have abandoned or forgotten the clades their families once belonged to. Occasionally, an individual or an entire family may be “evicted” from a clade because of some great disgrace or nefarious deed. Similarly, certain families and individuals may view their clades as degenerate or otherwise undesirable and abandon their membership entirely. &lt;br /&gt;
&lt;br /&gt;
Previously, it was tradition for husbands and wives to maintain their pre-marriage Clade names (if distinct), and while this is still the case in more traditional circles,  many people change their Clade affiliation upon marriage. Generally, the married couple decides the issue jointly, although the clade in question is under no obligation to allow new members. A few rare instances exist where a family has membership in two (or more) clades, but this situation is exceedingly rare and most clades do not allow dual membership. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Societal Role ===&lt;br /&gt;
&lt;br /&gt;
	The family is the most important institution in Arqi society, far more influential in everyday life than voluntary social organizations, the government, and even the church. &lt;br /&gt;
In addition to the intangible benefits of historical roots in the strongly traditionalist Arqi society, clades provide material benefits to their members, including financial support, housing, and medical care in times of crisis; preferential treatment and discounts in business; support for political aspirations and legal disputes; and a network of contacts. As a result, the influence of clades remain strong throughout most of the Empire, and individuals feel strong bonds of obligation and loyalty to their clades, both in supporting their aforementioned activities and coming to the defense of fellow kinsmen. As the history of Arqualan witnesses, individuals are often more likely to stand by their comido than either the government or the church, and rival clades vying for power within the state remains an important factor in Arqi politics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Commonwealth ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discerning Arqi do not see themselves as part of an empire, and indeed consider such a view to be rather rude and unsophisticated. Proper empires are founded predominantly on conquest and subjected peoples and feature little in the way of decentralized autonomy or identity in any case, and here especially Arqualan fails to meet the definition of ‘empire.’&lt;br /&gt;
&lt;br /&gt;
For that matter, they do not see the massive political upheaval that periodically marks their long history as any sort of interruption or transition. Since the earliest days of the proto-Arqi chiefdoms to the current day, their government has been quite secondary in their self-conception as a society. Besides that, politicians and their regimes had traditionally been distant, ephemeral, and relatively weak when compared to the powerful and timeless institutions of kinship and religion that truly marked Arqi society. As such, Arqualan is defined much more by shared values, ideals, and common heritage than borders and leadership. So, while visionaries and tyrants have risen and fallen and feuds between the ancient aristocracy, the emperors, and the population have shifted the balance of power many times, the covida nostra endured. &lt;br /&gt;
&lt;br /&gt;
In these translations, that part of  “Our Common Life” that deals predominantly with institutions of the state and especially with the organization of territory will be referred to as the Arqi Commonwealth. &lt;br /&gt;
&lt;br /&gt;
=== Provinces ===&lt;br /&gt;
&lt;br /&gt;
Although referred to as provinces for the sake of simplicity, these are not simply administrative subdivisions that exist to facilitate the actions of the Emperor or the Optolecton. In fact, almost all of the provinces have a wide degree of latitude in internal legal and economic matters, as well as how they enforce the pronouncements of the Optolecton and the Illuminarch. A few provinces are so highly autonomous that they have complete control over internal questions and bow to Arquesel only in matters of foreign relations or disputes within the commonwealth. Of course, just what constitutes an ‘internal matter’ and what is the proper domain of the national government is a sticky matter, and the relative power of the outlying provinces waxes and wanes depending on who can get the upper hand on this issue.&lt;br /&gt;
All true provinces are governed by a Probite, elected at large from the jorian comestia of that province. Several other Monitari assist the governor, including Amboys and Restori, some of which are appointed by him at the comestia’s approval, or are likewise elected at large, depending. Generally, the Probite has a combination of executive and legislative powers, counterbalanced by the various comestiati and Curasori of the province. Fully autonomous provinces, like Clestrîca for instance, often have separate legislative and advisory bodies akin to a miniature Optolecton, or may use different titles for their officials. There are some smaller and usually thinly settled territories that have not been made provinces, usually due to their status as a military frontier or because of disputes arising with foreign powers. These territories may be governed by an Amboy dispatched at the head of a provisional or military commission, or other officials under the direct authority of the Illuminarch. An example of such a territory would be the Arqi colony of Tamboro on Anducydo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provinces:&#039;&#039;&#039;&lt;br /&gt;
Arqualan (Ar)&lt;br /&gt;
&lt;br /&gt;
Cappodan (O)&lt;br /&gt;
&lt;br /&gt;
Coñeldo (O)&lt;br /&gt;
&lt;br /&gt;
Conestanz(O)&lt;br /&gt;
&lt;br /&gt;
Dantrina (P)&lt;br /&gt;
&lt;br /&gt;
Dyanoga (P)&lt;br /&gt;
&lt;br /&gt;
Impelado (P)&lt;br /&gt;
&lt;br /&gt;
Isleesia (I)&lt;br /&gt;
&lt;br /&gt;
Lacoma (P)&lt;br /&gt;
&lt;br /&gt;
Metronia (P)&lt;br /&gt;
&lt;br /&gt;
Nepritol (O)&lt;br /&gt;
&lt;br /&gt;
Oranido (I)&lt;br /&gt;
&lt;br /&gt;
Otolens (O)&lt;br /&gt;
&lt;br /&gt;
Pellesant (O)&lt;br /&gt;
&lt;br /&gt;
Pizoria (P)&lt;br /&gt;
&lt;br /&gt;
Pranatol (O)&lt;br /&gt;
&lt;br /&gt;
Sanga (P)&lt;br /&gt;
&lt;br /&gt;
Sanulado (O)&lt;br /&gt;
&lt;br /&gt;
Seguemeda (O)&lt;br /&gt;
&lt;br /&gt;
Stanido (O)&lt;br /&gt;
&lt;br /&gt;
Syobia (O)&lt;br /&gt;
&lt;br /&gt;
Venguatol (O)&lt;br /&gt;
&lt;br /&gt;
Venjavan (P)&lt;br /&gt;
&lt;br /&gt;
Zeliat (O)&lt;br /&gt;
&lt;br /&gt;
Zelstadden (O)&lt;br /&gt;
&lt;br /&gt;
Zacta Ponensus (O)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autonomous Provinces:&#039;&#039;&#039;&lt;br /&gt;
Amblend (O)&lt;br /&gt;
&lt;br /&gt;
Clestrica (O)&lt;br /&gt;
&lt;br /&gt;
Loswath (O)&lt;br /&gt;
&lt;br /&gt;
Renoga (P)&lt;br /&gt;
&lt;br /&gt;
Sarmonath (O)&lt;br /&gt;
&lt;br /&gt;
Sirania (P)&lt;br /&gt;
&lt;br /&gt;
Somuza (O)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auxiliary Territories:&#039;&#039;&#039;&lt;br /&gt;
Ato Tensel (I)&lt;br /&gt;
&lt;br /&gt;
Mena Sorpozion (O)&lt;br /&gt;
&lt;br /&gt;
Tamboro (An)&lt;br /&gt;
-----------------&lt;br /&gt;
&#039;&#039;An - Anducydo; Ar – Arqualan; I – islands; O – Otovan; P – Provendo&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Illuminarch&amp;diff=10889</id>
		<title>User:Illuminarch</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Illuminarch&amp;diff=10889"/>
		<updated>2005-07-23T18:56:30Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is Mike DiBaggio and I&#039;m a role player, game master, author, and game designer of some years experience. In the past, I&#039;ve written for Eden Studios on their Con X line here and there (Sub Rosa (uncredited), Unseen Hand, and eXtinction (never published, alas!), but now I focus on my own settings, including Undertow, The Fabricated Men, and Eternal Empire. I still play some other RPGs, including Delta Green, Conspiracy X, Transhuman Space, and Conan. I still buy GURPS books when I can. Once upon a time, I used to play Blue Planet and Rifts. I&#039;m also into miniature gaming and I fancy myself a respectable painter/converter.&lt;br /&gt;
&lt;br /&gt;
Beyond the world of games, I recently graduated from the University of Pittsburgh School of Information Science with a BS degree. I&#039;m an anarcho-capitalist who likes to read and discuss political philosophy and economics almost as much as I do literary classics and great science fiction and fantasy. My favorite fiction authors are Heinlein, Herbert, Howard, Moorcock, and Tolkien. I do conlang when I can. I like firearms and military history and equipment, though I&#039;m decidedly against violence and not very keen on the military in reality. I am Catholic (though some might raise questions) and highly interested in theology and questions of morality. These things tend to color my writing.&lt;br /&gt;
&lt;br /&gt;
I was born on July 13, 1983 and I live in Pennsylvania.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Illuminarch&amp;diff=4370</id>
		<title>User:Illuminarch</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Illuminarch&amp;diff=4370"/>
		<updated>2005-07-23T18:55:56Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is Mike DiBaggio and role player, game master, author, and game designer of some years experience. In the past, I&#039;ve written for Eden Studios on their Con X line here and there (Sub Rosa (uncredited), Unseen Hand, and eXtinction (never published, alas!), but now I focus on my own settings, including Undertow, The Fabricated Men, and Eternal Empire. I still play some other RPGs, including Delta Green, Conspiracy X, Transhuman Space, and Conan. I still buy GURPS books when I can. Once upon a time, I used to play Blue Planet and Rifts. I&#039;m also into miniature gaming and I fancy myself a respectable painter/converter.&lt;br /&gt;
&lt;br /&gt;
Beyond the world of games, I recently graduated from the University of Pittsburgh School of Information Science with a BS degree. I&#039;m an anarcho-capitalist who likes to read and discuss political philosophy and economics almost as much as I do literary classics and great science fiction and fantasy. My favorite fiction authors are Heinlein, Herbert, Howard, and Tolkien. I do conlang when I can. I like firearms and military history and equipment, though I&#039;m decidedly against violence and not very keen on the military in reality. I am Catholic (though some might raise questions) and highly interested in theology and questions of morality. These things tend to color my writing.&lt;br /&gt;
&lt;br /&gt;
I was born on July 13, 1983 and I live in Pennsylvania.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4782</id>
		<title>EternalEmpire:Arqualan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4782"/>
		<updated>2005-07-22T03:46:05Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Adi Gliorsa Arqiva - In the Age of Our Renown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The count of time marks four and fifteen-hundred Years of Arqualan the Glorious, the four-hundred-first in the reign of Ionomîs the Divine, protector of the civilized world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whole globe, our Eternal Empire excepted, is covered in a darkness that drowns the freedom and virtue of men. The forces of barbarism and wickedness imperil our shores as never before, threatening to plunge mankind into a final desolation. Yet we confide in the strength of our arms and the rock of our piety to defy the heathen armies and their hellish Overlords, and, with the guidance of the Illuminarch and faith in the God of Gods, we shall see the lamp of righteousness brighten the far reaches of creation and vanquish the Enemies of goodness for all time.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The very name of Arqualan conjures up images of wealth, opulence, and power throughout most of the world. Throughout its long history, the people of this island have steered the course of history in both subtle and blatant ways. To different people, Arqi society may represent genius, honor, piety, and the greatest achievements of civilization, or cruelty, greed, and the most depraved excess. Whatever the reality, little can compare to the glory of Arqualan and its Eternal Empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Emperor ===&lt;br /&gt;
&lt;br /&gt;
	The position of Emperor of Arqualan was not an official, distinct post for most of the nation’s history. Although there had been a series of powerful Probites and generals who challenged the power of both their colleagues and the Optolecti, the first person historically considered as Emperor of Arqualan was Quanio Sorozino Fiovaria, named Ectin and surnamed the Great.&lt;br /&gt;
&lt;br /&gt;
Ectin was the Probite of Fiovion, and his victories on Provendo against the Venjat made him tremendously popular with the people. In the course of the war, he was given the temporary Probîter of Ambieda as well as the now defunct Probîter of the South. On the basis of these factors, he claimed supreme power over the other Probites and the Optolecti, and was able to compel their assent by the loyalty of his armies. He returned to Arqualan for less than a year before departing to Otovan, where he effected a staggering series of victories that subjugated both Sarmonath and later, the Vengua, bringing almost all of the lands east of the Stadden Mountains under Arqi dominion. Ectin died in Otovan in 466 and his generals broke up this new empire and vied with each other and the Optolecton, each claiming supreme power over all of Arqualan. Alliances shifted and territories fell, but for more than 120 years after his death, there was still no new emperor. In 589, Endrino Consestus, who ruled a sub-empire based on Stanido but was aligned under the Optolecton, gained control over the other successor states either through marriage or military conquest, and then invaded Arqualan, defeating the Optolecton’s armies.  The Optolecton conferred on him the unprecedented title of &#039;&#039;Ponix Probîter ed Optolectony Fresix&#039;&#039; – the Supreme Probite and Senior of the Optolecton – making him ‘first among equals’ in the Optolecton and with superiority over the other Probites. This gave him power as chief legislator in addition to the normal military and executive powers of the Probîter. &lt;br /&gt;
&lt;br /&gt;
After Endrino’s death in 611, his son Quanio (Emperor Q. Consestus I, the Humble) only narrowly held on to his power against several challengers and assassination attempts. Fearing that his father had offended too many people by the assumption of haughty titles and expansive powers, he downplayed his superior status in public, hence his moniker. He was, however, a shrewd and calculating individual that maintained a firm grip on his power base. His successors generally proved less capable than he, however, and the fortunes of the Emperor-ship waxed and waned greatly depending upon the respective strength of the Emperor and his rivals. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Emperor acquired new powers and titles, gradually assuming increasingly higher honors and dignities. Some additional powers and titles to be held by the Emperor were:&lt;br /&gt;
·	&#039;&#039;Vîndiquon Chingolun&#039;&#039;: “The Defender of the Chingolun.” A secular title bestowed upon Vetrin II in 704 AGA by the High Priest in commemoration of the Emperor’s generosity toward the Tylofost community and his orthodoxy. Technically, it applied only to Ventrin II, but his successors also claimed it. It presaged a greater religious role for the Emperor.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Tocratiquo&#039;&#039;: “The Sea King.” A translation of an insult originally leveled at the Arqi by the Kings of Sarmonath, implying that they were not a real power because they lacked much landed territories. It was seized upon by several Probites and later by the Emperors in acknowledgment of the Arqi control of the oceans. Militarily, it also refers to the Emperor’s status as Ponix Navigo – Supreme Admiral.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Vigo Tylofostony&#039;&#039;: “Vicar of Tylofost.” The High Priest of the Chingolun Tylofost religion. Claimed by Ludinio Calagona (Emperor Vanlin VI).&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Luzigodor&#039;&#039;: Lit. “Beacon.” This title was claimed by Ionomîs the Divine in 1103 and confirmed by the Vicar of Tylofost when the Emperor commanded that the title be returned to the priesthood. This implies the role of Ionomîs as divinity and as the supreme Chingol religious authority. But rather than declaring him an all-ruling God, the title and power is more closely that of a guide and spiritual shepherd. This has been translated as Illuminarch, and is considered the highest title.&lt;br /&gt;
&lt;br /&gt;
·	Împremex: Refers to the complete military and political power of the Emperor (explained in Distinction of Powers) and is the word which most closely means Emperor.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Îvancor&#039;&#039;: “Unvanquished.” A moniker attached to Ionomîs in response to his unblemished military victories, but also in reference to the Cathedral of Ionomîs Îvancor (“Unvanquished Wisdom”). &lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Thostetor&#039;&#039;: Lit. “To Stand Against/Oppose.” A title first used by Emperor Vangilo to refer to his opposition to the heathen Androvi, but taken again by Ionomîs in 1159 at the outbreak of the First Hangritic War. Though originally it stood only until the cessation of hostilities, the enmity between the Hangriti and the Arqi has blossomed over the years and, considering the inconclusive course of their wars, it may become a perpetual title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Optolecton ===&lt;br /&gt;
&lt;br /&gt;
	The Optolecton is a body of non-elected individuals, originally chosen from the Lenjic nobility to advice and entreat with the pseudo-Dandrit kings. Although the first official Optolecton was called under Borovedis, it has roots in the urban assemblies that presided over the laws of the Lenjic cities during the time of the Dandrit Empire. The Optolecti were chosen from the assemblies of each of the Lenjic cities, ostensibly for their wisdom and experience to advise the king both on internal and external affairs. However, since the Optolecti were granted certain privileges, including immunity from taxation, the appointments were soon being purchased or bestowed as political favors. After the suppression of the rebels in the Tordessa Mutiny, the Optolecton gained considerable autonomy from the king and the right to veto new spending and levee raising measures.&lt;br /&gt;
&lt;br /&gt;
	After the ouster of Analectin by Trinio Etchomis in -3 AGA, the Optolecton became the de facto ruling body of the nascent Arqi state. Utilizing the superior wealth and connections of the membership, the Optolecti were able to outlast their regional challengers and hold together the nominal confederation of city-states. The Optolecton was initially granted the power to raise and direct the unified Arqi military, regulate internal commerce and weights and measures standards, maintain and propose laws related to the national treasury, dispatch and receive foreign legations, and recommend legislation to the local comestiati. Over time, the power of the Optolecton grew as the Arqi state consolidated so that it assumed far greater powers, particularly in internal legislation and revenue collection. &lt;br /&gt;
&lt;br /&gt;
	Originally, the Optolecti numbered around 20, but that number was not fixed, and each served at the discretion of the king. After the overthrow of the king, the Optolecti selected new members at their own discretion, provided they met a minimal property value requirement, and the position was for life. By the time of the Inigo Elufectra and the First Metronian War, new Optolecti were added from the ranks of Optolecton-appointed officials who had finished their terms, the Monitari. The Probîter of Ectin the Great brought about significant changes in the organization of the Optolecton, including a weakening in its authority and capping its membership at 160. After the Arqi Civil War, the Amboy Castio Sotor restored many of the Comestia’s powers at the expense of the Optolecton, including the ability to impeach Optolecti. For the first time, the assembly also included members from the territories on Otovan under these reforms. The last great change came about with the victory of Ionomîs, where the Optolecton was greatly enlarged to 624, and Optolecti were limited to serving twelve years. &lt;br /&gt;
&lt;br /&gt;
	In the current day, the Optolecton comprises those who have finished their terms as Monitari, and so are only indirectly elected. If one of the Optolecti is elected again to another office, they are required to step down for the time being from the assembly. The power of the Optolecti is primarily that of a legislature. Legislation passed by the Optolecton must be approved by the Comestiati affected by these laws, and the Optolecton also has the power to veto certain decisions of a Comestia. The assembly also has the power to nominate and approve certain officials. They also wield investigatory powers and the ability to punish Monitari and lesser officials for misconduct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Comestiati ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;comestia&#039;&#039; is a popular assembly that has the power to pass and repeal certain laws, as well as confirm or reject the decisions of other legislative bodies or individuals. The comestiati date back from the earliest days of the Arqi Republic when private citizens won the right to petition the Optolecton via their local municipal councils. For most of their history, the various comestiati had only very narrow law making authority, but the victory of the Sotori in the Arqi Civil War and the later ascension of Ionomîs to the imperial power greatly enhanced the power of these bodies.&lt;br /&gt;
&lt;br /&gt;
	Comestiati exist at every level of Arqi government, from the small scale, informal petitions of irritated individuals to the highly sophisticated congregations that rule provinces and direct the course of the empire. In modern times, comestiati have more or less complete legislative power for the geographical area of their membership, in addition to the right to elect, confirm, and recall most civil officials, including Monitari. Although the original comestiati comprised only adult (16+ years old) Crudag, Dandrit, or Lenjic males that owned a certain amount of property and were followers of the Chingol, the membership is now open to most adult males of any status or religion, Creel, Drozh, and Sigrech obviously excepted.&lt;br /&gt;
&lt;br /&gt;
	The most important category of comestiati are referred to as the jorian comestiati, which means, essentially, a general council. When capitalized, the &#039;&#039;Jorian Comestia&#039;&#039; refers to whole body of the empire’s voting citizens. This electorate, although it is assembled only very rarely, holds legislative power superior even to the Optolecton and it alone wields the power to declare war. When not capitalized, a comestia is considered a jorian comestia when it is composed of every voting citizen who is to be affected by the comestia’s decisions. Owing to the principle of law that holds “that which touches a man must be approved by him,” this is the only form of comestia that can pass a binding law. &lt;br /&gt;
&lt;br /&gt;
	With the changes of Ionomîs, all new laws passed by a comestia must be ratified by a supermajority, although only a simple majority is required to repeal laws, including such laws passed by the Optolecton. A comestia has power within the realm of both civil and criminal law, except whereas specifically restricted by the Charter of Limitations of 1119. New laws also automatically sunset at the termination of three years, and are generally decided by secret ballot.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Monitari ===&lt;br /&gt;
&lt;br /&gt;
	In the early period of the Arqi Republic, the Optolecton appointed individuals to carry out and supervise their edicts. These public officials assumed a variety of different roles and were organized in a hierarchy of prestige and authority. Collectively, these positions were referred to as the Monitari.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Probites&#039;&#039;, the highest level of Monitaro, wielded co-supreme executive power and also commanded the armies and fleets. To prevent any single individual to hold supreme power again (i.e, the kings they had overthrown), the idea of multiple Probites were settled upon. The competition was highly partisan, and none of the Arqi cities would except Probites from the others. Thus, there were originally five Probites, one each from the cities of Fiovion, Ambieda, Caposa, Tordessa, and Penardo. Naturally, political power tended to gravitate toward these individuals and by the early 1st century AGA, they became the de facto rulers of the cities, presaging the vast expansion of the Optolecton’s authority.&lt;br /&gt;
&lt;br /&gt;
Probites were appointed directly by the Optolecton for a term of two years; their election did not need to be approved by the Comestia until the Reforms of Sotor in 722 AGA. By that time, there were nine additional Probites ruling provinces on Provendo and Otovan, but these were technically subordinate to the original five and to the Optolecton. When Ionomîs became Emperor in 1103, his sweeping reforms of the government removed much of the Probîter power and their roles shifted to that of regional governors. By the current day, nearly every province has a Probite chosen by Comestiati, although the Emperor can decline the choice. To date, he has vetoed an election only once. &lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Amboys&#039;&#039;, the next highest on the ladder, were originally charged with the management of state lands and facilities, both those restricted and those open for public use, including assembly places, walls, forts, ports, and plumbing. The number of Amboys was not set, and tended to expand and contract yearly with the land acquisition and construction projects. &lt;br /&gt;
&lt;br /&gt;
Amboys were appointed annually and while their election was not subject to approval by Comestia, they could be recalled. Over the years, the role of the Amboy came to be less associated with the management of public buildings than with civil administration in newly occupied lands and a final court of appeal to non-citizens. Under Ionomîs, Amboys were employed as administrators of smaller territories, and also as assistants to Probites and the heads of diplomatic legations.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Restori&#039;&#039; were financial secretaries tasked with the supervision of tax collection, the census, and the auditing and disbursement of the treasury. A Restor was often assigned to each Probite and Amboy, but many were also dispatched with every fleet and army, as well as to certain highly important activities.&lt;br /&gt;
&lt;br /&gt;
Restori were appointed annually and their election was subject to approval and could be recalled by Comestiati. In 192, the Optolecton rescinded the right of approval and recall for a Restor assigned to a military post by a Comestia. With the establishment of the consolidated Office of the Exchequer in 583, the roles of the Restori declined in importance. The office of Restor is now nearly non-existent with the exception of the Jorian Restor (“Restor General”), who heads the Exchequer Department.&lt;br /&gt;
&lt;br /&gt;
·&#039;&#039;Curasori&#039;&#039; are officials charged with monitoring and regulating the affairs of government to prevent the abuse of traditional liberties, corruption, and maintaining the limits of state authority. As such, they act both as ombudsmen and constitutional custodians. The Curasori were established in 711 AGA to ameliorate the intensifying popular resentment. Originally, these were selected by the Optolecton, but the reforms of Sotor shortly thereafter required their election by the Comestiati. Curasori serve a term of one year. Generally, there is one Curasor per 5,000 people, although this is not set in stone and the actual representation is more fluid. The Optolecti still appoint a number of Curasori, usually as military or diplomatic attendants to ensure that the will of the Optolecton is enforced.&lt;br /&gt;
&lt;br /&gt;
The Curasori, unlike other Monitari, are not actually empowered to enforce laws, but instead to prevent the execution of some pronouncement by the Optolecton or other Monitari. An individual Curasor may laws, prevent arrest, and generally veto any other action taken by a state official, the only requirement being that the veto is done in person and announced publicly. One Curasor may not overrule any other, although they are subject to recall by a Comestia. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Distinction of Powers ===&lt;br /&gt;
&lt;br /&gt;
	Different Monitari had different levels of power even among their own colleagues. As has already been alluded to, the original Probites had a greater level of authority than the subsequent “foreign” Probites, but such distinctions in legal authority were true even early in the republic. Generally, there were two degrees of legal authority. The first was known simply as &#039;&#039;Ibo Pudor&#039;&#039;, or, Ib.P. (lit. “the power”) and was the general authority given to them to carry out their functions. &lt;br /&gt;
&lt;br /&gt;
A much loftier degree of power was conferred upon all Probites, and less frequently on Amboys. This was known as &#039;&#039;Zecopudor&#039;&#039;, or Z.P. (lit. “higher power”) and included the right to raise and command military units and impose or rescind laws on the spot. It was expected that such decisions were to be used responsibly and rarely, though the actual tendency depended upon the holders of Zecopudor. Theoretically, these decisions were subject to the review and approval of the Optolecton, although particularly powerful or recalcitrant Monitaro had been known to ignore this opposition. Only the Optolecton could bestow the Z.P. upon an Amboy or other lesser official, and this necessitated extreme circumstances such as invasion. It has only been done five times in the history of Arqualan. Ectin the Great and the subsequent Emperors each claimed a sort of superior Z.P. that allowed them to subordinate each of the Probites.&lt;br /&gt;
&lt;br /&gt;
Other degrees of power were later innovations stemming mostly from violent incidents like the Arqi Civil War and the rise of Ionomîs, but occasionally from more peaceful compromises. In His reform of the Arqi government, Ionomîs declared Himself possessed of a superior power on the virtue of not only His political and military station, but also His religious position. This power, known as Impremex, is functionally equivalent to Z.P., but with religious aspects and a higher dignity. This is important because His reforms greatly restricted the authority of both Ibo Pudor and Zecopudor.  It also expressly elevates him above the Optolecton and the other Probites, though not, interestingly, above the Jorian Comestia. &lt;br /&gt;
&lt;br /&gt;
Another distinction of status was brought about by Ionomîs – the &#039;&#039;Eupervestiton&#039;&#039; (lit. “oversight”). The term originally referred to a legal principle that each Optolecti could investigate the actions of Monitari and even private citizens and call them to answer for any wrongdoing in front of the whole assembly. There was no appeal from such a trial, though it was used comparatively rarely. The Eupervestiton was newly bestowed upon each individual Arqi citizen in terms that more closely connote the concept of sovereignty, although a more formalized “oversight” power was retained whereby individuals could demand investigations of government officials. The Eupervestiton was also given to the various Comestia and the Optolecton as a whole.&lt;br /&gt;
&lt;br /&gt;
== Family ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
&lt;br /&gt;
	Most Arqi belong to two families, the first composed of their immediate relatives; husband, wife, children, and not infrequently aunts, uncles, and grandparents, the second a much larger element that may encompass thousands of distant relatives and span huge geographical distances. &lt;br /&gt;
&lt;br /&gt;
	The first family, known as the &#039;&#039;&#039;lanto&#039;&#039;&#039;, operates independently of the larger group. A lanto typically lives in the same home or immediate geographical area, and membership is more or less unconditional, barring extreme breaches of mores. Upon reaching marriage age, young men (approximately 22-25 years) are expected to take their wives (16-19 years) and immediately tend to the business of having children. If such matters are not already secure, they also are expected to quickly secure financial independence and property and homes of their own. Marriages are usually planned in advance by the parents. While love is expected to blossom, it is rarely a first consideration as economic interests, breeding (relations between wildly divergent parahumans, i.e, Crudag and Slees, are cause for scandal), and the forging of ties between families take precedence. The average number of children is about 5 per couple, although it is a regular occurrence to marry twice - almost always after the death of the spouse, as divorces are frowned upon.&lt;br /&gt;
&lt;br /&gt;
	Increasingly, these norms are being challenged by the most recent generation, owing particularly to the dynamics of technological change and the transmission of foreign values brought about by the movements of peoples in trade and recent wars, but Arqi society is highly traditional and major changes are stenuously resisted.&lt;br /&gt;
	&lt;br /&gt;
	The larger family, or clade, is a more disparate social group called the &#039;&#039;&#039;comido&#039;&#039;&#039;. Clades have their own names representing an original genetic line (either historic or mytho-symbolic) from which many lanti have sprung. These have their roots back in Lenjic times and the earliest days of the Empire where large tribe-like social groups, usually based around important cities, were the source of considerable political and economic power. As the Empire has expanded and the number of clades increased, their power has diminished somewhat, although they remain a source of great pride and utility to their members. &lt;br /&gt;
&lt;br /&gt;
	Membership in a comido is not inviolable, however. On the frontiers of the empire, the effect of the clades is weak, as more reliance is placed on the individual and one’s immediate family and neighbors. Especially in isolated regions of the empire, many people have abandoned or forgotten the clades their families once belonged to. Occasionally, an individual or an entire family may be “evicted” from a clade because of some great disgrace or nefarious deed. Similarly, certain families and individuals may view their clades as degenerate or otherwise undesirable and abandon their membership entirely. &lt;br /&gt;
&lt;br /&gt;
Previously, it was tradition for husbands and wives to maintain their pre-marriage Clade names (if distinct), and while this is still the case in more traditional circles,  many people change their Clade affiliation upon marriage. Generally, the married couple decides the issue jointly, although the clade in question is under no obligation to allow new members. A few rare instances exist where a family has membership in two (or more) clades, but this situation is exceedingly rare and most clades do not allow dual membership. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Societal Role ===&lt;br /&gt;
&lt;br /&gt;
	The family is the most important institution in Arqi society, far more influential in everyday life than voluntary social organizations, the government, and even the church. &lt;br /&gt;
In addition to the intangible benefits of historical roots in the strongly traditionalist Arqi society, clades provide material benefits to their members, including financial support, housing, and medical care in times of crisis; preferential treatment and discounts in business; support for political aspirations and legal disputes; and a network of contacts. As a result, the influence of clades remain strong throughout most of the Empire, and individuals feel strong bonds of obligation and loyalty to their clades, both in supporting their aforementioned activities and coming to the defense of fellow kinsmen. As the history of Arqualan witnesses, individuals are often more likely to stand by their comido than either the government or the church, and rival clades vying for power within the state remains an important factor in Arqi politics.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=10882</id>
		<title>EternalEmpire:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=10882"/>
		<updated>2005-07-22T03:33:12Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
&lt;br /&gt;
I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest. --[[User:Illuminarch|Mike]] 20:57, 20 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Races|Player Races]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Arqualan|Arqi Society &amp;amp; Politics]]&lt;br /&gt;
&lt;br /&gt;
Language &lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Naming_Conventions|Naming Conventions]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Gazetteer|Gazetteer]]&lt;br /&gt;
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[[EternalEmpire:Theology|Religions and Theology]]&lt;br /&gt;
&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
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Technology &amp;amp; Infrastructure&lt;br /&gt;
&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Theology&amp;diff=10927</id>
		<title>EternalEmpire:Theology</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Theology&amp;diff=10927"/>
		<updated>2005-07-22T03:31:44Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* Thuderites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Chingolun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
	Chingolun refers to the great body of the dominant Arqi faith, including the scriptures, liturgy, organizational hierarchy, and supporting myth. It comes from the word Chingol, meaning “a manifestation of divinity.” &lt;br /&gt;
&lt;br /&gt;
	The origins of the modern Chingolun are not entirely clear and subject to considerable dispute on account of the wide assimilation of Chingol doctrine. Linguistic and historical observations have led most scholars to declare that Chingolun theology first appeared in northwestern Provendo about 2,700 years ago among the Ganno-speaking Wondoz and Sireed in what is today the province of Renoga. This is not entirely true, as many of the precepts, stories, and deities of the early Chingolun predated the Great Ruin and this accounts for the presence of similar religions in other parts of the world. It was only in Provendo, however, that it came to prominence and much of the Provendo-specific beliefs form the core of the modern faith.&lt;br /&gt;
 &lt;br /&gt;
There is strong evidence that Chingolun was a Mystery Religion for the first several hundred years of its history, and it was not until approximately –400 AGA that it achieved popular notice under the influence of the Ostran philosopher-king Analector “Owlwise.”  Over the next several centuries, the religion became more widespread with small communities known throughout western and northern Provendo, Quavaña, and in Siobia. Even so, it was not until the tail end of the Dandreen Empire, about –180 to –72 AGA, that the populations of these communities became significantly large and influential. It would still take many more years of war and cultural exchange for the Chingolun to become the dominant belief of the southern hemisphere.&lt;br /&gt;
&lt;br /&gt;
	Chingolun theology is extremely complex and is multifarious in its expression. Mainstream Chingolun is technically henotheistic, meaning the belief in and worship of multiple deities, one of whom is supreme. This transcendent, supreme god (“God-Most-High,” or in Arqi, “&#039;&#039;Zactoborion&#039;&#039;” – the Hyper-Divinity) exists independent of the universe, although He is not generally viewed as its creator. The Hyper-Divinity gave order and structure, providing the natural laws that govern all that exist, and created all forms of life. The Zactoborion is perfect in the most fundamental sense of the word, and all attempts to discuss His qualities and motives fail, since no entity in the imperfect universe can rightfully comprehend that perfection. Within the broad spectrum of Chingolun belief, opinions differ as to how often, if ever, the Zactoborion has directly intervened in the affairs of men, how likely He is to do so, or even if such an action is possible. Although He is professed to be unknowable and beyond human reckoning, many believe that the Hyper-Divinity has a definite and knowable plan for his creations; the nuances and implications of such a belief are the subject of considerable theological inquiry. &lt;br /&gt;
&lt;br /&gt;
	Beneath the Zactoborion exist many intermediate-level deities that express a far greater interest in the affairs of man. Consequently, they are thought to intervene in the physical world far more often and usually manifest in anthropomorphic forms. Beneath the level of divine, the Chingolun also recognizes the existence of, and occasionally venerates minor supernatural entities (collectively called “Ecrobori”) including demons (Arqi “Crindi”), spirits of the deceased (Arqi “Silpari”), and particularly holy humans (Arqi “Eñulari” – the Exemplars). &lt;br /&gt;
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=== Cosmogony === &lt;br /&gt;
&lt;br /&gt;
	The prevailing perspective is that the material universe was coexistent with the Hyper-Divinity. Indeed it is said to be an imperfect translation of the perfect, pure essence of the Zactoborion. All life, including humans, spirits, and deities are animated by the mating of this divine essence with matter, and because the universe is inherently imperfect and limited, each of these forms is faulty in some way. In this way it is explained how evil and suffering can originate from the utterly perfect Hyper-Divinity (but see Tylofostonism and the Thuderites).&lt;br /&gt;
&lt;br /&gt;
Coexisting with the physical universe are an indeterminate number of progressively less corporeal and increasingly spiritual realms of existence, known collectively as the Spheres of Perception. The higher the sphere that something exists on, the closer it is to the perfection and unity of the Hyper-Divinity, and consequently more powerful and inscrutable to those existing in the other spheres. The soul, or the life-giving essence of the Zactoborion present in each living man, can be liberated from the bonds of this world and ascend to these higher existences. Usually, this can only be accomplished through death – and even then it is not guaranteed – but sometimes can be achieved through the intervention of the lesser deities or independently through particularly virtuous or “heroic” behavior – that is, coming closer to the perfection of the Hyper-Divinity.&lt;br /&gt;
&lt;br /&gt;
	Ascendant entities may continue to ascend through these hierarchical spiritual spheres as they move closer and closer to perfection. No matter what deeds are accomplished or what patronage one finds, the soul can never reach the ultimate perfection and bliss of being with God-Most-High, except perhaps through His specific intervention. Whether such an event is likely or even possible has many theologians and sects at loggerheads even today. &lt;br /&gt;
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=== Deities &amp;amp; Worship === &lt;br /&gt;
&lt;br /&gt;
	To the extent that other religions can be made to comport with these beliefs, the Chingolun is highly syncretic. Over the centuries, hundreds of foreign gods and goddesses have been adapted into the Chingolun and certain ones have become wildly popular outside of their original cultures. Some cults actively favor a single deity or group of deities above another, but for the most part, worship is highly personal and invokes many powers. Individuals tend do to emphasize the worship of a favorite deity that they consider to be their patron, however; indeed, most families, social organizations, occupations, cities, military units, and even whole nations invoke patron deities. How one decides upon his or her patron is an intensely personal process and is never dealt with lightly, as it usually hinges upon deeply valued traditions or the intervention of the God or Goddess in a person’s life.&lt;br /&gt;
&lt;br /&gt;
	Forms of worship vary from deity to deity, but most have highly formalized liturgies or distinct rituals appropriate to that particular God or Goddess, particularly in the case of public worship, as in the temples or the holiday celebrations. The keeping of these forms is often entrusted to powerful individuals or church councils that have the power to punish deviation and blasphemy, albeit on a sacerdotal level only. In the past, certain high priestly offices, frequently tied to the secular power (like the Vicar of Tylofost) had power to punish religious undesirables through fines and humiliation, torture, and even death. Since the ascension of Ionomîs, these offices have been stripped of their secular power and an atmosphere of religious tolerance has prevailed. Certain forms of worship are forbidden by law in Arqualan, however, particularly human sacrifice and ritual torture, neither of which ever took hold in mainstream Arqi society and have been considered perverse blasphemies for millennia.&lt;br /&gt;
&lt;br /&gt;
	Those deities that have taken physical form on Pergo such as &#039;&#039;&#039;Ionomîs&#039;&#039;&#039;, &#039;&#039;&#039;Thuder&#039;&#039;&#039;, &#039;&#039;&#039;Mardalae&#039;&#039;&#039;, and &#039;&#039;&#039;Morcanus&#039;&#039;&#039;, naturally establish their own conventions on the forms of worship and supplication that their followers must adhere to. Most of these deities encourage respect and toleration of the other gods and their followers, and take great pains not to deny the existence of the “invisible” gods. Nevertheless, the deities individually tend to remain aloof from one another and confrontation and cooperation among them is equally rare. The main exceptions to this are the Gods and Goddesses of the Hangritic Pantheon, which not only deny the legitimacy of all other deities, but rebuke the Chingolun as a false religion. Accordingly, the Hangritic Gods and their followers are despised throughout most of the southern hemisphere.&lt;br /&gt;
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=== Ecobori, Veneration, &amp;amp; Sorcery === &lt;br /&gt;
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	The &#039;&#039;Ecobori&#039;&#039;, or subdivinities, not only lend themselves nicely to the Chingolun conception of the afterlife, but also offered a bridge between Chingol theology and antecedent religions that involved forms of ancestor worship and belief in angels, devils, and nature spirits. &lt;br /&gt;
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	Especially important to the average citizen of the Eternal Empire are the &#039;&#039;Silpari&#039;&#039; of ones friends and family. These deceased spirits are believed to have some degree of influence on the physical world even if they are not very powerful, and are frequently the target of prayers for small favors and good fortune. The belief that the spirits of dead ancestors and companions are actively involved in protecting a person from danger on a daily basis is also fairly common, and the pious make solemn, private offerings to their ethereal guardians frequently.&lt;br /&gt;
&lt;br /&gt;
	The intervention of the &#039;&#039;Crindi&#039;&#039; is often a more empirically verifiable matter. Although technically the Crindi consist of any servitor spirit that lack a completely free will, the term is more often applied to those malicious, or at least unscrupulous spirits that are the concern of sorcerers and summoners. These entities were either created by deities to act as their servants and messengers, or already existing spirits pressed into their service. Thus, most Crindi are associated with certain divinities, and the subject of which gods and goddesses a particular demon professes allegiance to is a matter of considerable study, as that information potentially strengthens a man’s control over the spirit.&lt;br /&gt;
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Non-doctrinal literature on these entities abounds, and it is widely accepted that certain of their number are amenable to contact and employment by men. A particularly forceful or wise sorcerer can bind these wily creatures to his will, but never without some element of risk. Demons are usually very reluctant to be commanded by humans and endeavor whenever they can to inflict misfortune upon the summoner and any others within reach. In fact, many accept the degradation of appearing in the physical world in exchange for the opportunity to abduct or destroy a hapless sorcerer. Once subdued, however, the demon’s prodigious powers may be called upon to help the sorcerer in both subtle and overt ways. Due to the inherent limitations to the physical world, the effects of demons are rarely all that was hoped, and they can only be bound to this plane of existence for a short time, so for most purposes, their risk greatly outweighs their utility. As a result, the profession of sorcery is looked down upon in public, and sorcerers are lampooned and ridiculed more often than they are praised, and public authorities closely monitor their activities. Even sorcerers that are employed by the various cults or the military are under a degree of suspicion, and receive less prestige than most of their colleagues – as the old saying goes, “the dignified man leaves mistresses and magicians at the door.” As a result, most sorcery is practiced in secret by incompetent dabblers, each a potential disaster to the public.&lt;br /&gt;
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The last major branch of the Ecobori is the &#039;&#039;Eñulari&#039;&#039; – the Exemplars, the Saints. The concept is a relatively recent innovation of the Chingolun, and not everyone accepts the theology behind it. A Saint is someone who has transcended to a higher-level existence while still living; whether the Saint is currently still alive in the physical world is immaterial. The doctrine was introduced by the teachings of Ionomîs the Divine during the Arqi Civil War, citing nineteen of his followers as the virtuous ideals to which every human should strive. Conferral of the title of Eñularo does not suggest perfection or infallibility, but instead is a recognition of especially righteous and heroic actions or the exemplification of a particular virtue. The Illuminarch has stressed that they attained this transcendence and power via the righteousness of their behavior, and his own godly blessing was unnecessary.  &lt;br /&gt;
Elevation to the ranks of the Eñulari has some obvious perks besides spiritual enlightenment and religious admiration. Most Saints were said to be possessed of unusual and varied gifts, including superhuman resilience, the ability to speak and understand tongues, prophesy, heal grievous wounds and diseases, control demons, command the weather, communicate with their minds, and blind their enemies. &lt;br /&gt;
&lt;br /&gt;
The most famous of the Eñulari are undoubtedly the founders of the Sea Knight Orders, all but two of whom are officially elevated to this status. Most recognized Exemplars are not, however, war heroes. Currently, there are no living Saints, the last being Saint Pactra Capel, martyred by Glarax raiders in 1436 AGA (see St. Pactra’s Crusade).  Like the Crindi, the Eñulari are often associated with a particular deity, most of which having been devoted followers of Ionomîs. &lt;br /&gt;
&lt;br /&gt;
Although indistinguishable by outsiders, prayers, rituals, and celebrations for the Ecobori are not worship, and such an activity would be considered sacrilegious. To the extent they are celebrated at all, it is considered veneration. These entities, however worthy and powerful they might be, are not divine and thus do not warrant the higher respect of worship.&lt;br /&gt;
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=== Scripture === &lt;br /&gt;
&lt;br /&gt;
	As a mystery cult, the Chingolun was passed on orally for centuries before it was ever written down. Consequently, there is some dispute over which of the scriptures were actually divinely inspired and which contain innovations, deceptions, and mistakes in translation. Nonetheless, there are nine volumes of holy scripture that are accepted as the core of the faith by the majority of adherents.&lt;br /&gt;
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·	&#039;&#039;&#039;Olimaca&#039;&#039;&#039;, one of the original books commissioned by King Analector, Olimaca is also one of the largest. This volume concerns itself with the so-called “Hard Doctrines” of the Chingolun, that is, those tenets of the faith that must be held if one is to be a member of the religion. It is told in narrative format, and rampant with metaphor, as its text is taken almost directly from the original mysteries. The symbolism, combined with its deep, almost lyrical prose, makes Olimaca simultaneously the most difficult of the scriptures and one of the most popular.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Toluda&#039;&#039;&#039;, Arqi for compact, recounts the tale of the original cult’s founding by Yuli (Tulset in Arqi), God of Gates. The “compact” referred to in the title is the promise by Yuli to teach the cult members the secrets of the universe if they honor him above all the other gods of their people. There is a great deal of quasi-historical information about the formative years of the early cult, including its organization and the tribulations the followers suffered.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;I &amp;amp; II Litis&#039;&#039;&#039; explicity lay out the laws (hence the name) that true followers of the Chingolun must adhere to, and the benefits of such a virtuous life are extolled in detail. Many of the conventions have been abandoned (particularly those emphasizing the worship of Tulset and the avoidance of public worship), but these two volumes are still among the most important to the modern faith.&lt;br /&gt;
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·	&#039;&#039;&#039;Loquadi&#039;&#039;&#039;, or “Sayings,” is the wisdom of Analector, elucidating on the specific application of the above-mentioned laws. It deals intensively with the “ethics of uncertainty” and is praised for its work at harmonizing the seeming contradictions of early Chingolun theology.&lt;br /&gt;
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·	&#039;&#039;&#039;Tecla, Procupio, &amp;amp; Sinnoreth&#039;&#039;&#039; Known commonly by the names of their authors, these three volumes chronicle Chingolun communities suffering persecution. Tecla is attributed to the community in Ostra after that kingdom’s subjugation by Dandreen, while Procupio and Sinnoreth both deal with native Dandrit followers. These stories are not only of interest due to their quasi-historical nature, but also because they lay out the ideal of what a Chingolun community’s beliefs, rituals, and organization should be. Of the three, Sinnoreth is arguably the most important because so much of the story deals with the failed Chingolun revolt of –230 - -228 AGA and its charismatic leader, the prophet Yuron (Utido in Arqi). The persecutors’ mass recognition of Yuron’s otherworldly power and righteousness upon his death is the conversion literature par excellence of the religion. Although there are many other chronicles of Chingolun communities during this time, these three are the most relevant and highly regarded. In addition to their message of perseverance in times of distress and the heroic struggle of Yuron, they provide insight into the transition from a mystery cult to a proselyte religion.&lt;br /&gt;
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·	&#039;&#039;&#039;Grameda&#039;&#039;&#039;, is a later volume, but highly esoteric, relating various didactic (and exciting) stories of the gods and their relationships, and also featuring considerable detail on ritual divination, healing, and magical lore. Some consider Grameda suspect for the latter, but if any potent sorceries are really explained in it, they are very well obscured.&lt;br /&gt;
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== Tylofostonism ==&lt;br /&gt;
&lt;br /&gt;
=== Overview === &lt;br /&gt;
&lt;br /&gt;
	Within the broad religious category of Chingolun, there are numerous denominations that express distinct views on some theological points, both major and minor. Although their positions can be controversial, these are not the heterodox ascetic communities on the fringes of civilization, nor the secretive mystery cults, but more-or-less mainstream sects with beliefs and traditions that deviate slightly, yet significantly, from the Olimacan creed. In the Eternal Empire, the largest and most powerful of these sects is Tylofostonism.   &lt;br /&gt;
&lt;br /&gt;
	Jento Tylofost was a Chingolun priest, born ca. 57 AGA in Anota on the shores of the Sea of Holinos. His mother was a Dandrit native and his father an Arqi military officer of some station in the local garrison. Little is known of his youth, but probably sometime before his 16th year, he was initiated into the Cult of Arcanudo, a Chingolic sect his father belonged to, popular amongst soldiers and aristocracy of Arqualan. From here, he plunged deeply into the Chingolun, zealously searching for answers to mysteries and resolutions of apparent contradictions. A contemporary described him as “profoundly inquisitive… he sought to subject even the Gods to the scrutiny of analysis.” He zealously searched for whatever scraps of ancient records and texts he could find, traveled to the jungles of Renoga to inspect abandoned early Chingol Cult temples, and learned Ganno so that he could make superior translations of the original scriptures in Arqi. Tylofost’s contributions went far beyond a rediscovery of the faith’s origins, however; his reinterpretation of the scripture and his critical, Arqi-centered approach to theology signaled an important shift in the beliefs and practice of the Chingolun.&lt;br /&gt;
&lt;br /&gt;
	At 23, he was selected to be a priest at the Temple of Arqiva Undaunted in nearby Noa Bycula. This was a civic shrine dedicated to the personification of the Arqi civilization as well as a school for surgeons and physicians. Consequently, it was a position of significant stature, and his ten years of distinguished service caught the eyes of several Monitari and other religious figures. He already had a large following among the rank and file, who affectionately named him Dodex, or instructor, a sign that his activities went far beyond simply organizing ritual celebrations. At the age of 30, Massalino unabashedly declared him “the most learned and holy cleric in the Empire”. By this time, he had been presenting his unusual interpretation of the religious mysteries to anyone who would listen. While this was not as invidious as one might imagine considering the inherent diversity of religious thought within the Chingolun, his more radical claims and activities began to draw fire from priests both within and without of the Eternal Empire. Regardless, Tylofost’s erudite and sophisticated conception of the universe, his undeniable piety towards the Gods, and his skilled oratory combined with the sensibilities of his distinctly Arqi worldview gained him the support of some very powerful partisans within Arqualan. By his death in 146 AGA, the “Tylofoston School” was the most dynamic and influential sect in the empire.&lt;br /&gt;
&lt;br /&gt;
	Tylofostonism became not only the de facto Arqi belief, but by the middle of the 4th century AGA, it was the de jure state religion. Its political influence grew so that by the 600s, other religious practices were restricted, marginalized, and ultimately suppressed, and the Tylofoston church became a virtual organ of the state. In fact, in 829, Emperor Vanlin VI made himself the Vicar of Tylofost, the high cleric of the Tylofoston community, and the title resided with the emperors until Ionomîs returned the office to the priesthood in 1159. It remains the dominant Chingolun sect in the empire and, despite its universal message, maintains a strong historical and spiritual connection to Arqualan and its empire. In fact, the appearance and reign of the Illuminarch Ionomîs is considered to be the confirmation of the sect’s truth and the first realization of its promise.&lt;br /&gt;
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=== Cosmogony === &lt;br /&gt;
&lt;br /&gt;
	Tylofost’s scrutiny of the Chingol scriptures led him to a very nuanced view of the Hyper-Divinity and the nature of the universe. He argued that the common view of the universe as a distinct thing, yet an imperfect reflection of the Zactoborion was logically inconsistent. He rejected also the belief of many that the Hyper-Divinity was both omnipotent and willful, both because the scriptures and oral traditions dispute it, and he argued that we would witness frequent breakdowns and reversals in the law of nature. The position of Tylofostonism is that the Hyper-Divinity is highly impersonal, bound to obey the constraints of his universe and his own character. Theirs is a Zactoborion who either has little inclination to personally intervene in the mundane events of the world, except through the principles that He used to organize the universe and create life within it. To the Tylofosti, the timeless Zactoborion has already seen the course of the universe and is content that His plan is perfectly fulfilled. Nevertheless, His compassion for creation led Him to bid the lesser Gods and Goddesses to incarnate, so that they could guide and protect mortals and assuage them in their times of woe.&lt;br /&gt;
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Furthermore, he argued that the perfect essence of the Hyper-Divinity, even though impregnated in an imperfect, impure universe could not be corrupted in and of itself, and therefore could not be the cause of evil and misery in the world. The Tylofoston view held that evil, just as well as virtuous behavior, was controlled through free will and that free will is the factor that motivates and directs the perfect and immutable soul. It was through the application of reason and conscience, both quantities that derived from the Hyper-Divinity, that one led a virtuous life and attained higher levels of spiritual perfection.&lt;br /&gt;
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Tylofoston views on the various Spheres of Perception are also highly developed when compared to most other Chingolun persuasions. Gone are the wild, unimaginable domains beyond the laws of the universe, replaced with ordered and constrained worlds amenable to Tylofost’s teachings. Also developed was the belief in Spheres of Perception inferior to the material world, where those who live unvirtuous or evil lives are translated to. These are still orderly and “natural” worlds, but with more hardship and privation, while the higher Spheres are progressively more blissful, fecund, and fulfilling. These inferior spheres amount to hells of sorts, while the superior ones are analogous to heavenly paradises. If a person is wicked enough, his hell is so terrible and restrictive that it is no longer possible for him to atone for his wrongdoings and choose righteousness of his own accord, and only the divine grace of the Hyper-Divinity or one of His lieutenants is sufficient to save him. Similarly, the more righteous one is, the easier it is to become yet moreso and ultimately achieve reunion with God-Most-High.&lt;br /&gt;
 &lt;br /&gt;
=== Ritual and Worship === &lt;br /&gt;
&lt;br /&gt;
	As one might expect, the Tylofosti focus on the traditional Arqi deities, but they are no less inclusive than the bulk of the Chingolun, and they readily adapt foreign deities and heroes to pay homage to. Chief among the Tylofosti deities are &#039;&#039;&#039;Arqiva&#039;&#039;&#039;, the personification of Arqi culture, values, language, and accomplishments; &#039;&#039;&#039;Senteniel&#039;&#039;&#039;, a deity associated with the sea and commerce, god of storms and patron of mariners, &#039;&#039;&#039;Zylen&#039;&#039;&#039;, goddess of the home and protector of families; and of course the God-Emperor &#039;&#039;&#039;Ionomîs&#039;&#039;&#039;, the divine wisdom and advocate of mankind. Other important deities include &#039;&#039;&#039;Ecospor&#039;&#039;&#039;, a goddess of fertility, crops, and healing; &#039;&#039;&#039;Arcanudo&#039;&#039;&#039;, the divine archivist and helper of the dead; &#039;&#039;&#039;Herpion&#039;&#039;&#039;, the warrior god; and &#039;&#039;&#039;Tulset&#039;&#039;&#039;, god of gates, transitions, diplomacy, and deception. (It should be noted that while Tulset is important and respected among the Arqi, his personality is much darker than his foreign incarnations. Although he never directly lies, he is often misleading and stingy with the truth. This was one of the reasons that Tylofost took issue with many of the original Chingol doctrines.)&lt;br /&gt;
&lt;br /&gt;
	Arqi rituals tend to reflect their conservative values, and are usually modest and restrained, but highly thorough. “It behooves man,” writes Tylofost, “to be respectful and gracious toward the gods, but be neither servile nor infantile.” Tylofosti are expected to honor the gods and goddesses for their contributions to their well-being and to commemorate divine intervention whenever it is experienced, but to avoid both excessive pleading for their assistance or attributing every event either to their favor or displeasure. As always, the form of worship depends upon the particular deity, but mostly takes the form of brief prayers and some symbolic offering, usually something innocuous like lighting a candle or sprinkling perfumed water. Animal sacrifices and large, public feats are sometimes performed, but are generally rare as they are considered wasteful. It is believed that what is most pleasing to the gods is to utilize one’s good fortune to assist others, dedicate generous or merciful acts to their name, and generally honor them by giving others a good turn. &lt;br /&gt;
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=== Scripture === &lt;br /&gt;
&lt;br /&gt;
	In addition to the core books of the Chingolun faith (in the Tylofoston translations, of course), the Tylofosti recognize these additional scriptures as canonical:&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Ponix Scupero&#039;&#039;&#039;, the Great Compendium, is a huge, multi-volume study of the finer points of Chingol theology, including subjects such as the afterlife, virtue, and the relationship between gods and men.&lt;br /&gt;
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·	&#039;&#039;&#039;Contrapido&#039;&#039;&#039;, or Meditations, is Tylofost’s famous treatise on the nature of the Hyper-Divinity, reason, and conscience.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Analeton&#039;&#039;&#039;, this great heroic epic by Sentimo Dolominio tells the story of the traditional Arqi gods and the legendary history of their civilization between the time of the Great Ruin and the Dandrit ages.&lt;br /&gt;
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== Thuderites ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The Thuderites are a Chingolun sect dedicated to the worship and study of Thuder the Deviser, God of Invention and the Practical Application of Knowledge. While Thuder is celerbrated and praised by many throughout Arqualan, owing to his status as a powerful ally of Ionomîs, Thuderite devotion goes far beyond this. Thuderism is essentially a mystery cult; while maintaining a visible and open outer layer, to enter the inner circle entails deep immersion into the Technical Mysteries and indeed the very secrets of creation. &lt;br /&gt;
&lt;br /&gt;
Devotees of the cult must of necessity possess profoundly analytical minds, curiosity, and well-grounded rationality as they study the all-encompassing knowledge of the ancients and the development of wondrous devices. Yet even more important than this formulation of the novel is their role as stewards of the caches of relic technology and the databanks of knowledge that survived Great Ruin. Thuderite monasteries and temples are often founded nearby such storehouses of antiquity and more closely resemble fabulous fortresses and factories than holy buildings. Unlike the more mundane industrial buildings in the empire, however, Thuderite installations are astonishingly vast and clean, with soaring towers and gleaming white facades, reminiscent of the sublime glory of the ancients’ palaces.&lt;br /&gt;
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Alongside the quest to reclaim and transcend the glory of the ancients exists a serious ethical aspect. Thuderites hold that the source of evil is acting on inaccurate or incomplete knowledge, leading a person to act without consideration of the consequences, or developing a flawed morality. They devote much of their time to studying and debating the merits and dangers of a new discovery, attempting to sort out the moral ramifications of introducing it into the world at large and recommending caution and introspection in the adoption of certain technologies. Rarely, a discovery will be deemed too dangerous or of no redeeming moral value, and further development will be forbidden. These circumstances aside, the free proliferation of information is regarded as important as its initial discovery by most mainstream Thuderites. &lt;br /&gt;
&lt;br /&gt;
From the standpoint of many outsiders, the secrecy of the Thuderite rites and the impenetrability of its organization breed suspicion. Initiation to the inner structure of the Cult require bonds of loyalty that eclipse even family ties and connections to society at large, contributing to all manner of accusations. Some believe their secrecy hides sinister perversions and debasement of true religious thought, descending into superstition, sacrilege, and even witchcraft. Others charge them with disloyalty to Arqualan, or paint them as haters of the human race. Unfortunately, these misunderstandings are compounded by devotees found hoarding esoteric technologies and hiding their findings; whether this is done out of jealousy and greed or legitimate concern for their impact is immaterial to most individuals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripture ===&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Zelsenwrac&#039;&#039;&#039; is the name of a text that no one has ever seen in its complete form, and indeed, may never be completed. Less holy scripture than the ultimate goal of Thuderism, it comprises all the knowledge of the physical universe as well as architectural and engineering principles and designs. Although it is not strictly correct to refer to anything other than the complete work as Zelsenwrac, many novices and outsiders use the term to signify the enormous libraries and data cores of the Cult. There are those Thuderites who believe that Thuder himself is the manifestation of Zelsenwrac, simultaneously the finished product and the evolving knowledge, but this is a topic too esoteric for most.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Theology&amp;diff=4289</id>
		<title>EternalEmpire:Theology</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Theology&amp;diff=4289"/>
		<updated>2005-07-22T03:30:41Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: Religions&lt;/p&gt;
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== Chingolun ==&lt;br /&gt;
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=== Overview ===&lt;br /&gt;
&lt;br /&gt;
	Chingolun refers to the great body of the dominant Arqi faith, including the scriptures, liturgy, organizational hierarchy, and supporting myth. It comes from the word Chingol, meaning “a manifestation of divinity.” &lt;br /&gt;
&lt;br /&gt;
	The origins of the modern Chingolun are not entirely clear and subject to considerable dispute on account of the wide assimilation of Chingol doctrine. Linguistic and historical observations have led most scholars to declare that Chingolun theology first appeared in northwestern Provendo about 2,700 years ago among the Ganno-speaking Wondoz and Sireed in what is today the province of Renoga. This is not entirely true, as many of the precepts, stories, and deities of the early Chingolun predated the Great Ruin and this accounts for the presence of similar religions in other parts of the world. It was only in Provendo, however, that it came to prominence and much of the Provendo-specific beliefs form the core of the modern faith.&lt;br /&gt;
 &lt;br /&gt;
There is strong evidence that Chingolun was a Mystery Religion for the first several hundred years of its history, and it was not until approximately –400 AGA that it achieved popular notice under the influence of the Ostran philosopher-king Analector “Owlwise.”  Over the next several centuries, the religion became more widespread with small communities known throughout western and northern Provendo, Quavaña, and in Siobia. Even so, it was not until the tail end of the Dandreen Empire, about –180 to –72 AGA, that the populations of these communities became significantly large and influential. It would still take many more years of war and cultural exchange for the Chingolun to become the dominant belief of the southern hemisphere.&lt;br /&gt;
&lt;br /&gt;
	Chingolun theology is extremely complex and is multifarious in its expression. Mainstream Chingolun is technically henotheistic, meaning the belief in and worship of multiple deities, one of whom is supreme. This transcendent, supreme god (“God-Most-High,” or in Arqi, “&#039;&#039;Zactoborion&#039;&#039;” – the Hyper-Divinity) exists independent of the universe, although He is not generally viewed as its creator. The Hyper-Divinity gave order and structure, providing the natural laws that govern all that exist, and created all forms of life. The Zactoborion is perfect in the most fundamental sense of the word, and all attempts to discuss His qualities and motives fail, since no entity in the imperfect universe can rightfully comprehend that perfection. Within the broad spectrum of Chingolun belief, opinions differ as to how often, if ever, the Zactoborion has directly intervened in the affairs of men, how likely He is to do so, or even if such an action is possible. Although He is professed to be unknowable and beyond human reckoning, many believe that the Hyper-Divinity has a definite and knowable plan for his creations; the nuances and implications of such a belief are the subject of considerable theological inquiry. &lt;br /&gt;
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	Beneath the Zactoborion exist many intermediate-level deities that express a far greater interest in the affairs of man. Consequently, they are thought to intervene in the physical world far more often and usually manifest in anthropomorphic forms. Beneath the level of divine, the Chingolun also recognizes the existence of, and occasionally venerates minor supernatural entities (collectively called “Ecrobori”) including demons (Arqi “Crindi”), spirits of the deceased (Arqi “Silpari”), and particularly holy humans (Arqi “Eñulari” – the Exemplars). &lt;br /&gt;
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=== Cosmogony === &lt;br /&gt;
&lt;br /&gt;
	The prevailing perspective is that the material universe was coexistent with the Hyper-Divinity. Indeed it is said to be an imperfect translation of the perfect, pure essence of the Zactoborion. All life, including humans, spirits, and deities are animated by the mating of this divine essence with matter, and because the universe is inherently imperfect and limited, each of these forms is faulty in some way. In this way it is explained how evil and suffering can originate from the utterly perfect Hyper-Divinity (but see Tylofostonism and the Thuderites).&lt;br /&gt;
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Coexisting with the physical universe are an indeterminate number of progressively less corporeal and increasingly spiritual realms of existence, known collectively as the Spheres of Perception. The higher the sphere that something exists on, the closer it is to the perfection and unity of the Hyper-Divinity, and consequently more powerful and inscrutable to those existing in the other spheres. The soul, or the life-giving essence of the Zactoborion present in each living man, can be liberated from the bonds of this world and ascend to these higher existences. Usually, this can only be accomplished through death – and even then it is not guaranteed – but sometimes can be achieved through the intervention of the lesser deities or independently through particularly virtuous or “heroic” behavior – that is, coming closer to the perfection of the Hyper-Divinity.&lt;br /&gt;
&lt;br /&gt;
	Ascendant entities may continue to ascend through these hierarchical spiritual spheres as they move closer and closer to perfection. No matter what deeds are accomplished or what patronage one finds, the soul can never reach the ultimate perfection and bliss of being with God-Most-High, except perhaps through His specific intervention. Whether such an event is likely or even possible has many theologians and sects at loggerheads even today. &lt;br /&gt;
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=== Deities &amp;amp; Worship === &lt;br /&gt;
&lt;br /&gt;
	To the extent that other religions can be made to comport with these beliefs, the Chingolun is highly syncretic. Over the centuries, hundreds of foreign gods and goddesses have been adapted into the Chingolun and certain ones have become wildly popular outside of their original cultures. Some cults actively favor a single deity or group of deities above another, but for the most part, worship is highly personal and invokes many powers. Individuals tend do to emphasize the worship of a favorite deity that they consider to be their patron, however; indeed, most families, social organizations, occupations, cities, military units, and even whole nations invoke patron deities. How one decides upon his or her patron is an intensely personal process and is never dealt with lightly, as it usually hinges upon deeply valued traditions or the intervention of the God or Goddess in a person’s life.&lt;br /&gt;
&lt;br /&gt;
	Forms of worship vary from deity to deity, but most have highly formalized liturgies or distinct rituals appropriate to that particular God or Goddess, particularly in the case of public worship, as in the temples or the holiday celebrations. The keeping of these forms is often entrusted to powerful individuals or church councils that have the power to punish deviation and blasphemy, albeit on a sacerdotal level only. In the past, certain high priestly offices, frequently tied to the secular power (like the Vicar of Tylofost) had power to punish religious undesirables through fines and humiliation, torture, and even death. Since the ascension of Ionomîs, these offices have been stripped of their secular power and an atmosphere of religious tolerance has prevailed. Certain forms of worship are forbidden by law in Arqualan, however, particularly human sacrifice and ritual torture, neither of which ever took hold in mainstream Arqi society and have been considered perverse blasphemies for millennia.&lt;br /&gt;
&lt;br /&gt;
	Those deities that have taken physical form on Pergo such as &#039;&#039;&#039;Ionomîs&#039;&#039;&#039;, &#039;&#039;&#039;Thuder&#039;&#039;&#039;, &#039;&#039;&#039;Mardalae&#039;&#039;&#039;, and &#039;&#039;&#039;Morcanus&#039;&#039;&#039;, naturally establish their own conventions on the forms of worship and supplication that their followers must adhere to. Most of these deities encourage respect and toleration of the other gods and their followers, and take great pains not to deny the existence of the “invisible” gods. Nevertheless, the deities individually tend to remain aloof from one another and confrontation and cooperation among them is equally rare. The main exceptions to this are the Gods and Goddesses of the Hangritic Pantheon, which not only deny the legitimacy of all other deities, but rebuke the Chingolun as a false religion. Accordingly, the Hangritic Gods and their followers are despised throughout most of the southern hemisphere.&lt;br /&gt;
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=== Ecobori, Veneration, &amp;amp; Sorcery === &lt;br /&gt;
&lt;br /&gt;
	The &#039;&#039;Ecobori&#039;&#039;, or subdivinities, not only lend themselves nicely to the Chingolun conception of the afterlife, but also offered a bridge between Chingol theology and antecedent religions that involved forms of ancestor worship and belief in angels, devils, and nature spirits. &lt;br /&gt;
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	Especially important to the average citizen of the Eternal Empire are the &#039;&#039;Silpari&#039;&#039; of ones friends and family. These deceased spirits are believed to have some degree of influence on the physical world even if they are not very powerful, and are frequently the target of prayers for small favors and good fortune. The belief that the spirits of dead ancestors and companions are actively involved in protecting a person from danger on a daily basis is also fairly common, and the pious make solemn, private offerings to their ethereal guardians frequently.&lt;br /&gt;
&lt;br /&gt;
	The intervention of the &#039;&#039;Crindi&#039;&#039; is often a more empirically verifiable matter. Although technically the Crindi consist of any servitor spirit that lack a completely free will, the term is more often applied to those malicious, or at least unscrupulous spirits that are the concern of sorcerers and summoners. These entities were either created by deities to act as their servants and messengers, or already existing spirits pressed into their service. Thus, most Crindi are associated with certain divinities, and the subject of which gods and goddesses a particular demon professes allegiance to is a matter of considerable study, as that information potentially strengthens a man’s control over the spirit.&lt;br /&gt;
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Non-doctrinal literature on these entities abounds, and it is widely accepted that certain of their number are amenable to contact and employment by men. A particularly forceful or wise sorcerer can bind these wily creatures to his will, but never without some element of risk. Demons are usually very reluctant to be commanded by humans and endeavor whenever they can to inflict misfortune upon the summoner and any others within reach. In fact, many accept the degradation of appearing in the physical world in exchange for the opportunity to abduct or destroy a hapless sorcerer. Once subdued, however, the demon’s prodigious powers may be called upon to help the sorcerer in both subtle and overt ways. Due to the inherent limitations to the physical world, the effects of demons are rarely all that was hoped, and they can only be bound to this plane of existence for a short time, so for most purposes, their risk greatly outweighs their utility. As a result, the profession of sorcery is looked down upon in public, and sorcerers are lampooned and ridiculed more often than they are praised, and public authorities closely monitor their activities. Even sorcerers that are employed by the various cults or the military are under a degree of suspicion, and receive less prestige than most of their colleagues – as the old saying goes, “the dignified man leaves mistresses and magicians at the door.” As a result, most sorcery is practiced in secret by incompetent dabblers, each a potential disaster to the public.&lt;br /&gt;
&lt;br /&gt;
The last major branch of the Ecobori is the &#039;&#039;Eñulari&#039;&#039; – the Exemplars, the Saints. The concept is a relatively recent innovation of the Chingolun, and not everyone accepts the theology behind it. A Saint is someone who has transcended to a higher-level existence while still living; whether the Saint is currently still alive in the physical world is immaterial. The doctrine was introduced by the teachings of Ionomîs the Divine during the Arqi Civil War, citing nineteen of his followers as the virtuous ideals to which every human should strive. Conferral of the title of Eñularo does not suggest perfection or infallibility, but instead is a recognition of especially righteous and heroic actions or the exemplification of a particular virtue. The Illuminarch has stressed that they attained this transcendence and power via the righteousness of their behavior, and his own godly blessing was unnecessary.  &lt;br /&gt;
Elevation to the ranks of the Eñulari has some obvious perks besides spiritual enlightenment and religious admiration. Most Saints were said to be possessed of unusual and varied gifts, including superhuman resilience, the ability to speak and understand tongues, prophesy, heal grievous wounds and diseases, control demons, command the weather, communicate with their minds, and blind their enemies. &lt;br /&gt;
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The most famous of the Eñulari are undoubtedly the founders of the Sea Knight Orders, all but two of whom are officially elevated to this status. Most recognized Exemplars are not, however, war heroes. Currently, there are no living Saints, the last being Saint Pactra Capel, martyred by Glarax raiders in 1436 AGA (see St. Pactra’s Crusade).  Like the Crindi, the Eñulari are often associated with a particular deity, most of which having been devoted followers of Ionomîs. &lt;br /&gt;
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Although indistinguishable by outsiders, prayers, rituals, and celebrations for the Ecobori are not worship, and such an activity would be considered sacrilegious. To the extent they are celebrated at all, it is considered veneration. These entities, however worthy and powerful they might be, are not divine and thus do not warrant the higher respect of worship.&lt;br /&gt;
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=== Scripture === &lt;br /&gt;
&lt;br /&gt;
	As a mystery cult, the Chingolun was passed on orally for centuries before it was ever written down. Consequently, there is some dispute over which of the scriptures were actually divinely inspired and which contain innovations, deceptions, and mistakes in translation. Nonetheless, there are nine volumes of holy scripture that are accepted as the core of the faith by the majority of adherents.&lt;br /&gt;
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·	&#039;&#039;&#039;Olimaca&#039;&#039;&#039;, one of the original books commissioned by King Analector, Olimaca is also one of the largest. This volume concerns itself with the so-called “Hard Doctrines” of the Chingolun, that is, those tenets of the faith that must be held if one is to be a member of the religion. It is told in narrative format, and rampant with metaphor, as its text is taken almost directly from the original mysteries. The symbolism, combined with its deep, almost lyrical prose, makes Olimaca simultaneously the most difficult of the scriptures and one of the most popular.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Toluda&#039;&#039;&#039;, Arqi for compact, recounts the tale of the original cult’s founding by Yuli (Tulset in Arqi), God of Gates. The “compact” referred to in the title is the promise by Yuli to teach the cult members the secrets of the universe if they honor him above all the other gods of their people. There is a great deal of quasi-historical information about the formative years of the early cult, including its organization and the tribulations the followers suffered.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;I &amp;amp; II Litis&#039;&#039;&#039; explicity lay out the laws (hence the name) that true followers of the Chingolun must adhere to, and the benefits of such a virtuous life are extolled in detail. Many of the conventions have been abandoned (particularly those emphasizing the worship of Tulset and the avoidance of public worship), but these two volumes are still among the most important to the modern faith.&lt;br /&gt;
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·	&#039;&#039;&#039;Loquadi&#039;&#039;&#039;, or “Sayings,” is the wisdom of Analector, elucidating on the specific application of the above-mentioned laws. It deals intensively with the “ethics of uncertainty” and is praised for its work at harmonizing the seeming contradictions of early Chingolun theology.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Tecla, Procupio, &amp;amp; Sinnoreth&#039;&#039;&#039; Known commonly by the names of their authors, these three volumes chronicle Chingolun communities suffering persecution. Tecla is attributed to the community in Ostra after that kingdom’s subjugation by Dandreen, while Procupio and Sinnoreth both deal with native Dandrit followers. These stories are not only of interest due to their quasi-historical nature, but also because they lay out the ideal of what a Chingolun community’s beliefs, rituals, and organization should be. Of the three, Sinnoreth is arguably the most important because so much of the story deals with the failed Chingolun revolt of –230 - -228 AGA and its charismatic leader, the prophet Yuron (Utido in Arqi). The persecutors’ mass recognition of Yuron’s otherworldly power and righteousness upon his death is the conversion literature par excellence of the religion. Although there are many other chronicles of Chingolun communities during this time, these three are the most relevant and highly regarded. In addition to their message of perseverance in times of distress and the heroic struggle of Yuron, they provide insight into the transition from a mystery cult to a proselyte religion.&lt;br /&gt;
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·	&#039;&#039;&#039;Grameda&#039;&#039;&#039;, is a later volume, but highly esoteric, relating various didactic (and exciting) stories of the gods and their relationships, and also featuring considerable detail on ritual divination, healing, and magical lore. Some consider Grameda suspect for the latter, but if any potent sorceries are really explained in it, they are very well obscured.&lt;br /&gt;
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== Tylofostonism ==&lt;br /&gt;
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=== Overview === &lt;br /&gt;
&lt;br /&gt;
	Within the broad religious category of Chingolun, there are numerous denominations that express distinct views on some theological points, both major and minor. Although their positions can be controversial, these are not the heterodox ascetic communities on the fringes of civilization, nor the secretive mystery cults, but more-or-less mainstream sects with beliefs and traditions that deviate slightly, yet significantly, from the Olimacan creed. In the Eternal Empire, the largest and most powerful of these sects is Tylofostonism.   &lt;br /&gt;
&lt;br /&gt;
	Jento Tylofost was a Chingolun priest, born ca. 57 AGA in Anota on the shores of the Sea of Holinos. His mother was a Dandrit native and his father an Arqi military officer of some station in the local garrison. Little is known of his youth, but probably sometime before his 16th year, he was initiated into the Cult of Arcanudo, a Chingolic sect his father belonged to, popular amongst soldiers and aristocracy of Arqualan. From here, he plunged deeply into the Chingolun, zealously searching for answers to mysteries and resolutions of apparent contradictions. A contemporary described him as “profoundly inquisitive… he sought to subject even the Gods to the scrutiny of analysis.” He zealously searched for whatever scraps of ancient records and texts he could find, traveled to the jungles of Renoga to inspect abandoned early Chingol Cult temples, and learned Ganno so that he could make superior translations of the original scriptures in Arqi. Tylofost’s contributions went far beyond a rediscovery of the faith’s origins, however; his reinterpretation of the scripture and his critical, Arqi-centered approach to theology signaled an important shift in the beliefs and practice of the Chingolun.&lt;br /&gt;
&lt;br /&gt;
	At 23, he was selected to be a priest at the Temple of Arqiva Undaunted in nearby Noa Bycula. This was a civic shrine dedicated to the personification of the Arqi civilization as well as a school for surgeons and physicians. Consequently, it was a position of significant stature, and his ten years of distinguished service caught the eyes of several Monitari and other religious figures. He already had a large following among the rank and file, who affectionately named him Dodex, or instructor, a sign that his activities went far beyond simply organizing ritual celebrations. At the age of 30, Massalino unabashedly declared him “the most learned and holy cleric in the Empire”. By this time, he had been presenting his unusual interpretation of the religious mysteries to anyone who would listen. While this was not as invidious as one might imagine considering the inherent diversity of religious thought within the Chingolun, his more radical claims and activities began to draw fire from priests both within and without of the Eternal Empire. Regardless, Tylofost’s erudite and sophisticated conception of the universe, his undeniable piety towards the Gods, and his skilled oratory combined with the sensibilities of his distinctly Arqi worldview gained him the support of some very powerful partisans within Arqualan. By his death in 146 AGA, the “Tylofoston School” was the most dynamic and influential sect in the empire.&lt;br /&gt;
&lt;br /&gt;
	Tylofostonism became not only the de facto Arqi belief, but by the middle of the 4th century AGA, it was the de jure state religion. Its political influence grew so that by the 600s, other religious practices were restricted, marginalized, and ultimately suppressed, and the Tylofoston church became a virtual organ of the state. In fact, in 829, Emperor Vanlin VI made himself the Vicar of Tylofost, the high cleric of the Tylofoston community, and the title resided with the emperors until Ionomîs returned the office to the priesthood in 1159. It remains the dominant Chingolun sect in the empire and, despite its universal message, maintains a strong historical and spiritual connection to Arqualan and its empire. In fact, the appearance and reign of the Illuminarch Ionomîs is considered to be the confirmation of the sect’s truth and the first realization of its promise.&lt;br /&gt;
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=== Cosmogony === &lt;br /&gt;
&lt;br /&gt;
	Tylofost’s scrutiny of the Chingol scriptures led him to a very nuanced view of the Hyper-Divinity and the nature of the universe. He argued that the common view of the universe as a distinct thing, yet an imperfect reflection of the Zactoborion was logically inconsistent. He rejected also the belief of many that the Hyper-Divinity was both omnipotent and willful, both because the scriptures and oral traditions dispute it, and he argued that we would witness frequent breakdowns and reversals in the law of nature. The position of Tylofostonism is that the Hyper-Divinity is highly impersonal, bound to obey the constraints of his universe and his own character. Theirs is a Zactoborion who either has little inclination to personally intervene in the mundane events of the world, except through the principles that He used to organize the universe and create life within it. To the Tylofosti, the timeless Zactoborion has already seen the course of the universe and is content that His plan is perfectly fulfilled. Nevertheless, His compassion for creation led Him to bid the lesser Gods and Goddesses to incarnate, so that they could guide and protect mortals and assuage them in their times of woe.&lt;br /&gt;
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Furthermore, he argued that the perfect essence of the Hyper-Divinity, even though impregnated in an imperfect, impure universe could not be corrupted in and of itself, and therefore could not be the cause of evil and misery in the world. The Tylofoston view held that evil, just as well as virtuous behavior, was controlled through free will and that free will is the factor that motivates and directs the perfect and immutable soul. It was through the application of reason and conscience, both quantities that derived from the Hyper-Divinity, that one led a virtuous life and attained higher levels of spiritual perfection.&lt;br /&gt;
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Tylofoston views on the various Spheres of Perception are also highly developed when compared to most other Chingolun persuasions. Gone are the wild, unimaginable domains beyond the laws of the universe, replaced with ordered and constrained worlds amenable to Tylofost’s teachings. Also developed was the belief in Spheres of Perception inferior to the material world, where those who live unvirtuous or evil lives are translated to. These are still orderly and “natural” worlds, but with more hardship and privation, while the higher Spheres are progressively more blissful, fecund, and fulfilling. These inferior spheres amount to hells of sorts, while the superior ones are analogous to heavenly paradises. If a person is wicked enough, his hell is so terrible and restrictive that it is no longer possible for him to atone for his wrongdoings and choose righteousness of his own accord, and only the divine grace of the Hyper-Divinity or one of His lieutenants is sufficient to save him. Similarly, the more righteous one is, the easier it is to become yet moreso and ultimately achieve reunion with God-Most-High.&lt;br /&gt;
 &lt;br /&gt;
=== Ritual and Worship === &lt;br /&gt;
&lt;br /&gt;
	As one might expect, the Tylofosti focus on the traditional Arqi deities, but they are no less inclusive than the bulk of the Chingolun, and they readily adapt foreign deities and heroes to pay homage to. Chief among the Tylofosti deities are &#039;&#039;&#039;Arqiva&#039;&#039;&#039;, the personification of Arqi culture, values, language, and accomplishments; &#039;&#039;&#039;Senteniel&#039;&#039;&#039;, a deity associated with the sea and commerce, god of storms and patron of mariners, &#039;&#039;&#039;Zylen&#039;&#039;&#039;, goddess of the home and protector of families; and of course the God-Emperor &#039;&#039;&#039;Ionomîs&#039;&#039;&#039;, the divine wisdom and advocate of mankind. Other important deities include &#039;&#039;&#039;Ecospor&#039;&#039;&#039;, a goddess of fertility, crops, and healing; &#039;&#039;&#039;Arcanudo&#039;&#039;&#039;, the divine archivist and helper of the dead; &#039;&#039;&#039;Herpion&#039;&#039;&#039;, the warrior god; and &#039;&#039;&#039;Tulset&#039;&#039;&#039;, god of gates, transitions, diplomacy, and deception. (It should be noted that while Tulset is important and respected among the Arqi, his personality is much darker than his foreign incarnations. Although he never directly lies, he is often misleading and stingy with the truth. This was one of the reasons that Tylofost took issue with many of the original Chingol doctrines.)&lt;br /&gt;
&lt;br /&gt;
	Arqi rituals tend to reflect their conservative values, and are usually modest and restrained, but highly thorough. “It behooves man,” writes Tylofost, “to be respectful and gracious toward the gods, but be neither servile nor infantile.” Tylofosti are expected to honor the gods and goddesses for their contributions to their well-being and to commemorate divine intervention whenever it is experienced, but to avoid both excessive pleading for their assistance or attributing every event either to their favor or displeasure. As always, the form of worship depends upon the particular deity, but mostly takes the form of brief prayers and some symbolic offering, usually something innocuous like lighting a candle or sprinkling perfumed water. Animal sacrifices and large, public feats are sometimes performed, but are generally rare as they are considered wasteful. It is believed that what is most pleasing to the gods is to utilize one’s good fortune to assist others, dedicate generous or merciful acts to their name, and generally honor them by giving others a good turn. &lt;br /&gt;
&lt;br /&gt;
=== Scripture === &lt;br /&gt;
&lt;br /&gt;
	In addition to the core books of the Chingolun faith (in the Tylofoston translations, of course), the Tylofosti recognize these additional scriptures as canonical:&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Ponix Scupero&#039;&#039;&#039;, the Great Compendium, is a huge, multi-volume study of the finer points of Chingol theology, including subjects such as the afterlife, virtue, and the relationship between gods and men.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Contrapido&#039;&#039;&#039;, or Meditations, is Tylofost’s famous treatise on the nature of the Hyper-Divinity, reason, and conscience.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Analeton&#039;&#039;&#039;, this great heroic epic by Sentimo Dolominio tells the story of the traditional Arqi gods and the legendary history of their civilization between the time of the Great Ruin and the Dandrit ages.&lt;br /&gt;
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	&lt;br /&gt;
== Thuderites ==&lt;br /&gt;
&lt;br /&gt;
The Thuderites are a Chingolun sect dedicated to the worship and study of Thuder the Deviser, God of Invention and the Practical Application of Knowledge. While Thuder is celerbrated and praised by many throughout Arqualan, owing to his status as a powerful ally of Ionomîs, Thuderite devotion goes far beyond this. Thuderism is essentially a mystery cult; while maintaining a visible and open outer layer, to enter the inner circle entails deep immersion into the Technical Mysteries and indeed the very secrets of creation. &lt;br /&gt;
&lt;br /&gt;
Devotees of the cult must of necessity possess profoundly analytical minds, curiosity, and well-grounded rationality as they study the all-encompassing knowledge of the ancients and the development of wondrous devices. Yet even more important than this formulation of the novel is their role as stewards of the caches of relic technology and the databanks of knowledge that survived Great Ruin. Thuderite monasteries and temples are often founded nearby such storehouses of antiquity and more closely resemble fabulous fortresses and factories than holy buildings. Unlike the more mundane industrial buildings in the empire, however, Thuderite installations are astonishingly vast and clean, with soaring towers and gleaming white facades, reminiscent of the sublime glory of the ancients’ palaces.&lt;br /&gt;
&lt;br /&gt;
Alongside the quest to reclaim and transcend the glory of the ancients exists a serious ethical aspect. Thuderites hold that the source of evil is acting on inaccurate or incomplete knowledge, leading a person to act without consideration of the consequences, or developing a flawed morality. They devote much of their time to studying and debating the merits and dangers of a new discovery, attempting to sort out the moral ramifications of introducing it into the world at large and recommending caution and introspection in the adoption of certain technologies. Rarely, a discovery will be deemed too dangerous or of no redeeming moral value, and further development will be forbidden. These circumstances aside, the free proliferation of information is regarded as important as its initial discovery by most mainstream Thuderites. &lt;br /&gt;
&lt;br /&gt;
From the standpoint of many outsiders, the secrecy of the Thuderite rites and the impenetrability of its organization breed suspicion. Initiation to the inner structure of the Cult require bonds of loyalty that eclipse even family ties and connections to society at large, contributing to all manner of accusations. Some believe their secrecy hides sinister perversions and debasement of true religious thought, descending into superstition, sacrilege, and even witchcraft. Others charge them with disloyalty to Arqualan, or paint them as haters of the human race. Unfortunately, these misunderstandings are compounded by devotees found hoarding esoteric technologies and hiding their findings; whether this is done out of jealousy and greed or legitimate concern for their impact is immaterial to most individuals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scripture ===&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;&#039;Zelsenwrac&#039;&#039;&#039; is the name of a text that no one has ever seen in its complete form, and indeed, may never be completed. Less holy scripture than the ultimate goal of Thuderism, it comprises all the knowledge of the physical universe as well as architectural and engineering principles and designs. Although it is not strictly correct to refer to anything other than the complete work as Zelsenwrac, many novices and outsiders use the term to signify the enormous libraries and data cores of the Cult. There are those Thuderites who believe that Thuder himself is the manifestation of Zelsenwrac, simultaneously the finished product and the evolving knowledge, but this is a topic too esoteric for most.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
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		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4290"/>
		<updated>2005-07-22T03:01:02Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
&lt;br /&gt;
I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest. --[[User:Illuminarch|Mike]] 20:57, 20 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Races|Player Races]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Arqualan|Arqi Society &amp;amp; Politics]]&lt;br /&gt;
&lt;br /&gt;
Language &lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Naming_Conventions|Naming Conventions]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Gazetteer|Gazetteer]]&lt;br /&gt;
&lt;br /&gt;
Religious Ritual and Applied Theology&lt;br /&gt;
&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
&lt;br /&gt;
Technology &amp;amp; Infrastructure&lt;br /&gt;
&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4288</id>
		<title>EternalEmpire:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4288"/>
		<updated>2005-07-22T03:00:27Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: Main Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
&lt;br /&gt;
I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest. --[[User:Illuminarch|Mike]] 20:57, 20 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Races|Player Races]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Arqualan|Arqi Society &amp;amp; Politics]]&lt;br /&gt;
&lt;br /&gt;
Language &lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Naming_Conventions|Naming Conventions]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Gazetteer|Gazetteer]]&lt;br /&gt;
&lt;br /&gt;
Religious Ritual and Applied Theology&lt;br /&gt;
&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
&lt;br /&gt;
Technology &amp;amp; Infrastructure&lt;br /&gt;
&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Naming_Conventions&amp;diff=10926</id>
		<title>EternalEmpire:Naming Conventions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Naming_Conventions&amp;diff=10926"/>
		<updated>2005-07-22T02:58:15Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: Naming Conventions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arqi Names ==&lt;br /&gt;
&lt;br /&gt;
	The Arqi language is almost 2,000 years old and it is relatively dynamic, accepting foreign words and phonemes, and as a result the tongue is continually growing. The language has also gone through two major “revisions” stemming from a combination of important political developments and natural linguistic progressions. One aspect that has remained more or less the same through the years, however, are the naming conventions.&lt;br /&gt;
&lt;br /&gt;
	Arqi names follow the pattern of a personal name, or first name, followed by a family name, followed by a clade name, or clan name. Certain optional names may be given as well, primarily to distinguish between children with the same names in large families (middle names placed between the personal and family name) or the highly-valued Honor names which are placed before the personal name. These rules apply to both males and females. An example:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;Aventin Pandimo Faridat Corivali&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Personal Names ===&lt;br /&gt;
&lt;br /&gt;
	In the above, Pandimo is the personal name, which is traditionally decided by the father. Most Arqi names are very old and have remained unchanged even though other parts of the language have undergone drastic alterations overtime. As a result, most personal names are not directly decipherable today and many people have forgotten the original meanings of their names entirely. Of course, there have been some newly invented names that have become semi-common as well as modernizations of old names. Pandimo itself is a very old name. Certain personal names have become representative only of specific clans or families and may be unusual in the wider world even if they are very common within that clan. The vast majority of male personal names end in with –o or –io, while most female personal names end with –i or –ia.&lt;br /&gt;
&lt;br /&gt;
	In modern grammar, there is only one instance where the form of a personal name is changed; the dative case. Even then, the change is made only to signify the addressee of formal correspondences. In the case of a male with the –o or –io ending, an ‘s’ is added. In the case of a female with the –i or –ia ending, the ending is dropped and an ‘es’ is appended to the end. Other endings remain unchanged.&lt;br /&gt;
&lt;br /&gt;
	Example: &#039;&#039;Pandimo&#039;&#039; becomes &#039;&#039;Pandimos&#039;&#039; and &#039;&#039;Theria&#039;&#039; becomes &#039;&#039;Theres&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Arqi Personal Names (male)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pandimo, &lt;br /&gt;
Torigo, &lt;br /&gt;
Nesto, &lt;br /&gt;
Velicho, &lt;br /&gt;
Sandimo, &lt;br /&gt;
Quanio, &lt;br /&gt;
Grino, &lt;br /&gt;
Thorimo, &lt;br /&gt;
Odaezio, &lt;br /&gt;
Nolo, &lt;br /&gt;
Sebasto, &lt;br /&gt;
Othemo, &lt;br /&gt;
Trego, &lt;br /&gt;
Telco, &lt;br /&gt;
Inigo, &lt;br /&gt;
Antaro, &lt;br /&gt;
Matino, &lt;br /&gt;
Trubirio, &lt;br /&gt;
Ponzo, &lt;br /&gt;
Selsibrio, &lt;br /&gt;
Andoluro, &lt;br /&gt;
Subico, &lt;br /&gt;
Andiarco, &lt;br /&gt;
Endiarco, &lt;br /&gt;
Castio, &lt;br /&gt;
Endrino, &lt;br /&gt;
Antonigo, &lt;br /&gt;
Vebrezio, &lt;br /&gt;
Testino &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Common Arqi Personal Names (female)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Velia, &lt;br /&gt;
Iasti, &lt;br /&gt;
Ozati, &lt;br /&gt;
Opthia, &lt;br /&gt;
Consestia, &lt;br /&gt;
Theria, &lt;br /&gt;
Syferri, &lt;br /&gt;
Ioni, &lt;br /&gt;
Xesca, &lt;br /&gt;
Zylen, &lt;br /&gt;
Synal, &lt;br /&gt;
Cantularia, &lt;br /&gt;
Popiri, &lt;br /&gt;
Espar, &lt;br /&gt;
Pactra, &lt;br /&gt;
Ceperali, &lt;br /&gt;
Andoluria, &lt;br /&gt;
Jerani, &lt;br /&gt;
Hozari&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Family Names ===&lt;br /&gt;
&lt;br /&gt;
	Continuing with the original example, Faridat is the family name, which comes from the father’s side. Originally, Arqi family names were more regular, but over the years, many thousands more have been established with varying origins. Most commonly, the names indicate a profession or a place of birth, although a fair amount also incorporate honorifics, virtues, or the personal name of a famous ancestor. Many family names have been derived from foreign words over the centuries as different cultures were assimilated into the Empire. When a last name is derived from a personal name, honor name, or location, it is always masculinized. It is common to masculinize the forms of other types of family name as well. In this case, Faridat retains its original form from the Prana word it is descended from. It means “river-crosser” (ferryman). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Arqi Family Names&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sestomis, &lt;br /&gt;
Etchomis, &lt;br /&gt;
Carranzul, &lt;br /&gt;
Cotozo, &lt;br /&gt;
Pontofarus, &lt;br /&gt;
Borovedis, &lt;br /&gt;
Consestus, &lt;br /&gt;
Clesto, &lt;br /&gt;
Madrugal, &lt;br /&gt;
Amprugo, &lt;br /&gt;
Vanarquan, &lt;br /&gt;
Sotor, &lt;br /&gt;
Orpaz, &lt;br /&gt;
Barrico, &lt;br /&gt;
Pelenado, &lt;br /&gt;
Cortulorico, &lt;br /&gt;
Ambarazino, &lt;br /&gt;
Marrioten, &lt;br /&gt;
Sorozino, &lt;br /&gt;
Marzuti, &lt;br /&gt;
Cocclimo, &lt;br /&gt;
Artigo, &lt;br /&gt;
Galbo, &lt;br /&gt;
Poldora, &lt;br /&gt;
Tapina&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Clade Names ===&lt;br /&gt;
&lt;br /&gt;
	Corivali is the Clade Name and signifies membership to a much, much larger and more disparate social group. These are ancient names, signifying the ancestral family from which multiple modern families have since sprung. The “super-families” have their roots back in Lenjic times and the earliest days of the Empire where the large social groups were far more cohesive and the source of considerable political and economic power. In all but the most lethargic or corrupt clades, the central family (from which all the descendants have sprung) archives the great deeds of their members, past and present.&lt;br /&gt;
&lt;br /&gt;
	Centuries ago, clades were concentrated around specific locations, primarily the greatest cities on Arqualan. Today, however, they are far more scattered and few have any discernible “territory”. Over the ages, new clades evolved from various sources, especially the descendants of powerful individuals like certain Emperors and conquerors. Others arose from groups who followed an unusual religion or philosophical school, and circles of the elite, such as oracles and physicians. &lt;br /&gt;
&lt;br /&gt;
	Today, most Arqi citizens still profess membership in a clade, although the strength of this union diminishes the farther one moves away from Arqualan. In some isolated spots of the empire, many people have abandoned or forgotten the Clades their families once belonged to. Occasionally, an individual or an entire family may be “evicted” from a Clade because of some great disgrace or nefarious deed. Similarly, certain families and individuals may view their clades as degenerate or otherwise undesirable and abandon their membership entirely.&lt;br /&gt;
 &lt;br /&gt;
	Previously, it was tradition for husbands and wives to maintain their pre-marriage Clade names (if distinct), and while this is still the case in more traditional circles,  many people change their Clade affiliation upon marriage. Generally, the married couple decides the issue jointly, although the clade in question is under no obligation to allow new members. A few rare instances exist where a family has membership in two (or more) clades, but this situation is exceedingly rare and most clades do not allow dual membership. The form of a Clade name is always feminine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common Arqi Clade Names&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Brewi (Brui in trad. spelling), &lt;br /&gt;
Havari, &lt;br /&gt;
Corivali, &lt;br /&gt;
Fiovaria, &lt;br /&gt;
Ambieria, &lt;br /&gt;
Thorovia, &lt;br /&gt;
Arquezi, &lt;br /&gt;
Sequinia, &lt;br /&gt;
Varedi&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Honor Names ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	Aventin is the “honor name”, a special name bestowed upon an individual for some distinction, be it for heroism in combat, great scholarly achivements, religious accomplishment, acts of great kindness, and so forth. Honor names are never given lightly and may rightfully be given only by the heads of a Clade, a high civil, military, or religious authority, and most prized, by the Illuminarch himself. It takes a great amount of accomplishment to earn an honor name and most people never receive one or even know anyone personally who has one. In some walks of life, however, honor names are more common, like in the Sea Knight orders and the Conclave of the Tylofoston Church. Honor names are gender neutral and typically end in –in. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Arqi Honor Names&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aventin, &lt;br /&gt;
Ectin, &lt;br /&gt;
Vanlin, &lt;br /&gt;
Olovarin, &lt;br /&gt;
Clestin, &lt;br /&gt;
Corin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pronunciation ===&lt;br /&gt;
&lt;br /&gt;
In translating from Arqi into the Latin alphabet, the following conventions are used:&lt;br /&gt;
&lt;br /&gt;
“C” is always hard, pronounced as /k/, never as /s/&lt;br /&gt;
&lt;br /&gt;
“Ch” is an aspirated /k/.&lt;br /&gt;
&lt;br /&gt;
“X” can be either /ks/ or /ch/, but never /z/. The /ks/ phoneme usually appears at the ends of words, while the /ch/ usually appears at the beginning. Consider the female name Xesca (pronounced “Cheska”) versus Hecto Bellorix (Bell-o-ricks), which means Fortress of Agony.&lt;br /&gt;
&lt;br /&gt;
“A” is pronounced both like the “a” in “amp” and “saw”&lt;br /&gt;
&lt;br /&gt;
“Ae” is pronounced like the long “a” sound in “Ace”, but is comparatively rare and found mostly in words of foreign origin.&lt;br /&gt;
&lt;br /&gt;
“E” is almost always pronounced as in “exit”&lt;br /&gt;
&lt;br /&gt;
“I” is usually pronounced as in “bee”, but sometimes as in “if” when marked with a circumflex&lt;br /&gt;
“O” is pronounced as in “both”&lt;br /&gt;
&lt;br /&gt;
“Oa” is pronounced as “way”, but is comparatively rare and found mostly in words of foreign origin.&lt;br /&gt;
&lt;br /&gt;
“U” is primarily pronounced as in “super”, but sometimes as in “umpire”&lt;br /&gt;
 &lt;br /&gt;
“Y” is never pronounced like “yester” but rather as a long “I” sound.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Gazetteer&amp;diff=10888</id>
		<title>EternalEmpire:Gazetteer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Gazetteer&amp;diff=10888"/>
		<updated>2005-07-22T00:38:59Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* Coñeldo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arqualan and the Commonwealth ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=== Ambieda ===&lt;br /&gt;
&lt;br /&gt;
	Ambieda is a city on the western coast of Arqualan and third largest with a population of two million people. In addition to being one of the original five city-states that formed the early Arqi confederation, Ambieda has the distinction of being the accepted location of the Prime Meridian. Residents are predominantly ethnic Arqi and racially Lenjic and Crudag, but there is a significant Slees and Dandrit population as well. Ambiedi have a reputation for arrogance,  snobbery, and impiety, probably owing to their historical breaches with the other Arqi cities and their independent efforts at overseas expansion.&lt;br /&gt;
&lt;br /&gt;
	Like most of the great cities of the Eternal Empire, Ambieda’s livelihood has been tied to the seas and today it remains one of the world’s largest harbors. Located amid hundreds of miles of sun-drenched beaches, the city is thought to be one of the most beautiful and pleasant in the world and many of Arqualan’s elite own retreat cottages here. The city is also known for its ancient, open-air amphitheaters, the University of Ambieda and its famous Observatory, and especially for the mausoleum of Ectin the Great.&lt;br /&gt;
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=== Amporlis === &lt;br /&gt;
&lt;br /&gt;
The northernmost Arqi city and capital of the province of Seguemeda, Amporlis is a largish metropole with a population of 340,000. The city is located approximately 45 miles from the coast on the southern banks of the Forsto River, which is still navigable to ocean-going vessels at this point. Amporlis thrives on trade both up and down the river and harbors a considerable commercial shipping fleet, which transports valuable minerals extracted from the Bambilo Mountains (particularly titanium and hafnium, the latter of which is used in nuclear batteries employed extensively by the Arqi Navy) to market, and delivers tools, engines, and other finished products to the interior of the province. The city is separated from hostile Osham only by the breadth of the river and the fifty-mile wide demilitarized zone imposed by Arqualan at the conclusion of the Trans-Hemispheric War, and so the city and its hinterland is heavily fortified, while a motorized rifle division and a river flotilla are headquartered nearby. &lt;br /&gt;
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=== Anota === &lt;br /&gt;
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Anota is an important harbor and provincial capital of Dantrina. An ancient city that predates Arqualan and even Dandreen itself, Anota has been inhabited for at least 3,000 years, its walls broken and citizens destroyed many times through conquest and the terrible earthquakes that plague the region. Situated by the Sea of Holinos on Provendo’s northern coast, the city has long been involved in fishing and commerce, so its economy naturally favors maritime industries while its population holds an outlook more cosmopolitan than most. For centuries, the politics of the region were dominated by Anota’s huge ship-building and trade cartels, which used their wealth and influence to install their picked Monitari, who would then grant them subsidies and expand their monopoly privileges. Since his ascension to power, the Illuminarch has devoted considerable energy to break the back of these cartels, but while diminished, their power still lingers in the city. &lt;br /&gt;
&lt;br /&gt;
Anota is also the birthplace of Jento Tylofost, the cleric and theologian, holy transmitter of Tylofostonism.&lt;br /&gt;
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=== Amblend ===  &lt;br /&gt;
&lt;br /&gt;
Amblend is a landlocked, lightly populated pastoral country of vast, rolling meadows in the southern shadow of the Ponostîria Mountains of south-western Otovan. It exists as an autonomous protectorate of Arqualan under the terms of the Honzat Compact of 1399. The capital of Amblend is Teppu.&lt;br /&gt;
&lt;br /&gt;
Amblenders speak an isolated dialect of Vengar, interspersed with vocabulary and grammar borrowed from Selibee speakers in nearby Lostram. The population is mostly Crudag, descended from the black-haired, blue-eyed northern Vegua tribes and they are known for their excellent dromsmen. Their economy is still mostly tied to subsistence farming and the more-profitable, but still poorly developed herding industry. The importance of Amblend is in checking Lostramese expansion south of the Arcosilen River.&lt;br /&gt;
&lt;br /&gt;
=== Arqualan === &lt;br /&gt;
&lt;br /&gt;
	Arqualan is an island-continent north of Provendo and east of Otovan, bounded by the Sea of Holino to the south, the Sea of Nevanda to the west, the Sea of Cordiña to the north, and the Allorino Ocean to the east. The entire continent, plus the outlying islands of Ato Palustra and Melbria compose the province of Arqualan, which is the center of political power in the empire, as well as one of the wealthiest and heavily populated, with 17 million people.&lt;br /&gt;
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=== Arquesel === &lt;br /&gt;
 &lt;br /&gt;
	Arquesel is the capital city of the Arqi Commonwealth with a population of 754,000. It was founded expressly for that purpose by the Illuminarch Ionomîs in 1134, although the site was commonly used as a country abode for the old Emperors for centuries. Situated at the branching of the North and South Elgin Rivers in the interior of Arqualan, the city is surrounded by grassy fields and large, privately managed forests used in the production of lumber, paper, and certain medicines. A variety of economic activities occur in Arquesel, but the most lucrative industries thrive on serving the needs of administrative, diplomatic, military, and religious officials that throng the area. Huge, ornately decorated and expensively furnished buildings comprise the interior of the city, while less ostentatious residential and commercial buildings ring the perimeter. The city is home to many famous buildings, including the Imperial Residence, the Cathedral of Tylofost Transcendant, and the Fortress-Monastery of the Order of the Dragon Temple. &lt;br /&gt;
&lt;br /&gt;
=== Brintin === &lt;br /&gt;
 &lt;br /&gt;
	Brintin is the provincial capital of Zelstadden, situated near the terminus of the Lensilen River. With a population of about 74,000 it is not a large city, but it dominates the thinly-settled countryside nonetheless. Forestry and fruit harvesting (particularly sulipon) are the primary economic activities of the city and its vicinity, although some light manufacturing also takes place. The nearby bogs are also the source of the much-valued agogy flower, and the city hosts a month-long festival in late spring to celebrate the blooming of the fragrant, multi-hued plant.&lt;br /&gt;
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=== Caposa === &lt;br /&gt;
&lt;br /&gt;
	Founded by the empire of Dandreen as Kapozha, a colony and harbor on the southern coast of Arqualan, the destiny of Caposa and the Eternal Empire have been closely intertwined since the beginning. An important metropole before the Arqi even called themselves thus, Caposa became the principal city of the new nation after the collapse of the Dandrit and host to a thousand history-shifting dramas of war, love, politics, and religion. Caposa is the second most populated city on Arqualan and in the Commonwealth, number 2.8 million souls.&lt;br /&gt;
&lt;br /&gt;
	Limited by the Sea of Holinos to the south and fenced in by the swamps and jungle of the northwest, the crowded, stifling city has expanded into the bay on vast platforms supported on columns of shining white rock and gates of blue steel. Its harbor bustles with large steam freighters, pleasure yachts, and ancestral fishing boats and its congested markets and tower-plazas resound with the babble of haggling, laughter, and scandal in a score of languages. Truly cosmopolitan, the city is raucous, crime-ridden, and poverty-stricken; side-by-side with the refined displays of old power and the optimism of new wealth. While the fringes of the city are a tumble of foreign shanties and modern, cost-conscious architecture, the Old City still stands as a symbol of the indomitable glory of Arqualan and a link to antiquity, with forums, monuments, and private townhouses over 1,500 years old. Looming over the center of the Old City are the Optolecton, the domed, white-marble meeting place of those august representatives of the Commonwealth; and the truly daunting ribbed spires of the Temple of Zylen Protective.&lt;br /&gt;
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=== Cappodan === &lt;br /&gt;
&lt;br /&gt;
	Cappodan is a province on the southeastern coast of Otovan, bordering the Sea of Nevanda to the east, the Corrasilen River and Siobia to the north, the Ensistîria Mountains to the northeast, and the Vengua River and Venguatol to the southwest. The capital city is Stento on the Nevanda coast, while the larger cultural center of Halustrad, “City of Music” straddles the Vengua River. The province is well developed in terms of industry and transportation infrastructure and comparatively high per-capita income.&lt;br /&gt;
&lt;br /&gt;
	Modern-day Cappodan comprises territory annexed by Arqualan in the 4th and 5th centuries, once populated by distinct ethnic groups that were variously aligned with and opposed to Arqi expansion. Ectin the Great consolidated the territory into a single military province in his early campaigns against the Vengua. During the reign of Quanio the Humble, the arrangement was made permanent, but by that time in the early 7th century, the native Coneli and Valgenz populations had been assimilated or displaced by settlers from Arqualan. Today, the population is predominantly Crudag and Lenjic, Arqi speakers, and Tylofosti. The population is approximately 4.5 million.&lt;br /&gt;
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=== Clestendo === &lt;br /&gt;
&lt;br /&gt;
	Clestendo is a major city in Clestrîca province, with a population of 130,000. Located on Cape Maleta, the cities piers serve hundreds of thousands of tons of freight traffic and passengers every year, especially connecting the Impelado and Salavesto isles. Clestendo is also home to a small navy of Slees fishermen, known across the civilized world for their shellfish and pearl harvests.  Also nearby the city are the cavernous airship manufactories of the Palcabel family, major producer of dirigibles both for the Arqi Navy and Sea Knights and commercial use.&lt;br /&gt;
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=== Clestrel === &lt;br /&gt;
&lt;br /&gt;
	Clestrel is the largest city and provincial capital of Stanido. Circumjacent to the Glansilen River, about 29 miles from the Isleesian Strait on the northeastern coast of Otovan, Clestrel was founded as a haven for Arqi sailors around 118 AGA. By 138, the area between Clestrel and the coast was officially annexed by the Probite of Ambieda, the city was fortified, its quays expanded, and the river dredged to allow larger draught ships to dock. For the next 300 years, Clestrel grew in size while it was used as a launching point for colonization and trade missions up the Glansilen. During this time, Arqi settlers fought sporadic engagements with Sarmonian settlers, who laid claim to the entire northeastern portion of the continent, but it was not until 451 that these tensions led to full-scale war between Sarmonath and Arqualan. At this time, Clestrel was drained financially and materially by the war effort, and its population dwindled. After Sarmonath was subdued, the city prospered once more during the long peace.&lt;br /&gt;
&lt;br /&gt;
	Today, Clestrel is one of the largest cities in the empire with a population of two million. The population has always been chiefly Crudag/Lenjic and Arqi, but significant numbers of Arqi Sireed &amp;amp; Slees, along with Sarmonian, Neprin, and Somuzan Crudag also have a presence in the city. While Clestrel maintains an experienced and sophisticated shipbuilding industry, including the support activities including steel smelting, oiling, and logging, it has transitioned into a city of business and trade. Today, Clestrel is as known for its banks and stock markets as its galleons and freighters. &lt;br /&gt;
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=== Clestrîca === &lt;br /&gt;
&lt;br /&gt;
	Clestrîca is an autonomous province in south-central Otovan, bounded in the east by the Ensistîria Mts., in the west by the Ponostîria Mts. and the Sequinia River, and in the south by the ocean. With a population of seven million, predominantly bilingual (Arqi and Clestri), ethnic Clestrîcan Crudag, the province is heavily urbanized and crisscrossed by extensive road and railroad networks. The Clestrîcan economy is highly diversified, but driven by heavy manufacturing and metallurgy, especially involved in the construction of engines, locomotives, boilers, and high strength steel. Coal mining and logging is also extremely important in the northwestern part of the province. Its chief cities are Stalanidro, the capital on the Sardoma River; Halion, the large port city and manufacturing center on the coast; Clestendo on Cape Maleta; and Frontostela, a large metropolis at the crossroads of trade routes connecting the Arqi provinces separated by the southern mountain chains.&lt;br /&gt;
&lt;br /&gt;
Clestrîca has a proud history that predates their inclusion into the Eternal Empire. The Clestrîcans had been aligned with Arqualan since the 3rd century, profiting from extensive trade and military partnerships against their hostile neighbors, the Somuzans and the warlike Vengua tribes. Allied with Ectin the Great, they profited from his conquests both through the subjection of many enemies as well as expanding their own lands. The rapid Arqi territorial expansion and overawing military power soon showed the Clestrîcans to be the junior partner in the relationship, however, and they became a client state with little say in their own foreign affairs. In the mid-11th century, the last Clestrîcan King saw the writing on the wall and, lacking heirs, bequeathed the kingdom to Arqualan. Arqi administration was enlightened, so the incorporation was painless, and Clestrîca was allowed considerable freedom in domestic affairs. As a result, the province remains a peaceful and valuable component of the Commonwealth. &lt;br /&gt;
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=== Coñeldo === &lt;br /&gt;
&lt;br /&gt;
	Coñeldo is a province in the interior of Otovan, bounded by the Glostîria Mts. and the Prana River in the northeast, the Coñeld mountains in the west, surrounded by the provinces of Pranatol, Clestrîca, and Zeliat. The population of two million is widely scattered across its broad meadows and thickly forested hillsides, with the only significant urban area being the capital city, Vecastrad, in the northwest of the province near the mouth of the Prana River. In the northern and eastern portions of the province, where the soils are richer and the many swift, mountain-sprung rivers make up for the lack of precipitation, logging and agriculture dominate. To the west, the rain-shadow of the mountains is more severe and the climate becomes more arid, although these thinly forested western uplands are ideal for ranching.&lt;br /&gt;
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=== Cordegor === &lt;br /&gt;
&lt;br /&gt;
	A major fortified harbor in the far south of Provendo, Cordegor is the second-largest city in the province of Pizoria as well as the largest naval station on the continent. Cordegor’s population is just shy of 500,000, mostly Arqi-speaking, ethnic Metronian, Crudag. The city’s massive, bowl-shaped harbor was largely constructed by the efforts of the Arqi Navy in the 10th century to build and house a fleet for the defense of southern Provendo, particularly to oppose the Balsasian corsair-kings that plundered the region for centuries. Even after these brigands were completely suppressed, Cordegor remained the largest contributor of warships to the Navy well into the 13th century. In the 1420s, a modernization project was undertaken in response an upsurge in piracy (actually Glarax and Lostramese privateers). Dockyards were expanded and the strength of the outlying fortifications and mine channels was vastly enhanced, including the construction of Hecto Adraton (Unyielding Fortress), the famous “island-ship” with its yard-thick ramparts and 25-gun battery. While Cordegor remains a vital part of the Arqi naval infrastructure, it has blossomed into a busy commercial port as well, connecting southern Provendo with the rest of the civilized world and the mysteries of the savage Hither Islands of Anducydo to the far south.&lt;br /&gt;
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== Geographic Features ==&lt;br /&gt;
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=== Allorino Ocean === &lt;br /&gt;
 &lt;br /&gt;
A vast ocean east of Arqualan and Provendo, stretching from pole to pole and halfway around the planet until reaching the Isles of Zactato. Little shipping is carried out deep in the Allorino, as there are few destinations and the enormous hurricanes that rampage here are a terrible hazard.&lt;br /&gt;
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=== Arcosilen River ===  &lt;br /&gt;
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A broad river in the south-west of Otovan that runs from its source in the Ponostîria Mts. to the Sea of Prostendi, bisecting the rugged coastal mountains of the Pardash Range in the process. It marks one of the major boundaries between Lostram and Arqualan.&lt;br /&gt;
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=== Arosilen River === &lt;br /&gt;
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	The Arosilen (lit. West River) is the westernmost of the Trisilena (three-rivers) of Loswath. Originating in the Hesperi Mountains, the Arosilen runs westward along the Red Ridges, forming a natural boundary between Zestra and the Arqi province of Loswath, before turning southeast where it forms the provincial boundaries of Loswath and Sañulado. &lt;br /&gt;
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=== Bambilo Mountains === &lt;br /&gt;
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	The Bambilo Mountains of northern Otovan form part of the border between Hangritic Osham and the Arqi provinces of Seguemeda and Loswath. The northern spur runs for about 250 miles, while the southern spur runs close to 400 miles. Its tallest peak is Mt. Pergal in the northern spur at 1,136 ft. Besides strategic considerations, the craggy, thinly forested mountains are the source of many important minerals, including titanium, zirconium, hafnium, and copper, so the mountains are home to extensive mining projects.&lt;br /&gt;
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=== Blucca Marshes === &lt;br /&gt;
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	The Blucca Marshes extend for about 3,350 square miles, bordered by western banks of the Hilîff River and the shores of Lake Cadîvanser in southern Zacta Ponensus. The perpetually saturated soil is of little use for the farming that usually characterizes this province, but the seasonal flooding of the Hilîff makes the area suitable for cultivating rice paddies. Even so, the region is considered to be more of a hindrance, as it obstructs easy overland travel between the northern part of the province and the mining and Thuderite factory cities in the Ponostîria mountains. The main highway that penetrates the marshes is surrounded by dikes and raised on a high causeway, and requires frequent maintenance to keep it open. &lt;br /&gt;
&lt;br /&gt;
	In 1016, the Blucca Marshes was the site of a disastrous confrontation between armies when a host from Somuza crossed the Ponostîria Mts. and invaded Zacta Ponensus. Arqi troops hastily crossed the Hilîff, but their heavy baggage train was mired in the marshes, delaying their advance. As a result, the Somuzans trapped the Arqi and inflicted over 90% casualties on them. Fortunately for Arqualan, the Somuzans losses were high enough to stall their advance, and reinforcements from Zeliat and allied Clestrîca, led by the heroic general Subico Galbo Brewi, invaded Somuza, drawing the invaders back across the mountains where they were destroyed in short order.&lt;br /&gt;
 &lt;br /&gt;
=== Cadîvanser, Lake === &lt;br /&gt;
&lt;br /&gt;
	A major lake in west-central Otovan in the province of Zacta Ponensus, between the Glostîria and Ponostîria mountains. Three rivers, the Zamprondo, the Larn, and the Oster fill the lake while the Hilîff flows out. While the deepest part of the lake reaches 200 ft, the western and southern ends are much more shallow and often choked with sandbars and debris, limiting the navigation of larger steamer and barges. Lake Cadîvanser forms the westernmost point of the Acroda Sulotol, a great canal system that stretches from the lake to the Gulf of Portagora.&lt;br /&gt;
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=== Calanîrno === &lt;br /&gt;
&lt;br /&gt;
	A peak in the Senîzido Mountains, named “Ironhead” for the broken, reddish-tinted boulders strewn about its tumbled approaches, Calanîrno’s historical significance is in its broad, winding pass. As the Senîzido Mountains were the de facto boundary between Arqi Stanido and hostile Sarmonath, the Calanîrno Pass was strategically vital, since without it, an invading army would have to travel many hundreds of miles to find an accessible route into this fenced land. In 452 AGA, the pass was the site of an enormous battle that led to the destruction of a Sarmonian army attempting to invade the Arqi lands to the east. Although Sarmonath has long been subjugated, the pass remains significant in overland transportation, and a roadway and railroad have been constructed through it.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Gazetteer&amp;diff=4276</id>
		<title>EternalEmpire:Gazetteer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Gazetteer&amp;diff=4276"/>
		<updated>2005-07-22T00:38:40Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* Cappodan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arqualan and the Commonwealth ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=== Ambieda ===&lt;br /&gt;
&lt;br /&gt;
	Ambieda is a city on the western coast of Arqualan and third largest with a population of two million people. In addition to being one of the original five city-states that formed the early Arqi confederation, Ambieda has the distinction of being the accepted location of the Prime Meridian. Residents are predominantly ethnic Arqi and racially Lenjic and Crudag, but there is a significant Slees and Dandrit population as well. Ambiedi have a reputation for arrogance,  snobbery, and impiety, probably owing to their historical breaches with the other Arqi cities and their independent efforts at overseas expansion.&lt;br /&gt;
&lt;br /&gt;
	Like most of the great cities of the Eternal Empire, Ambieda’s livelihood has been tied to the seas and today it remains one of the world’s largest harbors. Located amid hundreds of miles of sun-drenched beaches, the city is thought to be one of the most beautiful and pleasant in the world and many of Arqualan’s elite own retreat cottages here. The city is also known for its ancient, open-air amphitheaters, the University of Ambieda and its famous Observatory, and especially for the mausoleum of Ectin the Great.&lt;br /&gt;
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=== Amporlis === &lt;br /&gt;
&lt;br /&gt;
The northernmost Arqi city and capital of the province of Seguemeda, Amporlis is a largish metropole with a population of 340,000. The city is located approximately 45 miles from the coast on the southern banks of the Forsto River, which is still navigable to ocean-going vessels at this point. Amporlis thrives on trade both up and down the river and harbors a considerable commercial shipping fleet, which transports valuable minerals extracted from the Bambilo Mountains (particularly titanium and hafnium, the latter of which is used in nuclear batteries employed extensively by the Arqi Navy) to market, and delivers tools, engines, and other finished products to the interior of the province. The city is separated from hostile Osham only by the breadth of the river and the fifty-mile wide demilitarized zone imposed by Arqualan at the conclusion of the Trans-Hemispheric War, and so the city and its hinterland is heavily fortified, while a motorized rifle division and a river flotilla are headquartered nearby. &lt;br /&gt;
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=== Anota === &lt;br /&gt;
&lt;br /&gt;
Anota is an important harbor and provincial capital of Dantrina. An ancient city that predates Arqualan and even Dandreen itself, Anota has been inhabited for at least 3,000 years, its walls broken and citizens destroyed many times through conquest and the terrible earthquakes that plague the region. Situated by the Sea of Holinos on Provendo’s northern coast, the city has long been involved in fishing and commerce, so its economy naturally favors maritime industries while its population holds an outlook more cosmopolitan than most. For centuries, the politics of the region were dominated by Anota’s huge ship-building and trade cartels, which used their wealth and influence to install their picked Monitari, who would then grant them subsidies and expand their monopoly privileges. Since his ascension to power, the Illuminarch has devoted considerable energy to break the back of these cartels, but while diminished, their power still lingers in the city. &lt;br /&gt;
&lt;br /&gt;
Anota is also the birthplace of Jento Tylofost, the cleric and theologian, holy transmitter of Tylofostonism.&lt;br /&gt;
&lt;br /&gt;
=== Amblend ===  &lt;br /&gt;
&lt;br /&gt;
Amblend is a landlocked, lightly populated pastoral country of vast, rolling meadows in the southern shadow of the Ponostîria Mountains of south-western Otovan. It exists as an autonomous protectorate of Arqualan under the terms of the Honzat Compact of 1399. The capital of Amblend is Teppu.&lt;br /&gt;
&lt;br /&gt;
Amblenders speak an isolated dialect of Vengar, interspersed with vocabulary and grammar borrowed from Selibee speakers in nearby Lostram. The population is mostly Crudag, descended from the black-haired, blue-eyed northern Vegua tribes and they are known for their excellent dromsmen. Their economy is still mostly tied to subsistence farming and the more-profitable, but still poorly developed herding industry. The importance of Amblend is in checking Lostramese expansion south of the Arcosilen River.&lt;br /&gt;
&lt;br /&gt;
=== Arqualan === &lt;br /&gt;
&lt;br /&gt;
	Arqualan is an island-continent north of Provendo and east of Otovan, bounded by the Sea of Holino to the south, the Sea of Nevanda to the west, the Sea of Cordiña to the north, and the Allorino Ocean to the east. The entire continent, plus the outlying islands of Ato Palustra and Melbria compose the province of Arqualan, which is the center of political power in the empire, as well as one of the wealthiest and heavily populated, with 17 million people.&lt;br /&gt;
&lt;br /&gt;
=== Arquesel === &lt;br /&gt;
 &lt;br /&gt;
	Arquesel is the capital city of the Arqi Commonwealth with a population of 754,000. It was founded expressly for that purpose by the Illuminarch Ionomîs in 1134, although the site was commonly used as a country abode for the old Emperors for centuries. Situated at the branching of the North and South Elgin Rivers in the interior of Arqualan, the city is surrounded by grassy fields and large, privately managed forests used in the production of lumber, paper, and certain medicines. A variety of economic activities occur in Arquesel, but the most lucrative industries thrive on serving the needs of administrative, diplomatic, military, and religious officials that throng the area. Huge, ornately decorated and expensively furnished buildings comprise the interior of the city, while less ostentatious residential and commercial buildings ring the perimeter. The city is home to many famous buildings, including the Imperial Residence, the Cathedral of Tylofost Transcendant, and the Fortress-Monastery of the Order of the Dragon Temple. &lt;br /&gt;
&lt;br /&gt;
=== Brintin === &lt;br /&gt;
 &lt;br /&gt;
	Brintin is the provincial capital of Zelstadden, situated near the terminus of the Lensilen River. With a population of about 74,000 it is not a large city, but it dominates the thinly-settled countryside nonetheless. Forestry and fruit harvesting (particularly sulipon) are the primary economic activities of the city and its vicinity, although some light manufacturing also takes place. The nearby bogs are also the source of the much-valued agogy flower, and the city hosts a month-long festival in late spring to celebrate the blooming of the fragrant, multi-hued plant.&lt;br /&gt;
&lt;br /&gt;
=== Caposa === &lt;br /&gt;
&lt;br /&gt;
	Founded by the empire of Dandreen as Kapozha, a colony and harbor on the southern coast of Arqualan, the destiny of Caposa and the Eternal Empire have been closely intertwined since the beginning. An important metropole before the Arqi even called themselves thus, Caposa became the principal city of the new nation after the collapse of the Dandrit and host to a thousand history-shifting dramas of war, love, politics, and religion. Caposa is the second most populated city on Arqualan and in the Commonwealth, number 2.8 million souls.&lt;br /&gt;
&lt;br /&gt;
	Limited by the Sea of Holinos to the south and fenced in by the swamps and jungle of the northwest, the crowded, stifling city has expanded into the bay on vast platforms supported on columns of shining white rock and gates of blue steel. Its harbor bustles with large steam freighters, pleasure yachts, and ancestral fishing boats and its congested markets and tower-plazas resound with the babble of haggling, laughter, and scandal in a score of languages. Truly cosmopolitan, the city is raucous, crime-ridden, and poverty-stricken; side-by-side with the refined displays of old power and the optimism of new wealth. While the fringes of the city are a tumble of foreign shanties and modern, cost-conscious architecture, the Old City still stands as a symbol of the indomitable glory of Arqualan and a link to antiquity, with forums, monuments, and private townhouses over 1,500 years old. Looming over the center of the Old City are the Optolecton, the domed, white-marble meeting place of those august representatives of the Commonwealth; and the truly daunting ribbed spires of the Temple of Zylen Protective.&lt;br /&gt;
&lt;br /&gt;
=== Cappodan === &lt;br /&gt;
&lt;br /&gt;
	Cappodan is a province on the southeastern coast of Otovan, bordering the Sea of Nevanda to the east, the Corrasilen River and Siobia to the north, the Ensistîria Mountains to the northeast, and the Vengua River and Venguatol to the southwest. The capital city is Stento on the Nevanda coast, while the larger cultural center of Halustrad, “City of Music” straddles the Vengua River. The province is well developed in terms of industry and transportation infrastructure and comparatively high per-capita income.&lt;br /&gt;
&lt;br /&gt;
	Modern-day Cappodan comprises territory annexed by Arqualan in the 4th and 5th centuries, once populated by distinct ethnic groups that were variously aligned with and opposed to Arqi expansion. Ectin the Great consolidated the territory into a single military province in his early campaigns against the Vengua. During the reign of Quanio the Humble, the arrangement was made permanent, but by that time in the early 7th century, the native Coneli and Valgenz populations had been assimilated or displaced by settlers from Arqualan. Today, the population is predominantly Crudag and Lenjic, Arqi speakers, and Tylofosti. The population is approximately 4.5 million.&lt;br /&gt;
&lt;br /&gt;
=== Clestendo === &lt;br /&gt;
&lt;br /&gt;
	Clestendo is a major city in Clestrîca province, with a population of 130,000. Located on Cape Maleta, the cities piers serve hundreds of thousands of tons of freight traffic and passengers every year, especially connecting the Impelado and Salavesto isles. Clestendo is also home to a small navy of Slees fishermen, known across the civilized world for their shellfish and pearl harvests.  Also nearby the city are the cavernous airship manufactories of the Palcabel family, major producer of dirigibles both for the Arqi Navy and Sea Knights and commercial use.&lt;br /&gt;
&lt;br /&gt;
=== Clestrel === &lt;br /&gt;
&lt;br /&gt;
	Clestrel is the largest city and provincial capital of Stanido. Circumjacent to the Glansilen River, about 29 miles from the Isleesian Strait on the northeastern coast of Otovan, Clestrel was founded as a haven for Arqi sailors around 118 AGA. By 138, the area between Clestrel and the coast was officially annexed by the Probite of Ambieda, the city was fortified, its quays expanded, and the river dredged to allow larger draught ships to dock. For the next 300 years, Clestrel grew in size while it was used as a launching point for colonization and trade missions up the Glansilen. During this time, Arqi settlers fought sporadic engagements with Sarmonian settlers, who laid claim to the entire northeastern portion of the continent, but it was not until 451 that these tensions led to full-scale war between Sarmonath and Arqualan. At this time, Clestrel was drained financially and materially by the war effort, and its population dwindled. After Sarmonath was subdued, the city prospered once more during the long peace.&lt;br /&gt;
&lt;br /&gt;
	Today, Clestrel is one of the largest cities in the empire with a population of two million. The population has always been chiefly Crudag/Lenjic and Arqi, but significant numbers of Arqi Sireed &amp;amp; Slees, along with Sarmonian, Neprin, and Somuzan Crudag also have a presence in the city. While Clestrel maintains an experienced and sophisticated shipbuilding industry, including the support activities including steel smelting, oiling, and logging, it has transitioned into a city of business and trade. Today, Clestrel is as known for its banks and stock markets as its galleons and freighters. &lt;br /&gt;
&lt;br /&gt;
=== Clestrîca === &lt;br /&gt;
&lt;br /&gt;
	Clestrîca is an autonomous province in south-central Otovan, bounded in the east by the Ensistîria Mts., in the west by the Ponostîria Mts. and the Sequinia River, and in the south by the ocean. With a population of seven million, predominantly bilingual (Arqi and Clestri), ethnic Clestrîcan Crudag, the province is heavily urbanized and crisscrossed by extensive road and railroad networks. The Clestrîcan economy is highly diversified, but driven by heavy manufacturing and metallurgy, especially involved in the construction of engines, locomotives, boilers, and high strength steel. Coal mining and logging is also extremely important in the northwestern part of the province. Its chief cities are Stalanidro, the capital on the Sardoma River; Halion, the large port city and manufacturing center on the coast; Clestendo on Cape Maleta; and Frontostela, a large metropolis at the crossroads of trade routes connecting the Arqi provinces separated by the southern mountain chains.&lt;br /&gt;
&lt;br /&gt;
Clestrîca has a proud history that predates their inclusion into the Eternal Empire. The Clestrîcans had been aligned with Arqualan since the 3rd century, profiting from extensive trade and military partnerships against their hostile neighbors, the Somuzans and the warlike Vengua tribes. Allied with Ectin the Great, they profited from his conquests both through the subjection of many enemies as well as expanding their own lands. The rapid Arqi territorial expansion and overawing military power soon showed the Clestrîcans to be the junior partner in the relationship, however, and they became a client state with little say in their own foreign affairs. In the mid-11th century, the last Clestrîcan King saw the writing on the wall and, lacking heirs, bequeathed the kingdom to Arqualan. Arqi administration was enlightened, so the incorporation was painless, and Clestrîca was allowed considerable freedom in domestic affairs. As a result, the province remains a peaceful and valuable component of the Commonwealth. &lt;br /&gt;
&lt;br /&gt;
=== Coñeldo === &lt;br /&gt;
&lt;br /&gt;
	Coñeldo is a province in the interior of Otovan, bounded by the Glostîria Mts. and the Prana River in the northeast, the Coñeld mountains in the west, surrounded by the provinces of Pranatol, Clestrîca, and Zeliat. The population of two million is widely scattered across its broad meadows and thickly forested hillsides, with the only significant urban area being the capital city, Halustrad, in the northwest of the province near the mouth of the Prana River. In the northern and eastern portions of the province, where the soils are richer and the many swift, mountain-sprung rivers make up for the lack of precipitation, logging and agriculture dominate. To the west, the rain-shadow of the mountains is more severe and the climate becomes more arid, although these thinly forested western uplands are ideal for ranching.&lt;br /&gt;
&lt;br /&gt;
=== Cordegor === &lt;br /&gt;
&lt;br /&gt;
	A major fortified harbor in the far south of Provendo, Cordegor is the second-largest city in the province of Pizoria as well as the largest naval station on the continent. Cordegor’s population is just shy of 500,000, mostly Arqi-speaking, ethnic Metronian, Crudag. The city’s massive, bowl-shaped harbor was largely constructed by the efforts of the Arqi Navy in the 10th century to build and house a fleet for the defense of southern Provendo, particularly to oppose the Balsasian corsair-kings that plundered the region for centuries. Even after these brigands were completely suppressed, Cordegor remained the largest contributor of warships to the Navy well into the 13th century. In the 1420s, a modernization project was undertaken in response an upsurge in piracy (actually Glarax and Lostramese privateers). Dockyards were expanded and the strength of the outlying fortifications and mine channels was vastly enhanced, including the construction of Hecto Adraton (Unyielding Fortress), the famous “island-ship” with its yard-thick ramparts and 25-gun battery. While Cordegor remains a vital part of the Arqi naval infrastructure, it has blossomed into a busy commercial port as well, connecting southern Provendo with the rest of the civilized world and the mysteries of the savage Hither Islands of Anducydo to the far south.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Geographic Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Allorino Ocean === &lt;br /&gt;
 &lt;br /&gt;
A vast ocean east of Arqualan and Provendo, stretching from pole to pole and halfway around the planet until reaching the Isles of Zactato. Little shipping is carried out deep in the Allorino, as there are few destinations and the enormous hurricanes that rampage here are a terrible hazard.&lt;br /&gt;
&lt;br /&gt;
=== Arcosilen River ===  &lt;br /&gt;
&lt;br /&gt;
A broad river in the south-west of Otovan that runs from its source in the Ponostîria Mts. to the Sea of Prostendi, bisecting the rugged coastal mountains of the Pardash Range in the process. It marks one of the major boundaries between Lostram and Arqualan.&lt;br /&gt;
&lt;br /&gt;
=== Arosilen River === &lt;br /&gt;
&lt;br /&gt;
	The Arosilen (lit. West River) is the westernmost of the Trisilena (three-rivers) of Loswath. Originating in the Hesperi Mountains, the Arosilen runs westward along the Red Ridges, forming a natural boundary between Zestra and the Arqi province of Loswath, before turning southeast where it forms the provincial boundaries of Loswath and Sañulado. &lt;br /&gt;
&lt;br /&gt;
=== Bambilo Mountains === &lt;br /&gt;
&lt;br /&gt;
	The Bambilo Mountains of northern Otovan form part of the border between Hangritic Osham and the Arqi provinces of Seguemeda and Loswath. The northern spur runs for about 250 miles, while the southern spur runs close to 400 miles. Its tallest peak is Mt. Pergal in the northern spur at 1,136 ft. Besides strategic considerations, the craggy, thinly forested mountains are the source of many important minerals, including titanium, zirconium, hafnium, and copper, so the mountains are home to extensive mining projects.&lt;br /&gt;
&lt;br /&gt;
=== Blucca Marshes === &lt;br /&gt;
&lt;br /&gt;
	The Blucca Marshes extend for about 3,350 square miles, bordered by western banks of the Hilîff River and the shores of Lake Cadîvanser in southern Zacta Ponensus. The perpetually saturated soil is of little use for the farming that usually characterizes this province, but the seasonal flooding of the Hilîff makes the area suitable for cultivating rice paddies. Even so, the region is considered to be more of a hindrance, as it obstructs easy overland travel between the northern part of the province and the mining and Thuderite factory cities in the Ponostîria mountains. The main highway that penetrates the marshes is surrounded by dikes and raised on a high causeway, and requires frequent maintenance to keep it open. &lt;br /&gt;
&lt;br /&gt;
	In 1016, the Blucca Marshes was the site of a disastrous confrontation between armies when a host from Somuza crossed the Ponostîria Mts. and invaded Zacta Ponensus. Arqi troops hastily crossed the Hilîff, but their heavy baggage train was mired in the marshes, delaying their advance. As a result, the Somuzans trapped the Arqi and inflicted over 90% casualties on them. Fortunately for Arqualan, the Somuzans losses were high enough to stall their advance, and reinforcements from Zeliat and allied Clestrîca, led by the heroic general Subico Galbo Brewi, invaded Somuza, drawing the invaders back across the mountains where they were destroyed in short order.&lt;br /&gt;
 &lt;br /&gt;
=== Cadîvanser, Lake === &lt;br /&gt;
&lt;br /&gt;
	A major lake in west-central Otovan in the province of Zacta Ponensus, between the Glostîria and Ponostîria mountains. Three rivers, the Zamprondo, the Larn, and the Oster fill the lake while the Hilîff flows out. While the deepest part of the lake reaches 200 ft, the western and southern ends are much more shallow and often choked with sandbars and debris, limiting the navigation of larger steamer and barges. Lake Cadîvanser forms the westernmost point of the Acroda Sulotol, a great canal system that stretches from the lake to the Gulf of Portagora.&lt;br /&gt;
&lt;br /&gt;
=== Calanîrno === &lt;br /&gt;
&lt;br /&gt;
	A peak in the Senîzido Mountains, named “Ironhead” for the broken, reddish-tinted boulders strewn about its tumbled approaches, Calanîrno’s historical significance is in its broad, winding pass. As the Senîzido Mountains were the de facto boundary between Arqi Stanido and hostile Sarmonath, the Calanîrno Pass was strategically vital, since without it, an invading army would have to travel many hundreds of miles to find an accessible route into this fenced land. In 452 AGA, the pass was the site of an enormous battle that led to the destruction of a Sarmonian army attempting to invade the Arqi lands to the east. Although Sarmonath has long been subjugated, the pass remains significant in overland transportation, and a roadway and railroad have been constructed through it.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Illuminarch&amp;diff=4369</id>
		<title>User:Illuminarch</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Illuminarch&amp;diff=4369"/>
		<updated>2005-07-21T06:38:54Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: About Me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is Mike DiBaggio and role player, game master, author, and game designer of some years experience. In the past, I&#039;ve written for Eden Studios on their Con X line here and there (Sub Rosa (uncredited), Unseen Hand, and eXtinction (never published, alas!), but now I focus on my own settings, including Undertow, The Fabricated Men, and Eternal Empire. I still play some other RPGs, including Delta Green, Conspiracy X, Transhuman Space, and Conan. I still buy GURPS books when I can. Once upon a time, I used to play Blue Planet and Rifts. I&#039;m also into miniature gaming and I fancy myself a respectable painter/converter.&lt;br /&gt;
&lt;br /&gt;
Beyond the world of games, I&#039;m an anarcho-capitalist who likes to read and discuss political philosophy and economics almost as much as I do literary classics and great science fiction and fantasy. My favorite fiction authors are Heinlein, Herbert, Howard, and Tolkien. I do conlang when I can. I like firearms and military history and equipment, though I&#039;m decidedly against violence and not very keen on the military in reality. I am Catholic (though some might raise questions) and highly interested in theology and questions of morality. These things tend to color my writing.&lt;br /&gt;
&lt;br /&gt;
I was born on July 13, 1983 and I live in Pennsylvania.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4287</id>
		<title>EternalEmpire:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4287"/>
		<updated>2005-07-21T06:27:09Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Eternal Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
&lt;br /&gt;
I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest. --[[User:Illuminarch|Mike]] 20:57, 20 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&#039;&#039;&#039;Coming Soon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Races|Player Races]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Arqualan|Arqi Society &amp;amp; Politics]]&lt;br /&gt;
&lt;br /&gt;
Language &amp;amp; Naming Conventions&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Gazetteer|Gazetteer]]&lt;br /&gt;
&lt;br /&gt;
Religious Ritual and Applied Theology&lt;br /&gt;
&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
&lt;br /&gt;
Technology &amp;amp; Infrastructure&lt;br /&gt;
&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Gazetteer&amp;diff=4275</id>
		<title>EternalEmpire:Gazetteer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Gazetteer&amp;diff=4275"/>
		<updated>2005-07-21T06:26:20Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: Gazetteer of places and features, both within and without the Empire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arqualan and the Commonwealth ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ambieda ===&lt;br /&gt;
&lt;br /&gt;
	Ambieda is a city on the western coast of Arqualan and third largest with a population of two million people. In addition to being one of the original five city-states that formed the early Arqi confederation, Ambieda has the distinction of being the accepted location of the Prime Meridian. Residents are predominantly ethnic Arqi and racially Lenjic and Crudag, but there is a significant Slees and Dandrit population as well. Ambiedi have a reputation for arrogance,  snobbery, and impiety, probably owing to their historical breaches with the other Arqi cities and their independent efforts at overseas expansion.&lt;br /&gt;
&lt;br /&gt;
	Like most of the great cities of the Eternal Empire, Ambieda’s livelihood has been tied to the seas and today it remains one of the world’s largest harbors. Located amid hundreds of miles of sun-drenched beaches, the city is thought to be one of the most beautiful and pleasant in the world and many of Arqualan’s elite own retreat cottages here. The city is also known for its ancient, open-air amphitheaters, the University of Ambieda and its famous Observatory, and especially for the mausoleum of Ectin the Great.&lt;br /&gt;
&lt;br /&gt;
=== Amporlis === &lt;br /&gt;
&lt;br /&gt;
The northernmost Arqi city and capital of the province of Seguemeda, Amporlis is a largish metropole with a population of 340,000. The city is located approximately 45 miles from the coast on the southern banks of the Forsto River, which is still navigable to ocean-going vessels at this point. Amporlis thrives on trade both up and down the river and harbors a considerable commercial shipping fleet, which transports valuable minerals extracted from the Bambilo Mountains (particularly titanium and hafnium, the latter of which is used in nuclear batteries employed extensively by the Arqi Navy) to market, and delivers tools, engines, and other finished products to the interior of the province. The city is separated from hostile Osham only by the breadth of the river and the fifty-mile wide demilitarized zone imposed by Arqualan at the conclusion of the Trans-Hemispheric War, and so the city and its hinterland is heavily fortified, while a motorized rifle division and a river flotilla are headquartered nearby. &lt;br /&gt;
&lt;br /&gt;
=== Anota === &lt;br /&gt;
&lt;br /&gt;
Anota is an important harbor and provincial capital of Dantrina. An ancient city that predates Arqualan and even Dandreen itself, Anota has been inhabited for at least 3,000 years, its walls broken and citizens destroyed many times through conquest and the terrible earthquakes that plague the region. Situated by the Sea of Holinos on Provendo’s northern coast, the city has long been involved in fishing and commerce, so its economy naturally favors maritime industries while its population holds an outlook more cosmopolitan than most. For centuries, the politics of the region were dominated by Anota’s huge ship-building and trade cartels, which used their wealth and influence to install their picked Monitari, who would then grant them subsidies and expand their monopoly privileges. Since his ascension to power, the Illuminarch has devoted considerable energy to break the back of these cartels, but while diminished, their power still lingers in the city. &lt;br /&gt;
&lt;br /&gt;
Anota is also the birthplace of Jento Tylofost, the cleric and theologian, holy transmitter of Tylofostonism.&lt;br /&gt;
&lt;br /&gt;
=== Amblend ===  &lt;br /&gt;
&lt;br /&gt;
Amblend is a landlocked, lightly populated pastoral country of vast, rolling meadows in the southern shadow of the Ponostîria Mountains of south-western Otovan. It exists as an autonomous protectorate of Arqualan under the terms of the Honzat Compact of 1399. The capital of Amblend is Teppu.&lt;br /&gt;
&lt;br /&gt;
Amblenders speak an isolated dialect of Vengar, interspersed with vocabulary and grammar borrowed from Selibee speakers in nearby Lostram. The population is mostly Crudag, descended from the black-haired, blue-eyed northern Vegua tribes and they are known for their excellent dromsmen. Their economy is still mostly tied to subsistence farming and the more-profitable, but still poorly developed herding industry. The importance of Amblend is in checking Lostramese expansion south of the Arcosilen River.&lt;br /&gt;
&lt;br /&gt;
=== Arqualan === &lt;br /&gt;
&lt;br /&gt;
	Arqualan is an island-continent north of Provendo and east of Otovan, bounded by the Sea of Holino to the south, the Sea of Nevanda to the west, the Sea of Cordiña to the north, and the Allorino Ocean to the east. The entire continent, plus the outlying islands of Ato Palustra and Melbria compose the province of Arqualan, which is the center of political power in the empire, as well as one of the wealthiest and heavily populated, with 17 million people.&lt;br /&gt;
&lt;br /&gt;
=== Arquesel === &lt;br /&gt;
 &lt;br /&gt;
	Arquesel is the capital city of the Arqi Commonwealth with a population of 754,000. It was founded expressly for that purpose by the Illuminarch Ionomîs in 1134, although the site was commonly used as a country abode for the old Emperors for centuries. Situated at the branching of the North and South Elgin Rivers in the interior of Arqualan, the city is surrounded by grassy fields and large, privately managed forests used in the production of lumber, paper, and certain medicines. A variety of economic activities occur in Arquesel, but the most lucrative industries thrive on serving the needs of administrative, diplomatic, military, and religious officials that throng the area. Huge, ornately decorated and expensively furnished buildings comprise the interior of the city, while less ostentatious residential and commercial buildings ring the perimeter. The city is home to many famous buildings, including the Imperial Residence, the Cathedral of Tylofost Transcendant, and the Fortress-Monastery of the Order of the Dragon Temple. &lt;br /&gt;
&lt;br /&gt;
=== Brintin === &lt;br /&gt;
 &lt;br /&gt;
	Brintin is the provincial capital of Zelstadden, situated near the terminus of the Lensilen River. With a population of about 74,000 it is not a large city, but it dominates the thinly-settled countryside nonetheless. Forestry and fruit harvesting (particularly sulipon) are the primary economic activities of the city and its vicinity, although some light manufacturing also takes place. The nearby bogs are also the source of the much-valued agogy flower, and the city hosts a month-long festival in late spring to celebrate the blooming of the fragrant, multi-hued plant.&lt;br /&gt;
&lt;br /&gt;
=== Caposa === &lt;br /&gt;
&lt;br /&gt;
	Founded by the empire of Dandreen as Kapozha, a colony and harbor on the southern coast of Arqualan, the destiny of Caposa and the Eternal Empire have been closely intertwined since the beginning. An important metropole before the Arqi even called themselves thus, Caposa became the principal city of the new nation after the collapse of the Dandrit and host to a thousand history-shifting dramas of war, love, politics, and religion. Caposa is the second most populated city on Arqualan and in the Commonwealth, number 2.8 million souls.&lt;br /&gt;
&lt;br /&gt;
	Limited by the Sea of Holinos to the south and fenced in by the swamps and jungle of the northwest, the crowded, stifling city has expanded into the bay on vast platforms supported on columns of shining white rock and gates of blue steel. Its harbor bustles with large steam freighters, pleasure yachts, and ancestral fishing boats and its congested markets and tower-plazas resound with the babble of haggling, laughter, and scandal in a score of languages. Truly cosmopolitan, the city is raucous, crime-ridden, and poverty-stricken; side-by-side with the refined displays of old power and the optimism of new wealth. While the fringes of the city are a tumble of foreign shanties and modern, cost-conscious architecture, the Old City still stands as a symbol of the indomitable glory of Arqualan and a link to antiquity, with forums, monuments, and private townhouses over 1,500 years old. Looming over the center of the Old City are the Optolecton, the domed, white-marble meeting place of those august representatives of the Commonwealth; and the truly daunting ribbed spires of the Temple of Zylen Protective.&lt;br /&gt;
&lt;br /&gt;
=== Cappodan === &lt;br /&gt;
&lt;br /&gt;
	Cappodan is a province on the southeastern coast of Otovan, bordering the Sea of Nevanda to the east, the Corrasilen River and Siobia to the north, the Ensistîria Mountains to the northeast, and the Vengua River and Venguatol to the southwest. The capital city is Stento on the Nevanda coast, while the larger cultural center of Haulstrad, “City of Music” straddles the Vengua River. The province is well developed in terms of industry and transportation infrastructure and comparatively high per-capita income.&lt;br /&gt;
&lt;br /&gt;
	Modern-day Cappodan comprises territory annexed by Arqualan in the 4th and 5th centuries, once populated by distinct ethnic groups that were variously aligned with and opposed to Arqi expansion. Ectin the Great consolidated the territory into a single military province in his early campaigns against the Vengua. During the reign of Quanio the Humble, the arrangement was made permanent, but by that time in the early 7th century, the native Coneli and Valgenz populations had been assimilated or displaced by settlers from Arqualan. Today, the population is predominantly Crudag and Lenjic, Arqi speakers, and Tylofosti. The population is approximately 4.5 million.&lt;br /&gt;
&lt;br /&gt;
=== Clestendo === &lt;br /&gt;
&lt;br /&gt;
	Clestendo is a major city in Clestrîca province, with a population of 130,000. Located on Cape Maleta, the cities piers serve hundreds of thousands of tons of freight traffic and passengers every year, especially connecting the Impelado and Salavesto isles. Clestendo is also home to a small navy of Slees fishermen, known across the civilized world for their shellfish and pearl harvests.  Also nearby the city are the cavernous airship manufactories of the Palcabel family, major producer of dirigibles both for the Arqi Navy and Sea Knights and commercial use.&lt;br /&gt;
&lt;br /&gt;
=== Clestrel === &lt;br /&gt;
&lt;br /&gt;
	Clestrel is the largest city and provincial capital of Stanido. Circumjacent to the Glansilen River, about 29 miles from the Isleesian Strait on the northeastern coast of Otovan, Clestrel was founded as a haven for Arqi sailors around 118 AGA. By 138, the area between Clestrel and the coast was officially annexed by the Probite of Ambieda, the city was fortified, its quays expanded, and the river dredged to allow larger draught ships to dock. For the next 300 years, Clestrel grew in size while it was used as a launching point for colonization and trade missions up the Glansilen. During this time, Arqi settlers fought sporadic engagements with Sarmonian settlers, who laid claim to the entire northeastern portion of the continent, but it was not until 451 that these tensions led to full-scale war between Sarmonath and Arqualan. At this time, Clestrel was drained financially and materially by the war effort, and its population dwindled. After Sarmonath was subdued, the city prospered once more during the long peace.&lt;br /&gt;
&lt;br /&gt;
	Today, Clestrel is one of the largest cities in the empire with a population of two million. The population has always been chiefly Crudag/Lenjic and Arqi, but significant numbers of Arqi Sireed &amp;amp; Slees, along with Sarmonian, Neprin, and Somuzan Crudag also have a presence in the city. While Clestrel maintains an experienced and sophisticated shipbuilding industry, including the support activities including steel smelting, oiling, and logging, it has transitioned into a city of business and trade. Today, Clestrel is as known for its banks and stock markets as its galleons and freighters. &lt;br /&gt;
&lt;br /&gt;
=== Clestrîca === &lt;br /&gt;
&lt;br /&gt;
	Clestrîca is an autonomous province in south-central Otovan, bounded in the east by the Ensistîria Mts., in the west by the Ponostîria Mts. and the Sequinia River, and in the south by the ocean. With a population of seven million, predominantly bilingual (Arqi and Clestri), ethnic Clestrîcan Crudag, the province is heavily urbanized and crisscrossed by extensive road and railroad networks. The Clestrîcan economy is highly diversified, but driven by heavy manufacturing and metallurgy, especially involved in the construction of engines, locomotives, boilers, and high strength steel. Coal mining and logging is also extremely important in the northwestern part of the province. Its chief cities are Stalanidro, the capital on the Sardoma River; Halion, the large port city and manufacturing center on the coast; Clestendo on Cape Maleta; and Frontostela, a large metropolis at the crossroads of trade routes connecting the Arqi provinces separated by the southern mountain chains.&lt;br /&gt;
&lt;br /&gt;
Clestrîca has a proud history that predates their inclusion into the Eternal Empire. The Clestrîcans had been aligned with Arqualan since the 3rd century, profiting from extensive trade and military partnerships against their hostile neighbors, the Somuzans and the warlike Vengua tribes. Allied with Ectin the Great, they profited from his conquests both through the subjection of many enemies as well as expanding their own lands. The rapid Arqi territorial expansion and overawing military power soon showed the Clestrîcans to be the junior partner in the relationship, however, and they became a client state with little say in their own foreign affairs. In the mid-11th century, the last Clestrîcan King saw the writing on the wall and, lacking heirs, bequeathed the kingdom to Arqualan. Arqi administration was enlightened, so the incorporation was painless, and Clestrîca was allowed considerable freedom in domestic affairs. As a result, the province remains a peaceful and valuable component of the Commonwealth. &lt;br /&gt;
&lt;br /&gt;
=== Coñeldo === &lt;br /&gt;
&lt;br /&gt;
	Coñeldo is a province in the interior of Otovan, bounded by the Glostîria Mts. and the Prana River in the northeast, the Coñeld mountains in the west, surrounded by the provinces of Pranatol, Clestrîca, and Zeliat. The population of two million is widely scattered across its broad meadows and thickly forested hillsides, with the only significant urban area being the capital city, Halustrad, in the northwest of the province near the mouth of the Prana River. In the northern and eastern portions of the province, where the soils are richer and the many swift, mountain-sprung rivers make up for the lack of precipitation, logging and agriculture dominate. To the west, the rain-shadow of the mountains is more severe and the climate becomes more arid, although these thinly forested western uplands are ideal for ranching.&lt;br /&gt;
&lt;br /&gt;
=== Cordegor === &lt;br /&gt;
&lt;br /&gt;
	A major fortified harbor in the far south of Provendo, Cordegor is the second-largest city in the province of Pizoria as well as the largest naval station on the continent. Cordegor’s population is just shy of 500,000, mostly Arqi-speaking, ethnic Metronian, Crudag. The city’s massive, bowl-shaped harbor was largely constructed by the efforts of the Arqi Navy in the 10th century to build and house a fleet for the defense of southern Provendo, particularly to oppose the Balsasian corsair-kings that plundered the region for centuries. Even after these brigands were completely suppressed, Cordegor remained the largest contributor of warships to the Navy well into the 13th century. In the 1420s, a modernization project was undertaken in response an upsurge in piracy (actually Glarax and Lostramese privateers). Dockyards were expanded and the strength of the outlying fortifications and mine channels was vastly enhanced, including the construction of Hecto Adraton (Unyielding Fortress), the famous “island-ship” with its yard-thick ramparts and 25-gun battery. While Cordegor remains a vital part of the Arqi naval infrastructure, it has blossomed into a busy commercial port as well, connecting southern Provendo with the rest of the civilized world and the mysteries of the savage Hither Islands of Anducydo to the far south.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Geographic Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Allorino Ocean === &lt;br /&gt;
 &lt;br /&gt;
A vast ocean east of Arqualan and Provendo, stretching from pole to pole and halfway around the planet until reaching the Isles of Zactato. Little shipping is carried out deep in the Allorino, as there are few destinations and the enormous hurricanes that rampage here are a terrible hazard.&lt;br /&gt;
&lt;br /&gt;
=== Arcosilen River ===  &lt;br /&gt;
&lt;br /&gt;
A broad river in the south-west of Otovan that runs from its source in the Ponostîria Mts. to the Sea of Prostendi, bisecting the rugged coastal mountains of the Pardash Range in the process. It marks one of the major boundaries between Lostram and Arqualan.&lt;br /&gt;
&lt;br /&gt;
=== Arosilen River === &lt;br /&gt;
&lt;br /&gt;
	The Arosilen (lit. West River) is the westernmost of the Trisilena (three-rivers) of Loswath. Originating in the Hesperi Mountains, the Arosilen runs westward along the Red Ridges, forming a natural boundary between Zestra and the Arqi province of Loswath, before turning southeast where it forms the provincial boundaries of Loswath and Sañulado. &lt;br /&gt;
&lt;br /&gt;
=== Bambilo Mountains === &lt;br /&gt;
&lt;br /&gt;
	The Bambilo Mountains of northern Otovan form part of the border between Hangritic Osham and the Arqi provinces of Seguemeda and Loswath. The northern spur runs for about 250 miles, while the southern spur runs close to 400 miles. Its tallest peak is Mt. Pergal in the northern spur at 1,136 ft. Besides strategic considerations, the craggy, thinly forested mountains are the source of many important minerals, including titanium, zirconium, hafnium, and copper, so the mountains are home to extensive mining projects.&lt;br /&gt;
&lt;br /&gt;
=== Blucca Marshes === &lt;br /&gt;
&lt;br /&gt;
	The Blucca Marshes extend for about 3,350 square miles, bordered by western banks of the Hilîff River and the shores of Lake Cadîvanser in southern Zacta Ponensus. The perpetually saturated soil is of little use for the farming that usually characterizes this province, but the seasonal flooding of the Hilîff makes the area suitable for cultivating rice paddies. Even so, the region is considered to be more of a hindrance, as it obstructs easy overland travel between the northern part of the province and the mining and Thuderite factory cities in the Ponostîria mountains. The main highway that penetrates the marshes is surrounded by dikes and raised on a high causeway, and requires frequent maintenance to keep it open. &lt;br /&gt;
&lt;br /&gt;
	In 1016, the Blucca Marshes was the site of a disastrous confrontation between armies when a host from Somuza crossed the Ponostîria Mts. and invaded Zacta Ponensus. Arqi troops hastily crossed the Hilîff, but their heavy baggage train was mired in the marshes, delaying their advance. As a result, the Somuzans trapped the Arqi and inflicted over 90% casualties on them. Fortunately for Arqualan, the Somuzans losses were high enough to stall their advance, and reinforcements from Zeliat and allied Clestrîca, led by the heroic general Subico Galbo Brewi, invaded Somuza, drawing the invaders back across the mountains where they were destroyed in short order.&lt;br /&gt;
 &lt;br /&gt;
=== Cadîvanser, Lake === &lt;br /&gt;
&lt;br /&gt;
	A major lake in west-central Otovan in the province of Zacta Ponensus, between the Glostîria and Ponostîria mountains. Three rivers, the Zamprondo, the Larn, and the Oster fill the lake while the Hilîff flows out. While the deepest part of the lake reaches 200 ft, the western and southern ends are much more shallow and often choked with sandbars and debris, limiting the navigation of larger steamer and barges. Lake Cadîvanser forms the westernmost point of the Acroda Sulotol, a great canal system that stretches from the lake to the Gulf of Portagora.&lt;br /&gt;
&lt;br /&gt;
=== Calanîrno === &lt;br /&gt;
&lt;br /&gt;
	A peak in the Senîzido Mountains, named “Ironhead” for the broken, reddish-tinted boulders strewn about its tumbled approaches, Calanîrno’s historical significance is in its broad, winding pass. As the Senîzido Mountains were the de facto boundary between Arqi Stanido and hostile Sarmonath, the Calanîrno Pass was strategically vital, since without it, an invading army would have to travel many hundreds of miles to find an accessible route into this fenced land. In 452 AGA, the pass was the site of an enormous battle that led to the destruction of a Sarmonian army attempting to invade the Arqi lands to the east. Although Sarmonath has long been subjugated, the pass remains significant in overland transportation, and a roadway and railroad have been constructed through it.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Races&amp;diff=10887</id>
		<title>EternalEmpire:Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Races&amp;diff=10887"/>
		<updated>2005-07-21T06:06:13Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tenzido um ido Probus - Denizens of the World&#039;&#039;&#039;&lt;br /&gt;
		&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&amp;quot;I was lifted to the top of a great peak, which was the very summit of the world, so that I looked down upon all the nations and cities and camps of the world, and all the sons of Men in their myriad forms, and the Powers and Wardens of the heavens were revealed to me in their multitude.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Voice said, “These are my children and I have given them power over all creation, so that the mountains and fields, the jungles and deserts, the oceans and lakes, the fruits of the land, the beasts of the sea and sky, and all the wonders that burn in the cosmos shall yield up their secrets and their will to them.”&#039;&#039;&lt;br /&gt;
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&#039;&#039;And I replied, “God of Gods, thy glory and generosity is without reckoning! Praise and honor are your name!”&amp;quot;&#039;&#039; &lt;br /&gt;
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&#039;&#039;- 4:21 Olimaca&#039;&#039;&lt;br /&gt;
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== Races of Man ==&lt;br /&gt;
&lt;br /&gt;
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The ancient voyagers who came to Pergo were composed of many different races, created by unfathomable methods in order to handle the alien environs. Over time, some of these races died out or formed hybrids while others grew yet more distinct through natural evolution. These variant humans, or parahumans, are scattered across the globe, inhabiting even the most inhospitable and isolated areas. Some are images of physical perfection, with hypnotic grace and prodigious mental powers, others are freakish and barely human in appearance or action, bred for servitude or survival in the harshest climes, and still others demonstrate only subtle differences.&lt;br /&gt;
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=== Creel ===&lt;br /&gt;
&lt;br /&gt;
	Creel are a hardy race that once spread throughout the world following the Great Ruin, but now their populations are dwindling and they find themselves unable to compete with or adapt to encroaching civilization. &lt;br /&gt;
&lt;br /&gt;
In the Analeton, Dolominio writes that a cabal of seers, having divined that the end of the world drew nigh, begged the intercession of the goddess Mardalae, Lady of Sorrows, to spare them from the destruction and upheaval to follow. She bid them take only two individuals of their choosing, for each man two women, and for each woman, two men, and flee far into the wilderness where she would protect them. Shortly thereafter, she transformed them physically and mentally in the manner best to deal with both the hardships of war, disease, and famine, but also with the psychological burden of the loss, and these were the progenitors of the Creel race. This legend very clearly predates Analeton, and numerous variants of it have appeared in cultures throughout the South. Increasingly, however, many scholars believe that the Creel existed well before the Great Ruin, but only thrived during the ensuing period afterward. &lt;br /&gt;
&lt;br /&gt;
Today, the Creel survive primarily in the arid, resource poor regions of south and central Provendo, and in the steppes between the Stadden and the Quanaradi ranges. Other areas in Otovan formerly had large Creel populations, especially in modern-day Pranatol and Siobia, but these have either relocated or died out completely. &lt;br /&gt;
&lt;br /&gt;
Creel are characteristically tall and long-limbed, subsequently they can cover ground with impressive speed. Their skull size is comparable to most other parahuman types, although their brow ridges are more pronounced and they have deep-set eyes. Most curiously, they have a series of fleshy deposits that trail down the backs of their necks and around their abdomen which are known to be utilized in the storage of water. Additionally, recent examinations suggest that these deposits have a greater than expected role in the moderation of body temperature. Their tough, leathery skin, while differing in intensity from person to person, is not a symptom merely of dry climate and exposure to sun, but is actually denser and of different composition than normal Crudag skin tissue, making it more resistant to puncture and sunburn. Generally, Creel have dark brown or black skin, but a few distinct groups are known for lighter pigments, including a population in eastern Keom with a reddish tint.&lt;br /&gt;
&lt;br /&gt;
Creel societies in the hinterland are centered around either extended family units in very isolated areas, or more commonly, as tribal entities. Naturally, their social norms and mores, religion, and language varies according to their location, descent, and interaction with others, although no anthropologists have uncovered the existence of written language in any Creel society. Similarly, Creel show a strong tendency toward illiteracy and other obstacles to learning. In general, they use only the traditional tools that their societies have used for thousands of years (even though some of these are quite “sophisticated” in their own specialized manner), and they have demonstrated little propensity for technical advancement or willingness to adapt tools introduced by outsiders. It is suggested that these qualities might be indicative of genetic inhibitions.&lt;br /&gt;
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&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 62 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039; : 6’4”/170 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: 	Fertile: Drozh&lt;br /&gt;
 &lt;br /&gt;
Sterile: Crudag, Dandrit, Dreck, Lenje, Sireed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Cast Iron Stomach, Decreased Life Support (Water only), Filter Lungs, Subsonic Hearing, Telescopic Vision, Temperature Tolerance, Disturbing Voice (Non-Creel only), Dull, Obdurate, Unnatural Feature (Fleshy-deposits, among Non-Creel only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crudag ===&lt;br /&gt;
	Crudag are probably the most numerous of the parahuman sub-species on Pergo now just as they were before the Great Ruin. Subsequently, they are considered to be the baseline by which all the other parahuman types are judged. They are not, however, “ordinary” humans by any measure; in fact, they are closer to the ideal humans of legend and heroic myth. &lt;br /&gt;
Crudag are physically robust, with resilient immune systems and restructured metabolism designed to quickly process impurities and keep them perennially fit. These factors, in addition to improved organs, especially an improved vascular system and lungs with filtration systems, increased their natural lifespan considerably even in the absence of civilization. Crudag also have much sharper visual acuity and a considerable ability to see in the dark, as well an improved ear structure, which allows both better discernment of sound and gives them unusual grace and balance. Aside from a tendency toward being tall and a general disposition toward physical fitness, Crudag vary extensively, particularly in terms of facial bone structure, build, and skin color. &lt;br /&gt;
&lt;br /&gt;
Crudag populations are widespread, notably absent only on the Isles of Surroca far across the Allorinon Ocean and scarce only in the harsher climates, such as tundra or desert. Their societies tend to be large and complex, and they engage in city building, commerce, and political development much more so than most parahuman races. As a whole, Crudag also embrace progress in technical matters too. Beyond these generalizations, however, their numbers and are too great and their locations too varied to make more descriptions of their social, religious, intellectual, and cultural proclivities. Crudag stock was not designed for a niche or for servitude, thus they are every bit as diverse in these areas as the original Terrans, if not more so.&lt;br /&gt;
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&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 120 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 6’0”/190 lbs&lt;br /&gt;
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&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: 	Fertile: Dandrit, Dreck, Lenje, Sireed&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
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&#039;&#039;&#039;Traits&#039;&#039;&#039;: Beautiful, Alcohol Tolerance, Disease Resistant, Extended Lifespan, Filter Lungs, Imaginative, Night Vision, Parabolic Hearing, Perfect Balance, Reduced Sleep, Telescopic Vision, Very Fit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dandrit ===&lt;br /&gt;
&lt;br /&gt;
	Dandriti are a fairly numerous hybrid race, descended from Crudag and Sireed stock. They are fully capable of reproducing and have their own particular physiological characteristics as well as similarities with their purebred progenitors. &lt;br /&gt;
&lt;br /&gt;
	Dandrit descent is virtually indistinguishable from Crudag stock based on appearance alone. The main differences are that they tend to be shorter and usually have slightly larger and rounder heads, owing to the Sireed half of their genes. They also appear in a variety of facial structures and skin tones, although most Dandriti come from northern and central Provendo, and are predominantly darker skinned. Curiously, most Dandriti are unable to grow their head hair beyond 2-3” in bulk, and so they will be most distinguishable in societies where long hair is common. They have nearly identical internal organs to Crudag, although they lack a functioning filter-membrane on their lungs and generally have less efficient kidneys and liver, making them more vulnerable to toxins than the Crudag. Likewise, they lack the fine control of their facial muscles for ear movement that the Crudag have. Dandriti do, however, share both parent races’ enhanced immune system. Although fully capable of processing complex and abstract thoughts, they lack the intuitive mathematical ability of the Sireed as well as the celerity of their neural pathways. One Sireed trait that did pass on well was their superior sleep cycle; as a result, Dandriti need about 15% less sleep than Crudag and their dreams are more vivid and fecund.&lt;br /&gt;
&lt;br /&gt;
	While Dandriti exist wherever populations of Crudag and Sireed have procreated with one another, very large concentrations exist in only a few places: northern Provendo, historical home of the old ‘Dandrit Empire’; Lostram; and Keom. Dandrit civilizations also tend toward large populations and political, economic, and technical complexity. In many societies, Dandriti are considered more gregarious and prone to risk taking than average, although how true this is for the race as a whole remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 85 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’8”/180 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Crudag, Dreck, Lenje, Sireed&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
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&#039;&#039;&#039;Traits&#039;&#039;&#039;: Attractive, Alcohol Tolerance, Composed, Disease Resistant, Extra Fatigue, Fit, Perfect Balance, Pheromone Control, Reduced Sleep, Telescopic Vision, Proud&lt;br /&gt;
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=== Dreck ===&lt;br /&gt;
&lt;br /&gt;
	Scholars still argue over whether or not the Dreck race is a variant parahuman at all, or simply a highly specialized branch of Crudag brought about through long isolation. Whatever the case, their divergent traits have enabled them to thrive in the inhospitable uplands of the north.&lt;br /&gt;
&lt;br /&gt;
	As the controversy over their origins suggest, Dreck are visually indistinguishable from Crudag, although they are more racially uniform, tending to have fair or pale complexions, pointed noses, shallow eye sockets, and a pronounced forehead slope. It is the appearance and functionality of some of their internal organs that lends the most support to their classification as a sub-specie. Dreck have kidneys that are about 17% larger and more efficient than in Crudags, while their bowels are host to a unique form of flora that is speculated to improve their digestive capability. Their superior water-storage and nutrient processing, as well as super-keen eyesight have made them well adapted to life in the cold and dry mountains of northern Otovan. Psychologically, there are few differences between Dreck and their close relatives and so their societies are as varied and complex, if more independent, owing to their existence in deep wilderness or inhospitable mountain ranges.&lt;br /&gt;
&lt;br /&gt;
	Dreck are found primarily in northern and central Otovan, particularly in the Hesperi, Quanaradi, and Bambilo mountains. Less numerous but still sizable populations are located in the western spur of the Stadden Mountains and the Serusilen River Basin. It is unknown just how plentiful Dreck are, but the reports of explorers and tradesman have led some to suspect that they may compose the majority of the Hangritic population.&lt;br /&gt;
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&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 120 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 6’0”/190 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Crudag, Dandrit, Lenje, Sireed&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Beautiful, Acute Vision, Alcohol Tolerance, Composed, Disease Resistant, Extended Lifespan, Extra Fatigue, Water Storage, Filter Lungs, Night Vision, Parabolic Hearing, Telescopic Vision, Very Fit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drozh ===&lt;br /&gt;
&lt;br /&gt;
	Drozh have long existed as slaves throughout the world and indeed appear to have been bred precisely for this purpose. Plentiful only in the fields and mines of the wealthy, the Drozh seem to have little capacity for independent action and other men view them with a mixture of pity and scorn.&lt;br /&gt;
&lt;br /&gt;
	Physically, the Drozh are a good deal shorter than Crudags even accounting for their noticeable stoop, but of larger girth. They have thick, heavily muscled arms and legs with dense grey skin that is resistant to punctures and burns. Combined with their muscles, their bones are denser and they have a greater number of tendons, making them fearsomely strong for their stature. As a result, they excel in hard labor such as land clearance, mining, herding, plowing, longshoreman – essentially any activity that requires an abundance of strength and stamina, but little precision. Psychologically, Drozh are unusually docile and delight in simple amusements, quite content with their mundane toils. This is no doubt a matter of design rather than happy coincidence. They seem all together disinterested in higher intellectual pursuits and they seem incapable of complex abstraction, as is appropriate for a slave species. They have the capacity to learn the languages of their masters, but their vocabulary and comprehension is limited and their locution ponderous. Their lifespan also suffers from drastic, inbuilt limitations: a remarkable 95% of all Drozh die within a year of their 35th birthday. &lt;br /&gt;
&lt;br /&gt;
	Despite this inherent inferiority, a small percentage of Drozh are more independent and clever than others, and naturally come to resent their servitude. In more barbarian realms, these ‘Wild Men’ are quickly killed, but occasionally a few escape to form their own rudimentary societies. Such was the case with the (grossly exaggerated) Wild Men tribes along the Drozh-Ghan river in ancient Siobia. Such individuals are exceptions, and the Drozh have produced no lasting civilization of their own. They are, however, immensely fecund – females have a gestation period about 15% shorter than Crudag females and typically give birth to two or three offspring at a time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 35 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’2”/170 lbs&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Creel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Extra Fatigue, Fit, Illiterate, Light Hangover, Reduced Sleep, Single Minded, Early Maturation, Chummy, Hidebound, Innumerate, Low Empathy, Self-Destruct, Subjugation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lenje ===&lt;br /&gt;
&lt;br /&gt;
	Lenje are genetically close to Crudag stock, although they have some obvious features that could confuse them for the water-breathing Slees. Almost as much at home in the sea as they are on dry land, Lenjic peoples have created some of the most successful maritime societies, including Arqualan itself.&lt;br /&gt;
&lt;br /&gt;
	In appearance, Lenje are a good deal shorter and stockier than Crudag, with nictating membranes and (if unaltered) have thin, flexible membranes that connect their toes and fingers together for aid in swimming. While obviously semi-aquatic, they cannot breathe water like Slees, although they have superior oxygen storage abilities and have collapsible lungs in the manner of marine mammals, allowing them to prolong and deepen their dives. The structure of their inner ear allows them to detect and differentiate sounds and vibrations in deep water. There is little divergence in facial structure or skin color among Lenjic populations, and they are almost universally olive colored. Their intelligence is roughly on par with Crudag, although they tend to enjoy a reputation for being shrewd and inventive thinkers.&lt;br /&gt;
	&lt;br /&gt;
Historically, Lenje have been concentrated along sea coasts and deep rivers, particularly on island continent of Arqualan and larger isles in the Sea of Holinos, including Melbria and Isleesia. Their success has driven them across the world, however, so that they can be found from plain to mountain and sea to jungle. While pureblooded Lenje are still a sizable minority on Arqualan itself, they are less well represented throughout the rest of the empire. As a result of this, and decreased reliance on diving in their daily lives, most Lenje families have taken to surgically removing their children’s webbing shortly after birth (particularly the fingers, but occasionally the toes as well). Crudag-Lenjic hybrids compose an enormous part of the Empire’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 100 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’6”/170 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Crudag, Dandrit, Dreck, Sireed&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Amphibious, Attractive, Disease Resistant, Extended Lifespan, Filter Lungs, Fit, Imaginative, Nictating Membranes, Night Vision, Oxygen Storage, Polarized Eyes, Reduced Sleep, Slow Eater, Ultra Hearing, Unnatural Feature (Webbed-Hands/Feet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sigrech ===&lt;br /&gt;
&lt;br /&gt;
	The Sigrech are, thankfully, few in number. A savage, monstrous people, their origins are shrouded in mystery and legend. Savage killers, blood drinkers, and cannibals, some attribute their existence to a curse or other deviltry.&lt;br /&gt;
&lt;br /&gt;
While most people have never seen a Sigrech, they would immediately know what they gazed upon. Sigrech have pale, mottled skin that appears to be peeling or otherwise decaying, even in an completely healthy subject. They lope more than they walk, their hunched spines supporting their massively muscled back and sinewy necks. Their faces tend to be much more angular than a Crudag and they have four pair of sharpened fangs that they wield to great effect in combat. Although fairy tales portray them as slow and stupid, those who have encountered them know that they are remarkably agile and fully capable of complex thought. In fact, during ancient War of the Blood Branch, where the armies of Dandreen hunted the Sigrech almost to extinction in the Carillon Mountains of northern Provendo, these monsters were feared as much for their sophisticated traps and ingenious weaponry as for their natural ferocity. &lt;br /&gt;
&lt;br /&gt;
These ancient Sigrech were known to have constructed buildings, used a written language and alphabet, practice metallurgy and have their own established religions. Wild Sigrech in the modern age seem far less sophisticated, although vulgar rumors still abound of Sigrech civilizations in the dark, forested mountains of the Stadden and in the Hangritic north, true home of all devils. To the extent that they are still encountered at all, however, it is primarily in small covens of about 5-10 Sigrech and their degenerate associates, secreted within large cities. Here, they orchestrate kidnappings and murders to sate their diabolical lusts, and have also been behind the poisoning of water and food supplies, assassination of officials, and subversion. The motive for these operations is matter of grave concern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 350+ years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’4”/240 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: None&lt;br /&gt;
&lt;br /&gt;
Sterile: Speculative&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Cast Iron Stomach, Deep Sleeper, Disease Resistant, Enhanced Dodge, Extra Fatigue (2 levels), Light Hangover, Resistant to Poison, Bite, Discriminatory Smell, Extended Lifespan (2 levels), Field Sense, Infravision, Penetrating Call, Perfect Balance, Regeneration (Regular), Bloodlust, Secret (Possible Death if true identity discovered), Subsonic Hearing, Chauvinistic, Chummy, Frightens Animals, Cannot Swim, Dying Race, Dominance (limited to one generation), Pallor, Semi-Upright, Unattractive, Unnatural Feature (take your pick), Unusual Biochemistry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sireed ===&lt;br /&gt;
&lt;br /&gt;
	The Sireed population is much smaller than, say, that of the Crudag or Lenje, although they are very widespread. Gifted with impressive mental abilities, the usually close-knit Sireed communities are powerful and influential component of many governments and institutions, wielding more power than their numbers would suggest.&lt;br /&gt;
&lt;br /&gt;
	Physiologically, Sireed possess sturdy, well-regulated bodies with formidable immune systems and efficient organs that speak of extensive genetic alteration in the distant past. Likewise, they possess a highly adaptive metabolism so that their overall health only suffers from extremes of hunger or over-indulgence. They are almost universally slighter and less athletic, both in appearance and reality, than Crudag and their main distinguishing feature is the slightly bulbous character of the backs of their heads and a sharp, narrow jaw line.  The most impressive part of sub-specie, however, is their prodigious mathematical abilities. Many Sireed deal with numbers and equations with an intuitive ease that humbles the academics of other races, and so Sireed scholars are renowned for their advances in pure mathematics, physics, astronomy, and architecture. For similar reasons, they have a natural affinity with music and have produced many of the greatest composers of the age. On the other hand, they are not innately more innovative than the Crudag norm. These gifts also predispose them to less desirable predilections, particularly an over-fondness for gambling.&lt;br /&gt;
&lt;br /&gt;
	While widespread, the Sireed tend to concentrate in settled areas, with especially high proportions in major urban centers. Sireed communities are closely knit and outsiders are treated politely, but kept at a distance. Traditionally, the Sireed have acted to distinguish themselves from their neighbors both culturally and genetically, both because of feelings of superiority and the strong desire to maintain their peculiar traits, which rarely manifest in hybrid offspring. Consequently, their neighbors often harbor resentment or suspicion, especially considering the disproportionate wealth and influence Sireed hold. While individuals of the race have arrived at the inner circles of power of many states, there are only a few historical examples of predominantly Sireed kingdoms from antiquity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 85 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 6’0”/170 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Crudag, Dandrit, Dreck, Lenje&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Absolute Timing, Autotrance, Composed, Disease Resistant, Eidetic Memory, Lightning Calculator, Pheromone Control, Reduced Sleep, Telescopic Vision, Recovery, Attentive, Slow Healing, Compulsive Gambling &lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
=== Slees ===&lt;br /&gt;
&lt;br /&gt;
	Slees are an unusual and rare sub-specie specially adapted for life in the oceans. Once numerous and widespread, their numbers and influence have diminished in modern age.&lt;br /&gt;
As water-breathing humanoids, Slees have a large gill structure running from their shoulders to the middle of their backs. They also have pale, bluish skin, a disproportionate face with large eyes and a small nose and mouth. Their fingers and toes are elongated with webbing more pronounced than the Lenje. A true aquaform, an active Slees are much more comfortable in the water, although they still have functional lungs to breathe air. In fact, they sleep on land. Slees can operate comfortably underwater for periods up to twelve hours and are primarily limited by temperature regulation and chemical imbalance problems caused by prolonged immersion. They universally prefer salt water, as their biochemistries are best attuned to it; they tend to bloat in freshwater. &lt;br /&gt;
&lt;br /&gt;
	While they are highly communicative and no less intelligent than other parahumans, the Slees have maintained a relatively low level of technological sophistication and only rarely form cohesive states. Although they spend more than half of their lives on land (especially coastal and river/marsh land), their settlements are typically small and their civilizations lack the capacity for large-scale construction. They are excellent fishermen, however, and are also skilled in aquaculture. Primarily they are valued as explorers and guides as well as for their excellent knowledge of drugs and other chemicals extracted from sea life. Slees prefer to breed amongst themselves, since hybrid offspring are not fully functional aquaforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 100 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’4”/140 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: None&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Crudag, Dandrit, Dreck, Lenje, Sireed, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Aquatic (-50%, can breathe air), Nictating Membranes, Oxygen Storage, Reduced Sleep, Unnatural Feature (skin color, phalanges, facial features), Ultra Hearing, Temperature Tolerance, Pressure Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wondoz ===&lt;br /&gt;
&lt;br /&gt;
	The Wondoz are among the strangest parahuman races on Pergo. A kind of arboreal human, they thrive in even the densest and inaccessible woodlands on the planet. &lt;br /&gt;
&lt;br /&gt;
Physically, Wondoz are short but sinuous, and they appear even shorter because of their hunched posture. Their faces are generally smaller and rounder than a typical Crudag, but they are otherwise similar in skull structure. Wondoz have very long arms with retractable claws useful for climbing and swinging across tree branches and thick vines. They also have prehensile feet, but these are limited primarily to hanging and grasping, as their legs lack the mobility for the efficient usage of tools. Because of their odd posture, the Wondoz are very slow on land, but are unequaled in their ability to traverse and track through forests. Their biochemistry is also attuned to survive the strong venom and poisonous attributes of some jungle flora and fauna so that they can digest many plants and animals that would kill another man. There are only minor differences between Wondoz mental traits and the Crudag norm, and they express interest in literature, music, natural and applied sciences, religion, history, and trade. &lt;br /&gt;
&lt;br /&gt;
In fact, they place great value on their social structure and there have been several sophisticated Wondoz dominated civilizations in the past. A few of them have even expanded far beyond the forests, where their considerable engineering skill helped them construct renowned urban centers that still exist today. Although Wondoz make up only about 8% of the global population, they are champions in their niche areas, particularly forestry and engineering, and their peculiar architecture is always in demand among the affluent. As in the past, they continue to live in jungles and forests, primarily in the rainforests of equatorial Otovan, the jungles of Renoga, and the alpine forests of Amblend and Clestrica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 62 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 4’10”/100 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: None&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Crudag, Dandrit, Dreck, Lenje, Sireed, Slees&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Attentive, Brachiator, Chummy, Claws, Disease Resistant, Extra Manipulators (feet – grasping only, no tool use) Gluttony, Imaginative, Perfect Balance, Pheromone Control, Reduced Hit Points, Reduced Life Support (can digest more items, limited to home biome only), Unattractive, Unusual Feature (long arms, prehensile feet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abhumans &amp;amp; Beasts of Cunning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There exists a third category of creature that cannot fit neatly within the dichotomy of man and beasts. These may be parahuman races that are even more alien than Sigrech or Wondoz, unrecognizable as fundamentally human. They may be men turned to monstrosities or animals raised to unnatural levels of intelligence through sorcery or forgotten science. They may be unliving things given life by the gods to act as their servitors and familiars. They are alternately celebrated and reviled, called unflattering names like “beastmen” or “goblins”, or hailed as the heralds of divinity. In any case, they hold only an uncertain and often uncomfortable place in society and more often seek the companionship of their own kind away from human civilizations, frequently to the detriment of man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vol Kor’y ===&lt;br /&gt;
&lt;br /&gt;
	Vol Kor’y (pronounced vole-ko-REE; Arqi Vulcrini) is the general name given to a variety of human-animal races that, aside from their mix of bestial physique and human intellect, hold no close biological relationship with one another. ‘Beastmen’ of this sort come in myriad forms, most commonly as monstrous apes, goats, and wolves. Some of these creatures are bipedal with well-developed manipulators; most are not. Almost all of them have the ability to speak and they are apparently capable of abstract thought and reasoning far more complex than anything in the wild. While many laymen believe these creatures to be the offspring of a human and a wild animal, scholars of more advanced civilizations hold this notion to be utterly inconceivable, pointing to the impossibility of such procreation in natural law and the existence of self-sustaining populations as evidence to the contrary. Examination of such creatures reveals that these creatures are neither human nor lower animal, but completely different life forms altogether. Their origins are unknown, but it is surmised that they are the products of dark sorceries, the experiments of the ancients, or the more recent creations of the Gods. To some extent, all three are true.&lt;br /&gt;
&lt;br /&gt;
	The name Vol Kor’y comes from a particularly truculent tribe of these creatures that plagued human settlers on the plains and foothills of what is today the province of Zacta Ponensus, to the west of the Ponostîria Mountains. The archives of the Kings of Lostram record violent encounters with these nomadic savages as far back as the 7th century AGA, although it was not until the Plains Wars of the 900s that their name became renown for their ferocity and cunning. The original Vol Kor’y slaughtered men, women, and children indiscriminately in their raids on frontier settlements, and were a serious threat to trade caravans and river barges in the area. In 970, an expeditionary force of 8,000 soldiers led by the Probite of Otolens was annihilated on the narrow banks of the Oster River by an enormous horde of beastmen (Disaster at the Ford of Stosa). Although their success was storied and later romanticized (as the Arqi are inclined to do with their staunchest enemies at the safe interpose of a few centuries), it was not to last. By 976, the remaining Vol Kor’y in Zacta Ponensus were suppressed by the campaigns of Subico Galbo Brewi. In addition to annihilating the Vol Kor’y, Galbo took great pains to studying and writing about their society, social structure, religion, industry, and so forth. To this day, most of what we know about the Vol Kor’y comes from his memoirs.&lt;br /&gt;
	&lt;br /&gt;
Galbo reported that the Vol Kor’y of the Zacta Ponensus comprised no less than seven distinct types of beastmen, each forming their own distinct family groups and tribes, but united into the Vol Kor’y tribal federation through ancient blood pacts. Galbo discovered that this unity and peace lasts only in the presence of foreign interlopers, and that the tribes are otherwise engaged in internecine wars with one another over territory for grazing and hunting, and this knowledge was instrumental in effecting their destruction. To the surprise of many, their religious customs were not wholly alien. While many did indeed worship unknown or debased conceptions of traditional deities, there were some striking similarities in ritual and theology among the Vol Kor’y, Keomese cults, and even some elements of mainstream Chingolun, although they were totally without knowledge of sorcery. They had virtually no knowledge or patience for agriculture and built only crude dwellings, but managed some sophisticated tools, particularly weapons and chariots. Their society was wholly nomadic, although they rotated back and forth between broad swaths of ancestral game land. In war, the Vol Kor’y were dominated by the Apemen and to a lesser extent, the Wolfbears, who being the most intelligent and most heavily thewed, were the natural leaders and heavy infantry. The rest of the races were used in specialty roles, such as fast scouts (Canids &amp;amp; Vulpids), skirmishers and bowmen (of which the goat-like Caprids were the most effective), and especially as fodder for close assaults (Minotauroids, Caprids, and Swinemen). As suggested, the Vol Kor’y also used cavalry, normally in the form of Drom and even Ox-drawn chariots to great effect. While the quadrupedal Vol Kor’y like the Canids and the Vulpids were natural cavalry, they had to rely on their own teeth and claws as weapons rather than a rider with a bola or bow, and had considerably less speed than Droms, so they were employed primarily as reconnaissance and harassment rather than the main thrust.&lt;br /&gt;
&lt;br /&gt;
	There can be no doubt that similar populations of beastmen continue to exist in the modern day, though whether or not any portion of the original Vol Kor’y society still exists is a point of debate.  While encounters are rare, they are usually bloody, and those who live on the fringes of settled country must still concern themselves with combating their raids. Concentrations are greatest in the central and northern portions of Otovan, especially in the Quanaradi and Draven mountains, in the northernmost parts of the Stadden, and in the forested valleys of Loswath. In these regions, beastmen societies tend to be much less cosmopolitan than the Vol Kor’y of Ponensus, usually composed of single racial groupings. A handful of small populations have been discovered with more stable and advanced societies that have developed farming, sophisticated metallurgy, and written languages. Even so, beastmen have a much inferior technical capacity, so they must resort to trading and plunder for access to advanced devices. The most desired items are inevitably firearms, explosives, and strong blades, which they employ to kill humans as often as game.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4194</id>
		<title>EternalEmpire:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4194"/>
		<updated>2005-07-21T03:57:09Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Eternal Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
&lt;br /&gt;
I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest. --[[User:Illuminarch|Mike]] 20:57, 20 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coming Soon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Races|Player Races]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Arqualan|Arqi Society &amp;amp; Politics]]&lt;br /&gt;
&lt;br /&gt;
Language &amp;amp; Naming Conventions&lt;br /&gt;
&lt;br /&gt;
Gazetteer&lt;br /&gt;
&lt;br /&gt;
Religious Ritual and Applied Theology&lt;br /&gt;
&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
&lt;br /&gt;
Technology &amp;amp; Infrastructure&lt;br /&gt;
&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4190</id>
		<title>EternalEmpire:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4190"/>
		<updated>2005-07-21T03:20:01Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Eternal Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
&lt;br /&gt;
I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coming Soon:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Races|Player Races]]&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Arqualan|Arqi Society &amp;amp; Politics]]&lt;br /&gt;
&lt;br /&gt;
Language &amp;amp; Naming Conventions&lt;br /&gt;
&lt;br /&gt;
Gazetteer&lt;br /&gt;
&lt;br /&gt;
Religious Ritual and Applied Theology&lt;br /&gt;
&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
&lt;br /&gt;
Technology &amp;amp; Infrastructure&lt;br /&gt;
&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Races&amp;diff=4193</id>
		<title>EternalEmpire:Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Races&amp;diff=4193"/>
		<updated>2005-07-21T03:18:43Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: Human and Non-Human Races&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tenzido um ido Probus - Denizens of the World&#039;&#039;&#039;&lt;br /&gt;
		&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&amp;quot;I was lifted to the top of a great peak, which was the very summit of the world, so that I looked down upon all the nations and cities and camps of the world, and all the sons of Men in their myriad forms, and the Powers and Wardens of the heavens were revealed to me in their multitude.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Voice said, “These are my children and I have given them power over all creation, so that the mountains and fields, the jungles and deserts, the oceans and lakes, the fruits of the land, the beasts of the sea and sky, and all the wonders that burn in the cosmos shall yield up their secrets and their will to them.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And I replied, “God of Gods, thy glory and generosity is without reckoning! Praise and honor are your name!”&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- 4:21 Olimaca&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races of Man ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ancient voyagers who came to Pergo were composed of many different races, created by unfathomable methods in order to handle the alien environs. Over time, some of these races died out or formed hybrids while others grew yet more distinct through natural evolution. These variant humans, or parahumans, are scattered across the globe, inhabiting even the most inhospitable and isolated areas. Some are images of physical perfection, with hypnotic grace and prodigious mental powers, others are freakish and barely human in appearance or action, bred for servitude or survival in the harshest climes, and still others demonstrate only subtle differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Creel ===&lt;br /&gt;
&lt;br /&gt;
	Creel are a hardy race that once spread throughout the world following the Great Ruin, but now their populations are dwindling and they find themselves unable to compete with or adapt to encroaching civilization. &lt;br /&gt;
&lt;br /&gt;
In the Analeton, Dolominio writes that a cabal of seers, having divined that the end of the world drew nigh, begged the intercession of the goddess Mardalae, Lady of Sorrows, to spare them from the destruction and upheaval to follow. She bid them take only two individuals of their choosing, for each man two women, and for each woman, two men, and flee far into the wilderness where she would protect them. Shortly thereafter, she transformed them physically and mentally in the manner best to deal with both the hardships of war, disease, and famine, but also with the psychological burden of the loss, and these were the progenitors of the Creel race. This legend very clearly predates Analeton, and numerous variants of it have appeared in cultures throughout the South. Increasingly, however, many scholars believe that the Creel existed well before the Great Ruin, but only thrived during the ensuing period afterward. &lt;br /&gt;
&lt;br /&gt;
Today, the Creel survive primarily in the arid, resource poor regions of south and central Provendo, and in the steppes between the Stadden and the Quanaradi ranges. Other areas in Otovan formerly had large Creel populations, especially in modern-day Pranatol and Siobia, but these have either relocated or died out completely. &lt;br /&gt;
&lt;br /&gt;
Creel are characteristically tall and long-limbed, subsequently they can cover ground with impressive speed. Their skull size is comparable to most other parahuman types, although their brow ridges are more pronounced and they have deep-set eyes. Most curiously, they have a series of fleshy deposits that trail down the backs of their necks and around their abdomen which are known to be utilized in the storage of water. Additionally, recent examinations suggest that these deposits have a greater than expected role in the moderation of body temperature. Their tough, leathery skin, while differing in intensity from person to person, is not a symptom merely of dry climate and exposure to sun, but is actually denser and of different composition than normal Crudag skin tissue, making it more resistant to puncture and sunburn. Generally, Creel have dark brown or black skin, but a few distinct groups are known for lighter pigments, including a population in eastern Keom with a reddish tint.&lt;br /&gt;
&lt;br /&gt;
Creel societies in the hinterland are centered around either extended family units in very isolated areas, or more commonly, as tribal entities. Naturally, their social norms and mores, religion, and language varies according to their location, descent, and interaction with others, although no anthropologists have uncovered the existence of written language in any Creel society. Similarly, Creel show a strong tendency toward illiteracy and other obstacles to learning. In general, they use only the traditional tools that their societies have used for thousands of years (even though some of these are quite “sophisticated” in their own specialized manner), and they have demonstrated little propensity for technical advancement or willingness to adapt tools introduced by outsiders. It is suggested that these qualities might be indicative of genetic inhibitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 62 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039; : 6’4”/170 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: 	Fertile: Drozh&lt;br /&gt;
 &lt;br /&gt;
Sterile: Crudag, Dandrit, Dreck, Lenje, Sireed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Cast Iron Stomach, Decreased Life Support (Water only), Filter Lungs, Subsonic Hearing, Telescopic Vision, Temperature Tolerance, Disturbing Voice (Non-Creel only), Dull, Obdurate, Unnatural Feature (Fleshy-deposits, among Non-Creel only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crudag ===&lt;br /&gt;
	Crudag are probably the most numerous of the parahuman sub-species on Pergo now just as they were before the Great Ruin. Subsequently, they are considered to be the baseline by which all the other parahuman types are judged. They are not, however, “ordinary” humans by any measure; in fact, they are closer to the ideal humans of legend and heroic myth. &lt;br /&gt;
Crudag are physically robust, with resilient immune systems and restructured metabolism designed to quickly process impurities and keep them perennially fit. These factors, in addition to improved organs, especially an improved vascular system and lungs with filtration systems, increased their natural lifespan considerably even in the absence of civilization. Crudag also have much sharper visual acuity and a considerable ability to see in the dark, as well an improved ear structure, which allows both better discernment of sound and gives them unusual grace and balance. Aside from a tendency toward being tall and a general disposition toward physical fitness, Crudag vary extensively, particularly in terms of facial bone structure, build, and skin color. &lt;br /&gt;
&lt;br /&gt;
Crudag populations are widespread, notably absent only on the Isles of Surroca far across the Allorinon Ocean and scarce only in the harsher climates, such as tundra or desert. Their societies tend to be large and complex, and they engage in city building, commerce, and political development much more so than most parahuman races. As a whole, Crudag also embrace progress in technical matters too. Beyond these generalizations, however, their numbers and are too great and their locations too varied to make more descriptions of their social, religious, intellectual, and cultural proclivities. Crudag stock was not designed for a niche or for servitude, thus they are every bit as diverse in these areas as the original Terrans, if not more so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 120 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 6’0”/190 lbs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: 	Fertile: Dandrit, Dreck, Lenje, Sireed&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Beautiful, Alcohol Tolerance, Disease Resistant, Extended Lifespan, Filter Lungs, Imaginative, Night Vision, Parabolic Hearing, Perfect Balance, Reduced Sleep, Telescopic Vision, Very Fit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dandrit ===&lt;br /&gt;
&lt;br /&gt;
	Dandriti are a fairly numerous hybrid race, descended from Crudag and Sireed stock. They are fully capable of reproducing and have their own particular physiological characteristics as well as similarities with their purebred progenitors. &lt;br /&gt;
&lt;br /&gt;
	Dandrit descent is virtually indistinguishable from Crudag stock based on appearance alone. The main differences are that they tend to be shorter and usually have slightly larger and rounder heads, owing to the Sireed half of their genes. They also appear in a variety of facial structures and skin tones, although most Dandriti come from northern and central Provendo, and are predominantly darker skinned. Curiously, most Dandriti are unable to grow their head hair beyond 2-3” in bulk, and so they will be most distinguishable in societies where long hair is common. They have nearly identical internal organs to Crudag, although they lack a functioning filter-membrane on their lungs and generally have less efficient kidneys and liver, making them more vulnerable to toxins than the Crudag. Likewise, they lack the fine control of their facial muscles for ear movement that the Crudag have. Dandriti do, however, share both parent races’ enhanced immune system. Although fully capable of processing complex and abstract thoughts, they lack the intuitive mathematical ability of the Sireed as well as the celerity of their neural pathways. One Sireed trait that did pass on well was their superior sleep cycle; as a result, Dandriti need about 15% less sleep than Crudag and their dreams are more vivid and fecund.&lt;br /&gt;
&lt;br /&gt;
	While Dandriti exist wherever populations of Crudag and Sireed have procreated with one another, very large concentrations exist in only a few places: northern Provendo, historical home of the old ‘Dandrit Empire’; Lostram; and Keom. Dandrit civilizations also tend toward large populations and political, economic, and technical complexity. In many societies, Dandriti are considered more gregarious and prone to risk taking than average, although how true this is for the race as a whole remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 85 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’8”/180 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Crudag, Dreck, Lenje, Sireed&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Attractive, Alcohol Tolerance, Composed, Disease Resistant, Extra Fatigue, Fit, Perfect Balance, Pheromone Control, Reduced Sleep, Telescopic Vision, Proud&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dreck ===&lt;br /&gt;
&lt;br /&gt;
	Scholars still argue over whether or not the Dreck race is a variant parahuman at all, or simply a highly specialized branch of Crudag brought about through long isolation. Whatever the case, their divergent traits have enabled them to thrive in the inhospitable uplands of the north.&lt;br /&gt;
&lt;br /&gt;
	As the controversy over their origins suggest, Dreck are visually indistinguishable from Crudag, although they are more racially uniform, tending to have fair or pale complexions, pointed noses, shallow eye sockets, and a pronounced forehead slope. It is the appearance and functionality of some of their internal organs that lends the most support to their classification as a sub-specie. Dreck have kidneys that are about 17% larger and more efficient than in Crudags, while their bowels are host to a unique form of flora that is speculated to improve their digestive capability. Their superior water-storage and nutrient processing, as well as super-keen eyesight have made them well adapted to life in the cold and dry mountains of northern Otovan. Psychologically, there are few differences between Dreck and their close relatives and so their societies are as varied and complex, if more independent, owing to their existence in deep wilderness or inhospitable mountain ranges.&lt;br /&gt;
&lt;br /&gt;
	Dreck are found primarily in northern and central Otovan, particularly in the Hesperi, Quanaradi, and Bambilo mountains. Less numerous but still sizable populations are located in the western spur of the Stadden Mountains and the Serusilen River Basin. It is unknown just how plentiful Dreck are, but the reports of explorers and tradesman have led some to suspect that they may compose the majority of the Hangritic population.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 120 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 6’0”/190 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Crudag, Dandrit, Lenje, Sireed&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Beautiful, Acute Vision, Alcohol Tolerance, Composed, Disease Resistant, Extended Lifespan, Extra Fatigue, Water Storage, Filter Lungs, Night Vision, Parabolic Hearing, Telescopic Vision, Very Fit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Drozh ===&lt;br /&gt;
&lt;br /&gt;
	Drozh have long existed as slaves throughout the world and indeed appear to have been bred precisely for this purpose. Plentiful only in the fields and mines of the wealthy, the Drozh seem to have little capacity for independent action and other men view them with a mixture of pity and scorn.&lt;br /&gt;
&lt;br /&gt;
	Physically, the Drozh are a good deal shorter than Crudags even accounting for their noticeable stoop, but of larger girth. They have thick, heavily muscled arms and legs with dense grey skin that is resistant to punctures and burns. Combined with their muscles, their bones are denser and they have a greater number of tendons, making them fearsomely strong for their stature. As a result, they excel in hard labor such as land clearance, mining, herding, plowing, longshoreman – essentially any activity that requires an abundance of strength and stamina, but little precision. Psychologically, Drozh are unusually docile and delight in simple amusements, quite content with their mundane toils. This is no doubt a matter of design rather than happy coincidence. They seem all together disinterested in higher intellectual pursuits and they seem incapable of complex abstraction, as is appropriate for a slave species. They have the capacity to learn the languages of their masters, but their vocabulary and comprehension is limited and their locution ponderous. Their lifespan also suffers from drastic, inbuilt limitations: a remarkable 95% of all Drozh die within a year of their 35th birthday. &lt;br /&gt;
&lt;br /&gt;
	Despite this inherent inferiority, a small percentage of Drozh are more independent and clever than others, and naturally come to resent their servitude. In more barbarian realms, these ‘Wild Men’ are quickly killed, but occasionally a few escape to form their own rudimentary societies. Such was the case with the (grossly exaggerated) Wild Men tribes along the Drozh-Ghan river in ancient Siobia. Such individuals are exceptions, and the Drozh have produced no lasting civilization of their own. They are, however, immensely fecund – females have a gestation period about 15% shorter than Crudag females and typically give birth to two or three offspring at a time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 35 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’2”/170 lbs&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Creel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Extra Fatigue, Fit, Illiterate, Light Hangover, Reduced Sleep, Single Minded, Early Maturation, Chummy, Hidebound, Innumerate, Low Empathy, Self-Destruct, Subjugation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lenje ===&lt;br /&gt;
&lt;br /&gt;
	Lenje are genetically close to Crudag stock, although they have some obvious features that could confuse them for the water-breathing Slees. Almost as much at home in the sea as they are on dry land, Lenjic peoples have created some of the most successful maritime societies, including Arqualan itself.&lt;br /&gt;
&lt;br /&gt;
	In appearance, Lenje are a good deal shorter and stockier than Crudag, with nictating membranes and (if unaltered) have thin, flexible membranes that connect their toes and fingers together for aid in swimming. While obviously semi-aquatic, they cannot breathe water like Slees, although they have superior oxygen storage abilities and have collapsible lungs in the manner of marine mammals, allowing them to prolong and deepen their dives. The structure of their inner ear allows them to detect and differentiate sounds and vibrations in deep water. There is little divergence in facial structure or skin color among Lenjic populations, and they are almost universally olive colored. Their intelligence is roughly on par with Crudag, although they tend to enjoy a reputation for being shrewd and inventive thinkers.&lt;br /&gt;
	&lt;br /&gt;
Historically, Lenje have been concentrated along sea coasts and deep rivers, particularly on island continent of Arqualan and larger isles in the Sea of Holinos, including Merrogan and Isleesia. Their success has driven them across the world, however, so that they can be found from plain to mountain and sea to jungle. While pureblooded Lenje are still a sizable minority on Arqualan itself, they are less well represented throughout the rest of the empire. As a result of this, and decreased reliance on diving in their daily lives, most Lenje families have taken to surgically removing their children’s webbing shortly after birth (particularly the fingers, but occasionally the toes as well). Crudag-Lenjic hybrids compose an enormous part of the Empire’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 100 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’6”/170 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Crudag, Dandrit, Dreck, Sireed&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Amphibious, Attractive, Disease Resistant, Extended Lifespan, Filter Lungs, Fit, Imaginative, Nictating Membranes, Night Vision, Oxygen Storage, Polarized Eyes, Reduced Sleep, Slow Eater, Ultra Hearing, Unnatural Feature (Webbed-Hands/Feet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sigrech ===&lt;br /&gt;
&lt;br /&gt;
	The Sigrech are, thankfully, few in number. A savage, monstrous people, their origins are shrouded in mystery and legend. Savage killers, blood drinkers, and cannibals, some attribute their existence to a curse or other deviltry.&lt;br /&gt;
&lt;br /&gt;
While most people have never seen a Sigrech, they would immediately know what they gazed upon. Sigrech have pale, mottled skin that appears to be peeling or otherwise decaying, even in an completely healthy subject. They lope more than they walk, their hunched spines supporting their massively muscled back and sinewy necks. Their faces tend to be much more angular than a Crudag and they have four pair of sharpened fangs that they wield to great effect in combat. Although fairy tales portray them as slow and stupid, those who have encountered them know that they are remarkably agile and fully capable of complex thought. In fact, during ancient War of the Blood Branch, where the armies of Dandreen hunted the Sigrech almost to extinction in the Carillon Mountains of northern Provendo, these monsters were feared as much for their sophisticated traps and ingenious weaponry as for their natural ferocity. &lt;br /&gt;
&lt;br /&gt;
These ancient Sigrech were known to have constructed buildings, used a written language and alphabet, practice metallurgy and have their own established religions. Wild Sigrech in the modern age seem far less sophisticated, although vulgar rumors still abound of Sigrech civilizations in the dark, forested mountains of the Stadden and in the Hangritic north, true home of all devils. To the extent that they are still encountered at all, however, it is primarily in small covens of about 5-10 Sigrech and their degenerate associates, secreted within large cities. Here, they orchestrate kidnappings and murders to sate their diabolical lusts, and have also been behind the poisoning of water and food supplies, assassination of officials, and subversion. The motive for these operations is matter of grave concern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 350+ years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’4”/240 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: None&lt;br /&gt;
&lt;br /&gt;
Sterile: Speculative&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Cast Iron Stomach, Deep Sleeper, Disease Resistant, Enhanced Dodge, Extra Fatigue (2 levels), Light Hangover, Resistant to Poison, Bite, Discriminatory Smell, Extended Lifespan (2 levels), Field Sense, Infravision, Penetrating Call, Perfect Balance, Regeneration (Regular), Bloodlust, Secret (Possible Death if true identity discovered), Subsonic Hearing, Chauvinistic, Chummy, Frightens Animals, Cannot Swim, Dying Race, Dominance (limited to one generation), Pallor, Semi-Upright, Unattractive, Unnatural Feature (take your pick), Unusual Biochemistry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sireed ===&lt;br /&gt;
&lt;br /&gt;
	The Sireed population is much smaller than, say, that of the Crudag or Lenje, although they are very widespread. Gifted with impressive mental abilities, the usually close-knit Sireed communities are powerful and influential component of many governments and institutions, wielding more power than their numbers would suggest.&lt;br /&gt;
&lt;br /&gt;
	Physiologically, Sireed possess sturdy, well-regulated bodies with formidable immune systems and efficient organs that speak of extensive genetic alteration in the distant past. Likewise, they possess a highly adaptive metabolism so that their overall health only suffers from extremes of hunger or over-indulgence. They are almost universally slighter and less athletic, both in appearance and reality, than Crudag and their main distinguishing feature is the slightly bulbous character of the backs of their heads and a sharp, narrow jaw line.  The most impressive part of sub-specie, however, is their prodigious mathematical abilities. Many Sireed deal with numbers and equations with an intuitive ease that humbles the academics of other races, and so Sireed scholars are renowned for their advances in pure mathematics, physics, astronomy, and architecture. For similar reasons, they have a natural affinity with music and have produced many of the greatest composers of the age. On the other hand, they are not innately more innovative than the Crudag norm. These gifts also predispose them to less desirable predilections, particularly an over-fondness for gambling.&lt;br /&gt;
&lt;br /&gt;
	While widespread, the Sireed tend to concentrate in settled areas, with especially high proportions in major urban centers. Sireed communities are closely knit and outsiders are treated politely, but kept at a distance. Traditionally, the Sireed have acted to distinguish themselves from their neighbors both culturally and genetically, both because of feelings of superiority and the strong desire to maintain their peculiar traits, which rarely manifest in hybrid offspring. Consequently, their neighbors often harbor resentment or suspicion, especially considering the disproportionate wealth and influence Sireed hold. While individuals of the race have arrived at the inner circles of power of many states, there are only a few historical examples of predominantly Sireed kingdoms from antiquity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 85 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 6’0”/170 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: Crudag, Dandrit, Dreck, Lenje&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Slees, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Absolute Timing, Autotrance, Composed, Disease Resistant, Eidetic Memory, Lightning Calculator, Pheromone Control, Reduced Sleep, Telescopic Vision, Recovery, Attentive, Slow Healing, Compulsive Gambling &lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
=== Slees ===&lt;br /&gt;
&lt;br /&gt;
	Slees are an unusual and rare sub-specie specially adapted for life in the oceans. Once numerous and widespread, their numbers and influence have diminished in modern age.&lt;br /&gt;
As water-breathing humanoids, Slees have a large gill structure running from their shoulders to the middle of their backs. They also have pale, bluish skin, a disproportionate face with large eyes and a small nose and mouth. Their fingers and toes are elongated with webbing more pronounced than the Lenje. A true aquaform, an active Slees are much more comfortable in the water, although they still have functional lungs to breathe air. In fact, they sleep on land. Slees can operate comfortably underwater for periods up to twelve hours and are primarily limited by temperature regulation and chemical imbalance problems caused by prolonged immersion. They universally prefer salt water, as their biochemistries are best attuned to it; they tend to bloat in freshwater. &lt;br /&gt;
&lt;br /&gt;
	While they are highly communicative and no less intelligent than other parahumans, the Slees have maintained a relatively low level of technological sophistication and only rarely form cohesive states. Although they spend more than half of their lives on land (especially coastal and river/marsh land), their settlements are typically small and their civilizations lack the capacity for large-scale construction. They are excellent fishermen, however, and are also skilled in aquaculture. Primarily they are valued as explorers and guides as well as for their excellent knowledge of drugs and other chemicals extracted from sea life. Slees prefer to breed amongst themselves, since hybrid offspring are not fully functional aquaforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 100 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 5’4”/140 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: None&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Crudag, Dandrit, Dreck, Lenje, Sireed, Wondoz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Aquatic (-50%, can breathe air), Nictating Membranes, Oxygen Storage, Reduced Sleep, Unnatural Feature (skin color, phalanges, facial features), Ultra Hearing, Temperature Tolerance, Pressure Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wondoz ===&lt;br /&gt;
&lt;br /&gt;
	The Wondoz are among the strangest parahuman races on Pergo. A kind of arboreal human, they thrive in even the densest and inaccessible woodlands on the planet. &lt;br /&gt;
&lt;br /&gt;
Physically, Wondoz are short but sinuous, and they appear even shorter because of their hunched posture. Their faces are generally smaller and rounder than a typical Crudag, but they are otherwise similar in skull structure. Wondoz have very long arms with retractable claws useful for climbing and swinging across tree branches and thick vines. They also have prehensile feet, but these are limited primarily to hanging and grasping, as their legs lack the mobility for the efficient usage of tools. Because of their odd posture, the Wondoz are very slow on land, but are unequaled in their ability to traverse and track through forests. Their biochemistry is also attuned to survive the strong venom and poisonous attributes of some jungle flora and fauna so that they can digest many plants and animals that would kill another man. There are only minor differences between Wondoz mental traits and the Crudag norm, and they express interest in literature, music, natural and applied sciences, religion, history, and trade. &lt;br /&gt;
&lt;br /&gt;
In fact, they place great value on their social structure and there have been several sophisticated Wondoz dominated civilizations in the past. A few of them have even expanded far beyond the forests, where their considerable engineering skill helped them construct renowned urban centers that still exist today. Although Wondoz make up only about 8% of the global population, they are champions in their niche areas, particularly forestry and engineering, and their peculiar architecture is always in demand among the affluent. As in the past, they continue to live in jungles and forests, primarily in the rainforests of equatorial Otovan, the jungles of Renoga, and the alpine forests of Amblend and Clestrica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Lifespan&#039;&#039;&#039;: 62 years&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Height/Weight&#039;&#039;&#039;: 4’10”/100 lbs &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Breeding&#039;&#039;&#039;: Fertile: None&lt;br /&gt;
&lt;br /&gt;
Sterile: Creel, Crudag, Dandrit, Dreck, Lenje, Sireed, Slees&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;: Attentive, Brachiator, Chummy, Claws, Disease Resistant, Extra Manipulators (feet – grasping only, no tool use) Gluttony, Imaginative, Perfect Balance, Pheromone Control, Reduced Hit Points, Reduced Life Support (can digest more items, limited to home biome only), Unattractive, Unusual Feature (long arms, prehensile feet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abhumans &amp;amp; Beasts of Cunning ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There exists a third category of creature that cannot fit neatly within the dichotomy of man and beasts. These may be parahuman races that are even more alien than Sigrech or Wondoz, unrecognizable as fundamentally human. They may be men turned to monstrosities or animals raised to unnatural levels of intelligence through sorcery or forgotten science. They may be unliving things given life by the gods to act as their servitors and familiars. They are alternately celebrated and reviled, called unflattering names like “beastmen” or “goblins”, or hailed as the heralds of divinity. In any case, they hold only an uncertain and often uncomfortable place in society and more often seek the companionship of their own kind away from human civilizations, frequently to the detriment of man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vol Kor’y ===&lt;br /&gt;
&lt;br /&gt;
	Vol Kor’y (pronounced vole-ko-REE; Arqi Vulcrini) is the general name given to a variety of human-animal races that, aside from their mix of bestial physique and human intellect, hold no close biological relationship with one another. ‘Beastmen’ of this sort come in myriad forms, most commonly as monstrous apes, goats, and wolves. Some of these creatures are bipedal with well-developed manipulators; most are not. Almost all of them have the ability to speak and they are apparently capable of abstract thought and reasoning far more complex than anything in the wild. While many laymen believe these creatures to be the offspring of a human and a wild animal, scholars of more advanced civilizations hold this notion to be utterly inconceivable, pointing to the impossibility of such procreation in natural law and the existence of self-sustaining populations as evidence to the contrary. Examination of such creatures reveals that these creatures are neither human nor lower animal, but completely different life forms altogether. Their origins are unknown, but it is surmised that they are the products of dark sorceries, the experiments of the ancients, or the more recent creations of the Gods. To some extent, all three are true.&lt;br /&gt;
&lt;br /&gt;
	The name Vol Kor’y comes from a particularly truculent tribe of these creatures that plagued human settlers on the plains and foothills of what is today the province of Zacta Ponensus, to the west of the Ponostîria Mountains. The archives of the Kings of Lostram record violent encounters with these nomadic savages as far back as the 7th century AGA, although it was not until the Plains Wars of the 900s that their name became renown for their ferocity and cunning. The original Vol Kor’y slaughtered men, women, and children indiscriminately in their raids on frontier settlements, and were a serious threat to trade caravans and river barges in the area. In 970, an expeditionary force of 8,000 soldiers led by the Probite of Otolens was annihilated on the narrow banks of the Oster River by an enormous horde of beastmen (Disaster at the Ford of Stosa). Although their success was storied and later romanticized (as the Arqi are inclined to do with their staunchest enemies at the safe interpose of a few centuries), it was not to last. By 976, the remaining Vol Kor’y in Zacta Ponensus were suppressed by the campaigns of Subico Galbo Brewi. In addition to annihilating the Vol Kor’y, Galbo took great pains to studying and writing about their society, social structure, religion, industry, and so forth. To this day, most of what we know about the Vol Kor’y comes from his memoirs.&lt;br /&gt;
	&lt;br /&gt;
Galbo reported that the Vol Kor’y of the Zacta Ponensus comprised no less than seven distinct types of beastmen, each forming their own distinct family groups and tribes, but united into the Vol Kor’y tribal federation through ancient blood pacts. Galbo discovered that this unity and peace lasts only in the presence of foreign interlopers, and that the tribes are otherwise engaged in internecine wars with one another over territory for grazing and hunting, and this knowledge was instrumental in effecting their destruction. To the surprise of many, their religious customs were not wholly alien. While many did indeed worship unknown or debased conceptions of traditional deities, there were some striking similarities in ritual and theology among the Vol Kor’y, Keomese cults, and even some elements of mainstream Chingolun, although they were totally without knowledge of sorcery. They had virtually no knowledge or patience for agriculture and built only crude dwellings, but managed some sophisticated tools, particularly weapons and chariots. Their society was wholly nomadic, although they rotated back and forth between broad swaths of ancestral game land. In war, the Vol Kor’y were dominated by the Apemen and to a lesser extent, the Wolfbears, who being the most intelligent and most heavily thewed, were the natural leaders and heavy infantry. The rest of the races were used in specialty roles, such as fast scouts (Canids &amp;amp; Vulpids), skirmishers and bowmen (of which the goat-like Caprids were the most effective), and especially as fodder for close assaults (Minotauroids, Caprids, and Swinemen). As suggested, the Vol Kor’y also used cavalry, normally in the form of Drom and even Ox-drawn chariots to great effect. While the quadrupedal Vol Kor’y like the Canids and the Vulpids were natural cavalry, they had to rely on their own teeth and claws as weapons rather than a rider with a bola or bow, and had considerably less speed than Droms, so they were employed primarily as reconnaissance and harassment rather than the main thrust.&lt;br /&gt;
&lt;br /&gt;
	There can be no doubt that similar populations of beastmen continue to exist in the modern day, though whether or not any portion of the original Vol Kor’y society still exists is a point of debate.  While encounters are rare, they are usually bloody, and those who live on the fringes of settled country must still concern themselves with combating their raids. Concentrations are greatest in the central and northern portions of Otovan, especially in the Quanaradi and Draven mountains, in the northernmost parts of the Stadden, and in the forested valleys of Loswath. In these regions, beastmen societies tend to be much less cosmopolitan than the Vol Kor’y of Ponensus, usually composed of single racial groupings. A handful of small populations have been discovered with more stable and advanced societies that have developed farming, sophisticated metallurgy, and written languages. Even so, beastmen have a much inferior technical capacity, so they must resort to trading and plunder for access to advanced devices. The most desired items are inevitably firearms, explosives, and strong blades, which they employ to kill humans as often as game.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4184</id>
		<title>EternalEmpire:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4184"/>
		<updated>2005-07-21T02:51:55Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Eternal Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
&lt;br /&gt;
I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coming Soon:&#039;&#039;&#039;&lt;br /&gt;
Player Races&lt;br /&gt;
&lt;br /&gt;
[[EternalEmpire:Arqualan|Arqi Society &amp;amp; Politics]]&lt;br /&gt;
&lt;br /&gt;
Language &amp;amp; Naming Conventions&lt;br /&gt;
&lt;br /&gt;
Gazetteer&lt;br /&gt;
&lt;br /&gt;
Religious Ritual and Applied Theology&lt;br /&gt;
&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
&lt;br /&gt;
Technology &amp;amp; Infrastructure&lt;br /&gt;
&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=4351</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=4351"/>
		<updated>2005-07-21T02:50:29Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Conan_RPG_Campaigns:Main_Page Conan RPG Campaigns: Main Page]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page|Eternal Empire]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===MIDNIGHT RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[MIDNIGHT RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
MIDNIGHT RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Mutant &amp;amp; Masterminds RPG Wiki Resource===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page Mutants &amp;amp; Masterminds RPG Wiki Resource]&lt;br /&gt;
&lt;br /&gt;
Mutants &amp;amp; Masterminds RPG Wiki Resource,  is a wiki open for game groups to provide resources for Characters created with the M&amp;amp;M rules and campaigns ran in Mutants &amp;amp; Masterminds - &amp;quot;the world&#039;s greatest RPG&amp;quot; OGL D20 rules and settings.  This wiki is intended as an example of characters, campaigns and resources for Super Heroic RPGs.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
===Dungeonpalooza===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dungeonpalooza:Main_Page|Dungeonpalooza]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5 or other traditional fantasy setting&lt;br /&gt;
&lt;br /&gt;
A wide-open world setting designed for neo-old school dungeon crawls.  Includes a world map, descriptions of important locations, Prestige Classes, and a pantheon with contributions from a bunch of RPG.net collaborators.  Dungeonpalooza is ideal for adventure-oriented parties that like quirky locations and don&#039;t take themselves too seriously.&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20_System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Legend of the Five Rings===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[L5R:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; L5R d10 or d20.&lt;br /&gt;
&lt;br /&gt;
An open project for compilation of fan-created material for the Legend of the Five Rings RPG in any of its published versions.&lt;br /&gt;
&lt;br /&gt;
===More Than Human===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MTH:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Storytelling System]]&lt;br /&gt;
&lt;br /&gt;
Rules for playing superheroes and supervillains using White Wolf&#039;s Storytelling (nWoD) system.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===Spica Sector Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Spica_Sector_Project:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Traveller]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[CT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[MT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[TNE]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T4]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T20]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T5]]&lt;br /&gt;
&lt;br /&gt;
A Major project to re-develop the Spica Sector of space for the Traveller RPG system.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===Warhammer Fantasy Role-Play 1st Edition===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[http://wiki.rpg.net/index.php/Warhammer_Fantasy_Roleplay WFRP:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Warhammer Fantasy Role-Play 1st Edition]]&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_411_Realms_of_Sorcery.html Realms of Sorcery]&lt;br /&gt;
Alternative version of the supplement&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_272_Let_s_go_shopping.html Lets Go Shopping] Shop, service, and business gazetteer&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_280_Are_You_Mentally_Divergent.html Are You Mentally Divergent?] Expanded Insanity Rules&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_437_Purring.html Purring] A Revolting Exhibition Among Imperial Citizens&lt;br /&gt;
of an Imported Albion Article of Brutal &amp;quot;Sport.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tomorrow’s forecast for the Old World is…&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_330_Weather.html Weather] &lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_335_Drinking_Rules!!!.html Drinking Rules!!!] Expanded rules for Alcohol Consumption&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_336_What_Were_They,_Psychos.html What Were They, Psychos?] Alternative Rules For Vampires&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4291</id>
		<title>EternalEmpire:Arqualan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Arqualan&amp;diff=4291"/>
		<updated>2005-07-21T02:48:01Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: Information about Arqualan the Glorious&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Adi Gliorsa Arqiva - In the Age of Our Renown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The count of time marks four and fifteen-hundred Years of Arqualan the Glorious, the four-hundred-first in the reign of Ionomîs the Divine, protector of the civilized world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The whole globe, our Eternal Empire excepted, is covered in a darkness that drowns the freedom and virtue of men. The forces of barbarism and wickedness imperil our shores as never before, threatening to plunge mankind into a final desolation. Yet we confide in the strength of our arms and the rock of our piety to defy the heathen armies and their hellish Overlords, and, with the guidance of the Illuminarch and faith in the God of Gods, we shall see the lamp of righteousness brighten the far reaches of creation and vanquish the Enemies of goodness for all time.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The very name of Arqualan conjures up images of wealth, opulence, and power throughout most of the world. Throughout its long history, the people of this island have steered the course of history in both subtle and blatant ways. To different people, Arqi society may represent genius, honor, piety, and the greatest achievements of civilization, or cruelty, greed, and the most depraved excess. Whatever the reality, little can compare to the glory of Arqualan and its Eternal Empire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Emperor ===&lt;br /&gt;
&lt;br /&gt;
	The position of Emperor of Arqualan was not an official, distinct post for most of the nation’s history. Although there had been a series of powerful Probites and generals who challenged the power of both their colleagues and the Optolecti, the first person historically considered as Emperor of Arqualan was Quanio Sorozino Fiovaria, named Ectin and surnamed the Great.&lt;br /&gt;
&lt;br /&gt;
Ectin was the Probite of Fiovion, and his victories on Provendo against the Venjat made him tremendously popular with the people. In the course of the war, he was given the temporary Probîter of Ambieda as well as the now defunct Probîter of the South. On the basis of these factors, he claimed supreme power over the other Probites and the Optolecti, and was able to compel their assent by the loyalty of his armies. He returned to Arqualan for less than a year before departing to Otovan, where he effected a staggering series of victories that subjugated both Sarmonath and later, the Vengua, bringing almost all of the lands east of the Stadden Mountains under Arqi dominion. Ectin died in Otovan in 466 and his generals broke up this new empire and vied with each other and the Optolecton, each claiming supreme power over all of Arqualan. Alliances shifted and territories fell, but for more than 120 years after his death, there was still no new emperor. In 589, Endrino Consestus, who ruled a sub-empire based on Stanido but was aligned under the Optolecton, gained control over the other successor states either through marriage or military conquest, and then invaded Arqualan, defeating the Optolecton’s armies.  The Optolecton conferred on him the unprecedented title of &#039;&#039;Ponix Probîter ed Optolectony Fresix&#039;&#039; – the Supreme Probite and Senior of the Optolecton – making him ‘first among equals’ in the Optolecton and with superiority over the other Probites. This gave him power as chief legislator in addition to the normal military and executive powers of the Probîter. &lt;br /&gt;
&lt;br /&gt;
After Endrino’s death in 611, his son Quanio (Emperor Q. Consestus I, the Humble) only narrowly held on to his power against several challengers and assassination attempts. Fearing that his father had offended too many people by the assumption of haughty titles and expansive powers, he downplayed his superior status in public, hence his moniker. He was, however, a shrewd and calculating individual that maintained a firm grip on his power base. His successors generally proved less capable than he, however, and the fortunes of the Emperor-ship waxed and waned greatly depending upon the respective strength of the Emperor and his rivals. &lt;br /&gt;
&lt;br /&gt;
Over the centuries, the Emperor acquired new powers and titles, gradually assuming increasingly higher honors and dignities. Some additional powers and titles to be held by the Emperor were:&lt;br /&gt;
·	&#039;&#039;Vîndiquon Chingolun&#039;&#039;: “The Defender of the Chingolun.” A secular title bestowed upon Vetrin II in 704 AGA by the High Priest in commemoration of the Emperor’s generosity toward the Tylofost community and his orthodoxy. Technically, it applied only to Ventrin II, but his successors also claimed it. It presaged a greater religious role for the Emperor.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Tocratiquo&#039;&#039;: “The Sea King.” A translation of an insult originally leveled at the Arqi by the Kings of Sarmonath, implying that they were not a real power because they lacked much landed territories. It was seized upon by several Probites and later by the Emperors in acknowledgment of the Arqi control of the oceans. Militarily, it also refers to the Emperor’s status as Ponix Navigo – Supreme Admiral.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Vigo Tylofostony&#039;&#039;: “Vicar of Tylofost.” The High Priest of the Chingolun Tylofost religion. Claimed by Ludinio Calagona (Emperor Vanlin VI).&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Luzigodor&#039;&#039;: Lit. “Beacon.” This title was claimed by Ionomîs the Divine in 1103 and confirmed by the Vicar of Tylofost when the Emperor commanded that the title be returned to the priesthood. This implies the role of Ionomîs as divinity and as the supreme Chingol religious authority. But rather than declaring him an all-ruling God, the title and power is more closely that of a guide and spiritual shepherd. This has been translated as Illuminarch, and is considered the highest title.&lt;br /&gt;
&lt;br /&gt;
·	Împremex: Refers to the complete military and political power of the Emperor (explained in Distinction of Powers) and is the word which most closely means Emperor.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Îvancor&#039;&#039;: “Unvanquished.” A moniker attached to Ionomîs in response to his unblemished military victories, but also in reference to the Cathedral of Ionomîs Îvancor (“Unvanquished Wisdom”). &lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Thostetor&#039;&#039;: Lit. “To Stand Against/Oppose.” A title first used by Emperor Vangilo to refer to his opposition to the heathen Androvi, but taken again by Ionomîs in 1159 at the outbreak of the First Hangritic War. Though originally it stood only until the cessation of hostilities, the enmity between the Hangriti and the Arqi has blossomed over the years and, considering the inconclusive course of their wars, it may become a perpetual title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Optolecton ===&lt;br /&gt;
&lt;br /&gt;
	The Optolecton is a body of non-elected individuals, originally chosen from the Lenjic nobility to advice and entreat with the pseudo-Dandrit kings. Although the first official Optolecton was called under Borovedis, it has roots in the urban assemblies that presided over the laws of the Lenjic cities during the time of the Dandrit Empire. The Optolecti were chosen from the assemblies of each of the Lenjic cities, ostensibly for their wisdom and experience to advise the king both on internal and external affairs. However, since the Optolecti were granted certain privileges, including immunity from taxation, the appointments were soon being purchased or bestowed as political favors. After the suppression of the rebels in the Tordessa Mutiny, the Optolecton gained considerable autonomy from the king and the right to veto new spending and levee raising measures.&lt;br /&gt;
&lt;br /&gt;
	After the ouster of Analectin by Trinio Etchomis in -3 AGA, the Optolecton became the de facto ruling body of the nascent Arqi state. Utilizing the superior wealth and connections of the membership, the Optolecti were able to outlast their regional challengers and hold together the nominal confederation of city-states. The Optolecton was initially granted the power to raise and direct the unified Arqi military, regulate internal commerce and weights and measures standards, maintain and propose laws related to the national treasury, dispatch and receive foreign legations, and recommend legislation to the local comestiati. Over time, the power of the Optolecton grew as the Arqi state consolidated so that it assumed far greater powers, particularly in internal legislation and revenue collection. &lt;br /&gt;
&lt;br /&gt;
	Originally, the Optolecti numbered around 20, but that number was not fixed, and each served at the discretion of the king. After the overthrow of the king, the Optolecti selected new members at their own discretion, provided they met a minimal property value requirement, and the position was for life. By the time of the Inigo Elufectra and the First Metronian War, new Optolecti were added from the ranks of Optolecton-appointed officials who had finished their terms, the Monitari. The Probîter of Ectin the Great brought about significant changes in the organization of the Optolecton, including a weakening in its authority and capping its membership at 160. After the Arqi Civil War, the Amboy Castio Sotor restored many of the Comestia’s powers at the expense of the Optolecton, including the ability to impeach Optolecti. For the first time, the assembly also included members from the territories on Otovan under these reforms. The last great change came about with the victory of Ionomîs, where the Optolecton was greatly enlarged to 624, and Optolecti were limited to serving twelve years. &lt;br /&gt;
&lt;br /&gt;
	In the current day, the Optolecton comprises those who have finished their terms as Monitari, and so are only indirectly elected. If one of the Optolecti is elected again to another office, they are required to step down for the time being from the assembly. The power of the Optolecti is primarily that of a legislature. Legislation passed by the Optolecton must be approved by the Comestiati affected by these laws, and the Optolecton also has the power to veto certain decisions of a Comestia. The assembly also has the power to nominate and approve certain officials. They also wield investigatory powers and the ability to punish Monitari and lesser officials for misconduct.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Comestiati ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;comestia&#039;&#039; is a popular assembly that has the power to pass and repeal certain laws, as well as confirm or reject the decisions of other legislative bodies or individuals. The comestiati date back from the earliest days of the Arqi Republic when private citizens won the right to petition the Optolecton via their local municipal councils. For most of their history, the various comestiati had only very narrow law making authority, but the victory of the Sotori in the Arqi Civil War and the later ascension of Ionomîs to the imperial power greatly enhanced the power of these bodies.&lt;br /&gt;
&lt;br /&gt;
	Comestiati exist at every level of Arqi government, from the small scale, informal petitions of irritated individuals to the highly sophisticated congregations that rule provinces and direct the course of the empire. In modern times, comestiati have more or less complete legislative power for the geographical area of their membership, in addition to the right to elect, confirm, and recall most civil officials, including Monitari. Although the original comestiati comprised only adult (16+ years old) Crudag, Dandrit, or Lenjic males that owned a certain amount of property and were followers of the Chingol, the membership is now open to most adult males of any status or religion, Creel, Drozh, and Sigrech obviously excepted.&lt;br /&gt;
&lt;br /&gt;
	The most important category of comestiati are referred to as the jorian comestiati, which means, essentially, a general council. When capitalized, the &#039;&#039;Jorian Comestia&#039;&#039; refers to whole body of the empire’s voting citizens. This electorate, although it is assembled only very rarely, holds legislative power superior even to the Optolecton and it alone wields the power to declare war. When not capitalized, a comestia is considered a jorian comestia when it is composed of every voting citizen who is to be affected by the comestia’s decisions. Owing to the principle of law that holds “that which touches a man must be approved by him,” this is the only form of comestia that can pass a binding law. &lt;br /&gt;
&lt;br /&gt;
	With the changes of Ionomîs, all new laws passed by a comestia must be ratified by a supermajority, although only a simple majority is required to repeal laws, including such laws passed by the Optolecton. A comestia has power within the realm of both civil and criminal law, except whereas specifically restricted by the Charter of Limitations of 1119. New laws also automatically sunset at the termination of three years, and are generally decided by secret ballot.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Monitari ===&lt;br /&gt;
&lt;br /&gt;
	In the early period of the Arqi Republic, the Optolecton appointed individuals to carry out and supervise their edicts. These public officials assumed a variety of different roles and were organized in a hierarchy of prestige and authority. Collectively, these positions were referred to as the Monitari.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Probites&#039;&#039;, the highest level of Monitaro, wielded co-supreme executive power and also commanded the armies and fleets. To prevent any single individual to hold supreme power again (i.e, the kings they had overthrown), the idea of multiple Probites were settled upon. The competition was highly partisan, and none of the Arqi cities would except Probites from the others. Thus, there were originally five Probites, one each from the cities of Fiovion, Ambieda, Caposa, Tordessa, and Penardo. Naturally, political power tended to gravitate toward these individuals and by the early 1st century AGA, they became the de facto rulers of the cities, presaging the vast expansion of the Optolecton’s authority.&lt;br /&gt;
&lt;br /&gt;
Probites were appointed directly by the Optolecton for a term of two years; their election did not need to be approved by the Comestia until the Reforms of Sotor in 722 AGA. By that time, there were nine additional Probites ruling provinces on Provendo and Otovan, but these were technically subordinate to the original five and to the Optolecton. When Ionomîs became Emperor in 1103, his sweeping reforms of the government removed much of the Probîter power and their roles shifted to that of regional governors. By the current day, nearly every province has a Probite chosen by Comestiati, although the Emperor can decline the choice. To date, he has vetoed an election only once. &lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Amboys&#039;&#039;, the next highest on the ladder, were originally charged with the management of state lands and facilities, both those restricted and those open for public use, including assembly places, walls, forts, ports, and plumbing. The number of Amboys was not set, and tended to expand and contract yearly with the land acquisition and construction projects. &lt;br /&gt;
&lt;br /&gt;
Amboys were appointed annually and while their election was not subject to approval by Comestia, they could be recalled. Over the years, the role of the Amboy came to be less associated with the management of public buildings than with civil administration in newly occupied lands and a final court of appeal to non-citizens. Under Ionomîs, Amboys were employed as administrators of smaller territories, and also as assistants to Probites and the heads of diplomatic legations.&lt;br /&gt;
&lt;br /&gt;
·	&#039;&#039;Restori&#039;&#039; were financial secretaries tasked with the supervision of tax collection, the census, and the auditing and disbursement of the treasury. A Restor was often assigned to each Probite and Amboy, but many were also dispatched with every fleet and army, as well as to certain highly important activities.&lt;br /&gt;
&lt;br /&gt;
Restori were appointed annually and their election was subject to approval and could be recalled by Comestiati. In 192, the Optolecton rescinded the right of approval and recall for a Restor assigned to a military post by a Comestia. With the establishment of the consolidated Office of the Exchequer in 583, the roles of the Restori declined in importance. The office of Restor is now nearly non-existent with the exception of the Jorian Restor (“Restor General”), who heads the Exchequer Department.&lt;br /&gt;
&lt;br /&gt;
·&#039;&#039;Curasori&#039;&#039; are officials charged with monitoring and regulating the affairs of government to prevent the abuse of traditional liberties, corruption, and maintaining the limits of state authority. As such, they act both as ombudsmen and constitutional custodians. The Curasori were established in 711 AGA to ameliorate the intensifying popular resentment. Originally, these were selected by the Optolecton, but the reforms of Sotor shortly thereafter required their election by the Comestiati. Curasori serve a term of one year. Generally, there is one Curasor per 5,000 people, although this is not set in stone and the actual representation is more fluid. The Optolecti still appoint a number of Curasori, usually as military or diplomatic attendants to ensure that the will of the Optolecton is enforced.&lt;br /&gt;
&lt;br /&gt;
The Curasori, unlike other Monitari, are not actually empowered to enforce laws, but instead to prevent the execution of some pronouncement by the Optolecton or other Monitari. An individual Curasor may laws, prevent arrest, and generally veto any other action taken by a state official, the only requirement being that the veto is done in person and announced publicly. One Curasor may not overrule any other, although they are subject to recall by a Comestia. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Distinction of Powers ===&lt;br /&gt;
&lt;br /&gt;
	Different Monitari had different levels of power even among their own colleagues. As has already been alluded to, the original Probites had a greater level of authority than the subsequent “foreign” Probites, but such distinctions in legal authority were true even early in the republic. Generally, there were two degrees of legal authority. The first was known simply as &#039;&#039;Ibo Pudor&#039;&#039;, or, Ib.P. (lit. “the power”) and was the general authority given to them to carry out their functions. &lt;br /&gt;
&lt;br /&gt;
A much loftier degree of power was conferred upon all Probites, and less frequently on Amboys. This was known as &#039;&#039;Zecopudor&#039;&#039;, or Z.P. (lit. “higher power”) and included the right to raise and command military units and impose or rescind laws on the spot. It was expected that such decisions were to be used responsibly and rarely, though the actual tendency depended upon the holders of Zecopudor. Theoretically, these decisions were subject to the review and approval of the Optolecton, although particularly powerful or recalcitrant Monitaro had been known to ignore this opposition. Only the Optolecton could bestow the Z.P. upon an Amboy or other lesser official, and this necessitated extreme circumstances such as invasion. It has only been done five times in the history of Arqualan. Ectin the Great and the subsequent Emperors each claimed a sort of superior Z.P. that allowed them to subordinate each of the Probites.&lt;br /&gt;
&lt;br /&gt;
Other degrees of power were later innovations stemming mostly from violent incidents like the Arqi Civil War and the rise of Ionomîs, but occasionally from more peaceful compromises. In His reform of the Arqi government, Ionomîs declared Himself possessed of a superior power on the virtue of not only His political and military station, but also His religious position. This power, known as Impremex, is functionally equivalent to Z.P., but with religious aspects and a higher dignity. This is important because His reforms greatly restricted the authority of both Ibo Pudor and Zecopudor.  It also expressly elevates him above the Optolecton and the other Probites, though not, interestingly, above the Jorian Comestia. &lt;br /&gt;
&lt;br /&gt;
Another distinction of status was brought about by Ionomîs – the &#039;&#039;Eupervestiton&#039;&#039; (lit. “oversight”). The term originally referred to a legal principle that each Optolecti could investigate the actions of Monitari and even private citizens and call them to answer for any wrongdoing in front of the whole assembly. There was no appeal from such a trial, though it was used comparatively rarely. The Eupervestiton was newly bestowed upon each individual Arqi citizen in terms that more closely connote the concept of sovereignty, although a more formalized “oversight” power was retained whereby individuals could demand investigations of government officials. The Eupervestiton was also given to the various Comestia and the Optolecton as a whole.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=4182</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=4182"/>
		<updated>2005-07-21T02:23:39Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: /* Generic Backgrounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Conan_RPG_Campaigns:Main_Page Conan RPG Campaigns: Main Page]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===MIDNIGHT RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[MIDNIGHT RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
MIDNIGHT RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Mutant &amp;amp; Masterminds RPG Wiki Resource===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [http://wiki.rpg.net/index.php/Mutants&amp;amp;Masterminds_RPG_Wiki_Resource:Main_Page Mutants &amp;amp; Masterminds RPG Wiki Resource]&lt;br /&gt;
&lt;br /&gt;
Mutants &amp;amp; Masterminds RPG Wiki Resource,  is a wiki open for game groups to provide resources for Characters created with the M&amp;amp;M rules and campaigns ran in Mutants &amp;amp; Masterminds - &amp;quot;the world&#039;s greatest RPG&amp;quot; OGL D20 rules and settings.  This wiki is intended as an example of characters, campaigns and resources for Super Heroic RPGs.&lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
===Blue Planet===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
A general resouce project for the Blue Planet RPG&lt;br /&gt;
&lt;br /&gt;
===Essence-Blasting Hits of the Seventies===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Essence-Blasting Hits of the Seventies]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
A thematic conversion for &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, set in the modern day and involving the Exalted as rock musicians of various stripes instead of fantasy heroes. With Essence-infused heroin, a guitar that you carved out of Elvis Presley&#039;s coffin and a Malfean fragment as your agent, it&#039;s time to take to the streets. What do you do when you get there?&lt;br /&gt;
&lt;br /&gt;
===The Dungeoneers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[The_Dungeoneers_%28A_D%26D_Minisetting%29]]&lt;br /&gt;
&lt;br /&gt;
The dungeoneers is a minisetting for D&amp;amp;D 3.0. It may be more appropriate however to call it a game model as it can be dropped in almost any fantasy setting. It combines gritty low level play with a structured adventure model. In short, it’s “Regular Joes die their way through horrifying dungeons”.&lt;br /&gt;
&lt;br /&gt;
===Dungeonpalooza===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dungeonpalooza:Main_Page|Dungeonpalooza]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; D&amp;amp;D 3.5 or other traditional fantasy setting&lt;br /&gt;
&lt;br /&gt;
A wide-open world setting designed for neo-old school dungeon crawls.  Includes a world map, descriptions of important locations, Prestige Classes, and a pantheon with contributions from a bunch of RPG.net collaborators.  Dungeonpalooza is ideal for adventure-oriented parties that like quirky locations and don&#039;t take themselves too seriously.&lt;br /&gt;
&lt;br /&gt;
===Exalted 101===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[Exalted101:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Exalted]]&lt;br /&gt;
&lt;br /&gt;
This is an atempt to create a resource for [[storyteller]]s and players new to &amp;lt;i&amp;gt;[[Exalted]]&amp;lt;/i&amp;gt;, covering everything they need to know to get a game going, as well as tackling any niggling questions that tend to come up often about the game. It&#039;s based on a big thread from RPG open.&lt;br /&gt;
&lt;br /&gt;
===GURPS Annotation Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[GURPS:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GURPS]]&lt;br /&gt;
&lt;br /&gt;
A cross-referenced collection of advice, information, house rules, etc. for GURPS 4th Edition.&lt;br /&gt;
&lt;br /&gt;
===The Horizon: Virtual Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HorizonVirtual:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[D20_System]]&lt;br /&gt;
&lt;br /&gt;
A re-working of the D20 System Reference Document to be more compatible with the &#039;&#039;Horizon: Virtual&#039;&#039; mini-RPG by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Legend of the Five Rings===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[L5R:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; L5R d10 or d20.&lt;br /&gt;
&lt;br /&gt;
An open project for compilation of fan-created material for the Legend of the Five Rings RPG in any of its published versions.&lt;br /&gt;
&lt;br /&gt;
===More Than Human===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MTH:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Storytelling System]]&lt;br /&gt;
&lt;br /&gt;
Rules for playing superheroes and supervillains using White Wolf&#039;s Storytelling (nWoD) system.&lt;br /&gt;
&lt;br /&gt;
===Paranoia Modulet 10Pak===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Paranoia_10pak]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Paranoia XP or other Paranoia edition&lt;br /&gt;
&lt;br /&gt;
This is a collection of 10 short modulets for the &amp;lt;i&amp;gt;Paranoia&amp;lt;/i&amp;gt; game.  They are arranged in the &amp;quot;Mission/Complications/Resolution/Staging notes&amp;quot; format from second edition.  Each is about 500 to 1000 words.&lt;br /&gt;
&lt;br /&gt;
===Spica Sector Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Spica_Sector_Project:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Traveller]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[CT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[MT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[TNE]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T4]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[GT]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T20]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[T5]]&lt;br /&gt;
&lt;br /&gt;
A Major project to re-develop the Spica Sector of space for the Traveller RPG system.&lt;br /&gt;
&lt;br /&gt;
===Star Wars for Mutants &amp;amp; Masterminds===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[M&amp;amp;M_Star_Wars:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039;[[Mutants_and_Masterminds]]&lt;br /&gt;
&lt;br /&gt;
What will hopefully become a clearing house for converting Star Wars into Mutants &amp;amp; Masterminds.&lt;br /&gt;
&lt;br /&gt;
===Warhammer Fantasy Role-Play 1st Edition===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[http://wiki.rpg.net/index.php/Warhammer_Fantasy_Roleplay WFRP:Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Warhammer Fantasy Role-Play 1st Edition]]&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_411_Realms_of_Sorcery.html Realms of Sorcery]&lt;br /&gt;
Alternative version of the supplement&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_272_Let_s_go_shopping.html Lets Go Shopping] Shop, service, and business gazetteer&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_280_Are_You_Mentally_Divergent.html Are You Mentally Divergent?] Expanded Insanity Rules&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_437_Purring.html Purring] A Revolting Exhibition Among Imperial Citizens&lt;br /&gt;
of an Imported Albion Article of Brutal &amp;quot;Sport.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tomorrow’s forecast for the Old World is…&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_330_Weather.html Weather] &lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_335_Drinking_Rules!!!.html Drinking Rules!!!] Expanded rules for Alcohol Consumption&lt;br /&gt;
&lt;br /&gt;
[http://www.warhammer.net/warhammer_archive_336_What_Were_They,_Psychos.html What Were They, Psychos?] Alternative Rules For Vampires&lt;br /&gt;
&lt;br /&gt;
===Werewolf: The Forsaken Articles===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[WtFArticles:Main_page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Werewolf:The Forsaken]]&lt;br /&gt;
The idea of this page is serve as an index to various articles, stories and ideas created to enhance White Wolf&#039;s &amp;lt;i&amp;gt;Werewolf: the Forsaken&amp;lt;/i&amp;gt; setting. &lt;br /&gt;
&lt;br /&gt;
===Young Kingdoms Adventures===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[YKAdventures:Main_Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Stormbringer Fifth Edition or Elric!&lt;br /&gt;
&lt;br /&gt;
This is a collection of story seeds for the &amp;lt;i&amp;gt;[[Stormbringer]]&amp;lt;/i&amp;gt; roleplaying game, sorted by geographical locations. It includes notable people, places, items, and creatures for cities and countries all across the Young Kingdoms.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4183</id>
		<title>EternalEmpire:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4183"/>
		<updated>2005-07-21T00:41:32Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Eternal Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
&lt;br /&gt;
I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coming Soon:&#039;&#039;&#039;&lt;br /&gt;
Player Races&lt;br /&gt;
&lt;br /&gt;
Arqi Society &amp;amp; Politics&lt;br /&gt;
&lt;br /&gt;
Language &amp;amp; Naming Conventions&lt;br /&gt;
&lt;br /&gt;
Gazetteer&lt;br /&gt;
&lt;br /&gt;
Religious Ritual and Applied Theology&lt;br /&gt;
&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
&lt;br /&gt;
Technology &amp;amp; Infrastructure&lt;br /&gt;
&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4173</id>
		<title>EternalEmpire:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=EternalEmpire:Main_Page&amp;diff=4173"/>
		<updated>2005-07-21T00:40:50Z</updated>

		<summary type="html">&lt;p&gt;Illuminarch: Introduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Eternal Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;Pergo&#039;&#039;, the nest where protean man landed on his issue from the heavens and there dwelt in the unceasing delight of &#039;&#039;Epani&#039;&#039;, the unspoiled, the pure and perfect world. Epani was forsaken, and the grief of its passing is the only vestige which remains.&lt;br /&gt;
&lt;br /&gt;
Pergo, as it is blessed in the tongue of the Arqi, is a world seeded by humanity in the unremembered past, one more node in the vast, cosmic network of that prolific race. Cataclysm and long isolation have since reduced the monuments of this glorious past to ruins and dimmed the memory of their great legacy to a fading ember. After millennia of primitive existence on the margins of savagery, the diverse Terran progeny has returned to civilization. Not all had entirely forgotten the ancient times; titillating hints of past grandeur were uncovered in ritual, religion, and epics. Peoples were nurtured by strange forces from beyond the veil of the universe, converging upon the world for a reason that all mortals must be ignorant of - Pergo is the sole remaining refuge of humanity in the universe.&lt;br /&gt;
&lt;br /&gt;
Here is the age of glorious Arqualan! Though a thousand eons have passed since the Great Ruin destroyed Epani, a new golden age is in the offing. The vast and populous commonwealth of Arqualan spans the greater part of three continents and comprises more than 100 million souls. In all things, the Arqi believe themselves the pinnacle of humanity, supreme in the arts and sciences, renown in their history, and the exemplars of morality and high civilization. Who can dispute them? For the Eternal Empire possesses wealth undreamed and might unmatched, and in this age when the very Gods walk amongst men, they are shepherded by their Illuminarch, Ionomîs, greatest of the deities, the incarnation of the Divine Wisdom of God-Most-High! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But Epani was forsaken&#039;&#039; – and the bliss of the elder days is not yet recovered. From the north of the world the inscrutable and powerful nations of the Hangriti, in the thrall of their ruthless and terrible Gods, ravenously eyes the jewel of the southlands. To the west are the humbled yet devious sorcerer states of Lostram and Keom, rich with knowledge of deviltry and hordes of potent archaeotech. In the deeps of the southern oceans dwell the recalcitrant corsair kingdoms and the scarcely penetrated mystery of Anducydo, the fourth continent. Within Arqualan are more perils, perhaps deadlier: corruption, betrayal, and the machinations of dark and insidious powers. &lt;br /&gt;
&lt;br /&gt;
You are one among the great mass of divers humanity or, perhaps, a more singular being - a child of Gods, a spawn of Devils, bound to Spirits, or illuminated by Prophets. Will you labor to sustain the Eternal Empire or to tear it down for its enemies? Or, will you harness this special favor by building your own majesty among the inglorious nations of the world, commanding powerful armies, leading great religions, and forging a new order in preparation for the great trials which must come?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
The &#039;&#039;Eternal Empire&#039;&#039; setting is a synthesis of Dark Fantasy and Science Fiction. Its centuries spanning background is drawn from a reimagining of our own world&#039;s history in a fantastic context, projecting the rise of societies, movement of peoples, development of religions, growth of languages and spread of learning. Each of these, once woven together, constitutes the fabric of the contemporary setting. Because of &#039;&#039;Eternal Empire&#039;s&#039;&#039; historical conception, a campaign can be played in a variety of time periods if the group would prefer a world of sailing ships, slashing swords, candle light, and squabbling proto-states to one of iron clads, lever action rifles, nuclear batteries and world girdling empires. Alternatively, a group might be interested in playing as their characters&#039; ancestors or heroes of the past, the results of their actions having far-reaching consequences in the current time period.&lt;br /&gt;
&lt;br /&gt;
While this foundation aids the player and game master by creating an immediate familiarity with the world through its internal consistency and analogies to our own past, other, more fantastic aspects of the setting provide the necessary counterbalance of mystery, horror, and a chance to achieve the impossible. Enigmatic post-human entities in the guise of the mighty and fell Gods of mythology roam the world, often at the head of whole civilizations, directing their followers with supernatural wisdom and unleashing their prodigious powers in the cause of ruin and salvation. Such deities often bestow &#039;&#039;charismas&#039;&#039; on their devoted followers, granting mortals a taste of divinity. Some individuals, usually deranged and power-mad malefactors, attempt to sunder the boundaries of reality of their own power, calling upon other supernatural entities to aid them in their sorcerous gambits. Unusual creatures, some remnants of mankind&#039;s distant past, others created through the powers of the Gods, confront humanity at the fringes of civilization. Finally, the progression of science has revealed new wonders and horrors to be used by man and his divine overlords, merging societies deeply rooted in the traditions of antiquity with the advancements of an age of machinery and industry, an age whose capstone encompasses barely understood devices that blur the line between the possible and the impossible. Here, technology is a pastiche of ruggedly functional tools created through years of evolutionary experimentation and wondrous devices sprung from the craft of the ancients, recovered from beneath the mantle of time. &lt;br /&gt;
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I think you will enjoy this offering and come to believe as I have that &#039;&#039;Eternal Empire&#039;&#039; is &#039;Gun &amp;amp; Sorcery&#039; at its finest.&lt;br /&gt;
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&#039;&#039;&#039;Coming Soon:&#039;&#039;&#039;&lt;br /&gt;
Player Races&lt;br /&gt;
Arqi Society &amp;amp; Politics&lt;br /&gt;
Language &amp;amp; Naming Conventions&lt;br /&gt;
Gazetteer&lt;br /&gt;
Religious Ritual and Applied Theology&lt;br /&gt;
Sorcery and the Supernatural&lt;br /&gt;
Technology &amp;amp; Infrastructure&lt;br /&gt;
Weaponry&lt;/div&gt;</summary>
		<author><name>Illuminarch</name></author>
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