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	<updated>2026-05-15T14:35:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HRR_1400_10km_75.png&amp;diff=308515</id>
		<title>File:HRR 1400 10km 75.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HRR_1400_10km_75.png&amp;diff=308515"/>
		<updated>2016-11-03T14:54:34Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HRR_1400_30km_75.png&amp;diff=308514</id>
		<title>File:HRR 1400 30km 75.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HRR_1400_30km_75.png&amp;diff=308514"/>
		<updated>2016-11-03T14:50:07Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HRR_1400_10km.png&amp;diff=308433</id>
		<title>File:HRR 1400 10km.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HRR_1400_10km.png&amp;diff=308433"/>
		<updated>2016-11-02T13:27:58Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: A map of the Holy Roman Empire in 1400, overlaid with a hex grid at 10km per hex (between pairs of parallel sides).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A map of the Holy Roman Empire in 1400, overlaid with a hex grid at 10km per hex (between pairs of parallel sides).&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HRR_1400_30km.png&amp;diff=308431</id>
		<title>File:HRR 1400 30km.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HRR_1400_30km.png&amp;diff=308431"/>
		<updated>2016-11-02T13:27:10Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: A map of the Holy Roman Empire in 1400, overlaid with a hex grid at 30km per hex (between pairs of parallel sides).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A map of the Holy Roman Empire in 1400, overlaid with a hex grid at 30km per hex (between pairs of parallel sides).&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Suresh&amp;diff=307250</id>
		<title>Suresh</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Suresh&amp;diff=307250"/>
		<updated>2016-10-06T15:59:30Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: Created page with &amp;quot;A character in the Rahasia Rules Cyclopedia game.   == Suresh the Cat == *Neutral Thief 2 *XP: 1200 *Backstory: Suresh is the fastest and bravest adventurer you&amp;#039;ll ever me...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in the [[Rahasia]] Rules Cyclopedia game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Suresh the Cat ==&lt;br /&gt;
*Neutral Thief 2&lt;br /&gt;
*XP: 1200&lt;br /&gt;
*Backstory: Suresh is the fastest and bravest adventurer you&#039;ll ever meet - he&#039;ll tell you so! He cast off the crowds of the big city to explore the world, and he&#039;s been out living the adventuring life for years. He shaves his head for that extra bit of speed, and he&#039;s an expert marksman with his throwing daggers. The fine clothes were a gift from a grateful merchant after he saved the man&#039;s daughter from bandits. She begged Suresh to marry her, but he&#039;s too young to be tied down.&lt;br /&gt;
&lt;br /&gt;
===The Secret===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;Suresh is really Selim Al-Ravi, the runaway third son of Ylari merchant prince. Some months ago, Suresh/Selim rejected the opulence and ease of his palace life, slipped past his father&#039;s guards and set off for adventure in a new land. He certainly is fast, and brave, but he&#039;s 16, out of his depth and unused to hardship (&amp;quot;the Cat&amp;quot; is a step down from the title he originally gave himself: &amp;quot;the Tiger&amp;quot;). He does his best to hide his education and cultured manners, but his local accent slips frequently. He will quickly drop the act if confronted about it, though he won&#039;t go into detail about his former life.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
STR 13 &lt;br /&gt;
INT 10 &lt;br /&gt;
WIS 9&lt;br /&gt;
DEX 15 &lt;br /&gt;
CON 10 &lt;br /&gt;
CHA 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*HP: 6&lt;br /&gt;
*AC: 6&lt;br /&gt;
*Movement: 30&lt;br /&gt;
*Treasure-bearing movement: 20&lt;br /&gt;
*Saves: &lt;br /&gt;
**Death Ray or Poison 13&lt;br /&gt;
**Magic Wands 14&lt;br /&gt;
**Paralysation or Petrification 13&lt;br /&gt;
**Dragon Breath 16&lt;br /&gt;
**Rod, Stave, or Spell 15&lt;br /&gt;
&lt;br /&gt;
== Weapons/Weapon Mastery ==&lt;br /&gt;
&lt;br /&gt;
Throwing Dagger&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackjack&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
&lt;br /&gt;
Navigation, Law &amp;amp; Justice, Acrobatics, Persuasion. &lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
* Combat Equipment: Leather Armour (20gp), Blackjack (5gp), Dagger x5 (15gp).&lt;br /&gt;
&lt;br /&gt;
* General Equipment: Backpack (5gp), Fine Clothes (20gp), Thieves Tools (25gp), 10&#039; Pole (1gp), 50&#039; Rope (1gp), Mirror (5gp), Iron Rations (15gp). &lt;br /&gt;
&lt;br /&gt;
* 10 GP.&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295748</id>
		<title>Pack Up Your Troubles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295748"/>
		<updated>2016-02-03T11:02:59Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Waterdeep, 1360 DR=&lt;br /&gt;
&lt;br /&gt;
This is the main hub page for the campaign &#039;&#039;Pack Up Your Troubles&#039;&#039;, set in 1360 DR - two years after the Time of Troubles - and using the D&amp;amp;D 5th Edition rules. This page will list significant rules variations from the &#039;&#039;Sword Coast Adventurers&#039; Guide&#039;&#039;, and index the character sheets.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles/Darvin|Darvin, human cleric]] (r) - theshoveller&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Diast|Diast, genasi barbarian]] (r) - Vektunaxa&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Erol|Erol, half-elf bard]] (r) - Pureluck&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Holg|Holg, half-orc monk]] (i) - Kelly Pedersen&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Lao Xiaobo|Lao Xiaobo, human fighter]] (r) - Brittonica&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Makaria|Makaria, tiefling paladin]] (i) - Andrensath&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Misthel|Misthel, elf bladesinger wizard]] (i) - camk4evr&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Tal|Tal, elf ranger]] (i) - Aethyron&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Zeelak|Zeelak, gnome rogue]] - (i) hedonismbot&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players still joining: LibraryLass&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295398</id>
		<title>Pack Up Your Troubles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295398"/>
		<updated>2016-01-28T09:50:37Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Waterdeep, 1360 DR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Waterdeep, 1360 DR=&lt;br /&gt;
&lt;br /&gt;
This is the main hub page for the campaign &#039;&#039;Pack Up Your Troubles&#039;&#039;, set in 1360 DR - two years after the Time of Troubles - and using the D&amp;amp;D 5th Edition rules. This page will list significant rules variations from the &#039;&#039;Sword Coast Adventurers&#039; Guide&#039;&#039;, and index the character sheets.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles/Darvin|Darvin, human cleric]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Diast|Diast, genasi barbarian]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Erol|Erol, half-elf paladin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Holg|Holg, half-orc monk]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Lao Xiaobo|Lao Xiaobo, human fighter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Makaria|Makaria, tiefling paladin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Misthel|Misthel, elf wizard]]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=295307</id>
		<title>LetsBuild5e:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=295307"/>
		<updated>2016-01-27T17:28:53Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&lt;br /&gt;
:&lt;br /&gt;
=Let&#039;s build a setting!=&lt;br /&gt;
&lt;br /&gt;
This setting doesn&#039;t have a name yet!&lt;br /&gt;
&lt;br /&gt;
Why not?&lt;br /&gt;
&lt;br /&gt;
Because we&#039;re building it collaboratively as we go along. All the players can collaborate, pitch ideas, and decide on the nature of the setting by group vote. There&#039;s currently an out-of-character (OOC) thread running in which we collectively thrash out some key details. Then we&#039;re going generate characters which fit the setting details we&#039;ve established. Then we&#039;ll kick off an in-character (IC) thread and a plot, and we start play, coming up with additional setting details as we go.&lt;br /&gt;
&lt;br /&gt;
==Basic assumptions==&lt;br /&gt;
&lt;br /&gt;
* The setting is designed for D&amp;amp;D&#039;s fifth edition.&lt;br /&gt;
* All the PC options in the PHB ought to be available. We&#039;ll be starting at level 3. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19337669#post19337669])&lt;br /&gt;
* We&#039;d prefer not to use rules from outside the three core books, as those are all the DM&#039;s got.&lt;br /&gt;
* The DM retains the power of veto over suggestions from the floor, but pledges only to use it &#039;&#039;in extremis&#039;&#039;.&lt;br /&gt;
* Devising a plot may require the DM to reserve certain areas from group decision-making, but again, this power should not be overused. (Example: If the DM decides the Big Bad is an aboleth, and the players all vote for dragons to be the dominant monster group, that&#039;ll just be made to fit rather than overruled. But if they vote for no thieves&#039; guilds, and a plot already began with a thieves&#039; guild in it, it&#039;ll just have to be a very secretive, thoroughly outlawed thieves&#039; guild, contradicting the vote result.)&lt;br /&gt;
&lt;br /&gt;
==Decision-making process==&lt;br /&gt;
&lt;br /&gt;
Decision-making is intended to be comparatively informal. The points below are intended to guide resolution, rather than prescribe formal votes on everything.&lt;br /&gt;
&lt;br /&gt;
* Anyone can put a question to the group; we&#039;re still working through the ones pitched in the recruitment thread, and the others that the DM drew up to establish the basics. Each question stands for discussion for a day or so before voting opens. The options presented for voting may be changed as a result of discussion, if there&#039;s a clear consensus.&lt;br /&gt;
* The DM chooses the order in which questions are put. Motions to defer questions until later are acceptable; but questions can only be wholly withdrawn by the proposer or (in exceptional circumstances) the DM.&lt;br /&gt;
* Everyone who&#039;s going to play a PC or is on the waiting list can vote. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19211358#post19211358] ) At present, there are 5 PCs and no waiting list members.&lt;br /&gt;
* The DM will act as speaker - ruling questions out of order if needed, and making casting votes in the event of ties, but otherwise not voting.&lt;br /&gt;
* A question should come with suggested answers, but write-ins are welcome. If someone submits a write-in and you prefer it to your previous choice, vote-switching is allowed.&lt;br /&gt;
* Unless there&#039;s a reasonable possibility people might switch to a write-in option, questions will be considered settled once there&#039;s a clear majority in favour.&lt;br /&gt;
* Reasons for ruling a question out of order would be: clashes with established facts; clashes with key plot point; clashes with free choice of PHB PC options; sectional interest (that is, things which would serve to directly boost one particular choice of PC build), or gratuitous offence (not that we expect this to happen...)&lt;br /&gt;
&lt;br /&gt;
Sign-up threads: [http://forum.rpg.net/showthread.php?761523-Interest-SignUp-Let-s-build-a-D-amp-D-5e-setting-and-then-play-it!] [http://forum.rpg.net/showthread.php?768559-Re-recruitment-As-the-World-Turns-Building-a-setting-for-D-amp-D5e&amp;amp;p=19492953]&lt;br /&gt;
&lt;br /&gt;
OOC thread: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!]&lt;br /&gt;
&lt;br /&gt;
IC thread: [http://forum.rpg.net/showthread.php?766380-D-amp-D5e-When-the-World-Turns-(Let-s-build-a-setting)]&lt;br /&gt;
&lt;br /&gt;
==Established elements==&lt;br /&gt;
&lt;br /&gt;
* We have a [[LetsBuild5e:Geography_and_Cosmology|clear idea of the overall shape of the world]].&lt;br /&gt;
* We&#039;re developing a [[LetsBuild5e:Gazetteer|gazetteer]] of places of interest.&lt;br /&gt;
* We&#039;re working on [[LetsBuild5e:Demographics_and_Society|who lives in the starting area, and what they do]].&lt;br /&gt;
* We&#039;ve got [[LetsBuild5e:Classes|additional details about PC classes]].&lt;br /&gt;
* We&#039;ve got a [[LetsBuild5e:Monsters|rogues&#039; gallery]] of culturally and socially significant monsters.&lt;br /&gt;
* We have a basic narrative of [[LetsBuild5e:History|regional history]] sketched out.&lt;br /&gt;
* We have pinned down some [[LetsBuild5e:Arcane_magic|key points about arcane magic]].&lt;br /&gt;
* We are [[LetsBuild5e:Religion|developing a religion]].&lt;br /&gt;
* There&#039;s a whole range of [[LetsBuild5e:Artefacts|legendary artefacts]] that are supposed to be out there somewhere.&lt;br /&gt;
* We&#039;ve started building some ideas about [[LetsBuild5e:Languages|lingustics]].&lt;br /&gt;
* The [[LetsBuild5e:Rumours|rumour mill]] has started to turn.&lt;br /&gt;
* Here are the [[LetsBuild5e:Questions|questions we are considering]].&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Active===&lt;br /&gt;
* [[LetsBuild5e:Veyne|Veyne the Warlock]] (Player: Unka Josh)&lt;br /&gt;
* [[LetsBuild5e:Tobanad|Tobanad the Bard]] (Player: Mr The Geoff)&lt;br /&gt;
* [[LetsBuild5e:Hetzir|Hetzir the Fighter]] (Player: Kelly Pedersen)&lt;br /&gt;
&lt;br /&gt;
===Inactive===&lt;br /&gt;
* [[LetsBuild5e:Reyogoth|Reyogoth the Warlock]] (Player: Metal Fatigue)&lt;br /&gt;
* [[LetsBuild5e:Emel-Aman|Emel-Aman the Druid]] (Player: Roger)&lt;br /&gt;
* [[LetsBuild5e:Alyxae|Alyxae the Paladin]] (Player: Lysus)&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295086</id>
		<title>Pack Up Your Troubles/Darvin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295086"/>
		<updated>2016-01-25T11:13:57Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Darvin Rowson&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human (variant)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Tymora&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Celestial&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 (15 w/shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skin:&#039;&#039;&#039; Light-tawny (Chondathan)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Green&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Dark Brown&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
Light &amp;amp; Medium Armour, Shields, Simple Weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Wisdom &amp;amp; Charisma saves&amp;lt;br /&amp;gt;&lt;br /&gt;
Insight, Perception, Persuasion, Sleight of Hand, Stealth&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise Kit, Thieves Tools&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trickery Domain==&lt;br /&gt;
&lt;br /&gt;
Blessing of the Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat&#039;&#039;&#039;: Magic Initiate (Druid: &#039;&#039;Shillelagh, Produce Flame, Thunderwave&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trait:&#039;&#039;&#039; I sleep with my back to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Respect. All people, rich or poor, deserve respect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; My city is my home, I&#039;ll fight to defend it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; It&#039;s not stealing if I need it more. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Club, Studded Leather armour, Shield, Thieves&#039; Tools, Burglar&#039;s Pack (total cost: 96.1 GP).&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Makaria&amp;diff=295085</id>
		<title>Pack Up Your Troubles/Makaria</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Makaria&amp;diff=295085"/>
		<updated>2016-01-25T11:13:26Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Makaria Fiendbane&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Paladin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Selûne&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Darkvision 60&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Dwarven, Elven, Infernal&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (18 w/shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Faction Agent&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skin:&#039;&#039;&#039; Dark reddish-black&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Silver&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Dark purple&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 15 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 13 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 09 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 10 (+0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
(+2 bonus)&lt;br /&gt;
&lt;br /&gt;
All armour&amp;lt;br /&amp;gt;&lt;br /&gt;
Simple &amp;amp; martial weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Wisdom, Charisma&amp;lt;br /&amp;gt;&lt;br /&gt;
Insight, Medicine, Persuasion, Religion&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trait 1:&#039;&#039;&#039; I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait 2:&#039;&#039;&#039; I fall in and out of love easily, and am always pursuing someone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Charity. I always try to help those in need, no matter what the personal cost. (Good)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; I owe my life to the priest who took me in when my parents died.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; My piety sometimes leads me to blindly trust those that profess faith in my god.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Combat equipment==&lt;br /&gt;
&lt;br /&gt;
Chain mail&amp;lt;br /&amp;gt;&lt;br /&gt;
Longbow&amp;lt;br /&amp;gt;&lt;br /&gt;
Mace&amp;lt;br /&amp;gt;&lt;br /&gt;
Shield&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other equipment==&lt;br /&gt;
&lt;br /&gt;
Backpack&amp;lt;br /&amp;gt;&lt;br /&gt;
Bedroll&amp;lt;br /&amp;gt;&lt;br /&gt;
Faction badge (Harpers)&amp;lt;br /&amp;gt;&lt;br /&gt;
Faction codebook (Harpers)&amp;lt;br /&amp;gt;&lt;br /&gt;
Hemp rope (50&#039;)&amp;lt;br /&amp;gt;&lt;br /&gt;
Holy symbol (Selune)&amp;lt;br /&amp;gt;&lt;br /&gt;
Mess kit&amp;lt;br /&amp;gt;&lt;br /&gt;
Pouch w/ 15 gp&amp;lt;br /&amp;gt;&lt;br /&gt;
Rations (10 days)&amp;lt;br /&amp;gt;&lt;br /&gt;
Set of common clothes&amp;lt;br /&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br /&amp;gt;&lt;br /&gt;
Torches (10)&amp;lt;br /&amp;gt;&lt;br /&gt;
Waterskin&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Makaria&amp;diff=295084</id>
		<title>Pack Up Your Troubles/Makaria</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Makaria&amp;diff=295084"/>
		<updated>2016-01-25T11:13:09Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: Created page with &amp;quot;__NOTOC__  &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; Makaria Fiendbane&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Tiefling&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Paladin&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Level:&amp;#039;&amp;#039;&amp;#039; 1&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Deity:&amp;#039;&amp;#039;&amp;#039; Selûne&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; Chaotic G...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Makaria Fiendbane&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Tiefling&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Paladin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Selûne&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Darkvision 60&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Dwarven, Elven, Infernal&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (18 w/shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Faction Agent&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skin:&#039;&#039;&#039; Dark reddish-black&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Silver&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Dark purple&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 15 (+2)&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 13 (+1)&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 12 (+1)&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 09 (-1)&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 10 (+0)&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 16 (+3)&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
(+2 bonus)&lt;br /&gt;
&lt;br /&gt;
All armour&amp;lt;br /&amp;gt;&lt;br /&gt;
Simple &amp;amp; martial weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Wisdom, Charisma&amp;lt;br /&amp;gt;&lt;br /&gt;
Insight, Medicine, Persuasion, Religion&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trait 1:&#039;&#039;&#039; I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait 2:&#039;&#039;&#039; I fall in and out of love easily, and am always pursuing someone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Charity. I always try to help those in need, no matter what the personal cost. (Good)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; I owe my life to the priest who took me in when my parents died.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; My piety sometimes leads me to blindly trust those that profess faith in my god.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
==Combat equipment==&lt;br /&gt;
&lt;br /&gt;
Chain mail&amp;lt;br /&amp;gt;&lt;br /&gt;
Longbow&amp;lt;br /&amp;gt;&lt;br /&gt;
Mace&amp;lt;br /&amp;gt;&lt;br /&gt;
Shield&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other equipment==&lt;br /&gt;
&lt;br /&gt;
Backpack&amp;lt;br /&amp;gt;&lt;br /&gt;
Bedroll&amp;lt;br /&amp;gt;&lt;br /&gt;
Faction badge (Harpers)&amp;lt;br /&amp;gt;&lt;br /&gt;
Faction codebook (Harpers)&amp;lt;br /&amp;gt;&lt;br /&gt;
Hemp rope (50&#039;)&amp;lt;br /&amp;gt;&lt;br /&gt;
Holy symbol (Selune)&amp;lt;br /&amp;gt;&lt;br /&gt;
Mess kit&amp;lt;br /&amp;gt;&lt;br /&gt;
Pouch w/ 15 gp&amp;lt;br /&amp;gt;&lt;br /&gt;
Rations (10 days)&amp;lt;br /&amp;gt;&lt;br /&gt;
Set of common clothes&amp;lt;br /&amp;gt;&lt;br /&gt;
Tinderbox&amp;lt;br /&amp;gt;&lt;br /&gt;
Torches (10)&amp;lt;br /&amp;gt;&lt;br /&gt;
Waterskin&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295080</id>
		<title>Pack Up Your Troubles/Darvin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295080"/>
		<updated>2016-01-25T11:06:51Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Darvin Rowson&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human (variant)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Tymora&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Celestial&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC: 13&#039;&#039;&#039; (15 w/shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skin:&#039;&#039;&#039; Light-tawny (Chondathan)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Green&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Dark Brown&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
Light &amp;amp; Medium Armour, Shields, Simple Weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Wisdom &amp;amp; Charisma saves&amp;lt;br /&amp;gt;&lt;br /&gt;
Insight, Perception, Persuasion, Sleight of Hand, Stealth&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise Kit, Thieves Tools&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trickery Domain==&lt;br /&gt;
&lt;br /&gt;
Blessing of the Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat&#039;&#039;&#039;: Magic Initiate (Druid: &#039;&#039;Shillelagh, Produce Flame, Thunderwave&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trait:&#039;&#039;&#039; I sleep with my back to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Respect. All people, rich or poor, deserve respect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; My city is my home, I&#039;ll fight to defend it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; It&#039;s not stealing if I need it more. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Club, Studded Leather armour, Shield, Thieves&#039; Tools, Burglar&#039;s Pack (total cost: 96.1 GP).&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295078</id>
		<title>Pack Up Your Troubles/Darvin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295078"/>
		<updated>2016-01-25T11:05:51Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Darvin Rowson&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human (variant)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Tymora&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Celestial&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC: 13&#039;&#039;&#039; (15 w/shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skin:&#039;&#039;&#039; Light-tawny (Chondathan)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Green&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Dark Brown&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
Light &amp;amp; Medium Armour, Shields, Simple Weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Wisdom &amp;amp; Charisma saves&amp;lt;br /&amp;gt;&lt;br /&gt;
Insight, Perception, Persuasion, Sleight of Hand, Stealth&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise Kit, Thieves Tools&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trickery Domain==&lt;br /&gt;
&lt;br /&gt;
Blessing of the Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat&#039;&#039;&#039;: Magic Initiate (Druid: &#039;&#039;Shillelagh, Produce Flame, Thunderwave&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Trait: I sleep with my back to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ideal: Respect. All people, rich or poor, deserve respect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bond: My city is my home, I&#039;ll fight to defend it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Flaw: It&#039;s not stealing if I need it more. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Club, Studded Leather armour, Shield, Thieves&#039; Tools, Burglar&#039;s Pack (total cost: 96.1 GP).&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Diast&amp;diff=295077</id>
		<title>Pack Up Your Troubles/Diast</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Diast&amp;diff=295077"/>
		<updated>2016-01-25T11:05:20Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Personality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Diast&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Air Genasi&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Multiple (see below)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Primordial(Auran)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039;: 15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 15 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
(Bonus: +2)&lt;br /&gt;
&lt;br /&gt;
Light armour, medium armour, shields&amp;lt;br /&amp;gt;&lt;br /&gt;
Simple weapons, martial weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Strength, Constitution&amp;lt;br /&amp;gt;&lt;br /&gt;
Athletics, Survival, Deception, Sleight-of-hand&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise kit, forgery kit&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Abilities=&lt;br /&gt;
&lt;br /&gt;
Rages (2, +2 damage)&amp;lt;br /&amp;gt;&lt;br /&gt;
Unarmored Defense (AC 15)&amp;lt;br /&amp;gt;&lt;br /&gt;
Unending Breath&amp;lt;br /&amp;gt;&lt;br /&gt;
Mingle with the Wind&amp;lt;br /&amp;gt;&lt;br /&gt;
False Identity&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Diast grew up roaming the hills around Soubar, near the Forest of Wyrms. He learned to fight from the caravan guards and bandits that passed through, and fell in love with gold and recently came to Waterdeep to look for more. While he is a capable warrior, Diast has found that a few well-placed words, suitably followed up upon, can lead to people just handing over their money willingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&amp;lt;br /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Favorite Scheme:&#039;&#039;&#039; I insinuate myself into people&#039;s lives to prey on their weakness and secure their fortune.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
:I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
:I fall in and out of love easily, and am always pursuing someone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Aspiration - I&#039;m determined to make something of myself.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; Somewhere out there, I have a child who doesn&#039;t know me.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I can&#039;t resist taking a risk if there&#039;s money involved.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Greatsword, 2 handaxes, 4 javelins&amp;lt;br /&amp;gt;&lt;br /&gt;
Explorers pack&amp;lt;br /&amp;gt;&lt;br /&gt;
Set of fine clothes, disguise kit, tools of the con, belt pouch with 15 gp&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Diast&amp;diff=295076</id>
		<title>Pack Up Your Troubles/Diast</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Diast&amp;diff=295076"/>
		<updated>2016-01-25T11:04:35Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Diast&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Air Genasi&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Multiple (see below)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Primordial(Auran)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039;: 15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 15 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
(Bonus: +2)&lt;br /&gt;
&lt;br /&gt;
Light armour, medium armour, shields&amp;lt;br /&amp;gt;&lt;br /&gt;
Simple weapons, martial weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Strength, Constitution&amp;lt;br /&amp;gt;&lt;br /&gt;
Athletics, Survival, Deception, Sleight-of-hand&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise kit, forgery kit&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Abilities=&lt;br /&gt;
&lt;br /&gt;
Rages (2, +2 damage)&amp;lt;br /&amp;gt;&lt;br /&gt;
Unarmored Defense (AC 15)&amp;lt;br /&amp;gt;&lt;br /&gt;
Unending Breath&amp;lt;br /&amp;gt;&lt;br /&gt;
Mingle with the Wind&amp;lt;br /&amp;gt;&lt;br /&gt;
False Identity&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Diast grew up roaming the hills around Soubar, near the Forest of Wyrms. He learned to fight from the caravan guards and bandits that passed through, and fell in love with gold and recently came to Waterdeep to look for more. While he is a capable warrior, Diast has found that a few well-placed words, suitably followed up upon, can lead to people just handing over their money willingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&lt;br /&gt;
:&#039;&#039;&#039;Favorite Scheme:&#039;&#039;&#039; I insinuate myself into people&#039;s lives to prey on their weakness and secure their fortune.&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
:I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.&lt;br /&gt;
:I fall in and out of love easily, and am always pursuing someone.&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Aspiration - I&#039;m determined to make something of myself.&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; Somewhere out there, I have a child who doesn&#039;t know me.&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I can&#039;t resist taking a risk if there&#039;s money involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Greatsword, 2 handaxes, 4 javelins&amp;lt;br /&amp;gt;&lt;br /&gt;
Explorers pack&amp;lt;br /&amp;gt;&lt;br /&gt;
Set of fine clothes, disguise kit, tools of the con, belt pouch with 15 gp&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Diast&amp;diff=295075</id>
		<title>Pack Up Your Troubles/Diast</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Diast&amp;diff=295075"/>
		<updated>2016-01-25T11:04:19Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: Created page with &amp;quot;__NOTOC__  &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; Diast&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Air Genasi&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039; Barbarian&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Level:&amp;#039;&amp;#039;&amp;#039; 1 &amp;#039;&amp;#039;&amp;#039;Deity:&amp;#039;&amp;#039;&amp;#039; Multiple (see below)&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039;&amp;#039; Neutral&amp;lt;br...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Diast&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Air Genasi&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Barbarian&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Multiple (see below)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Primordial(Auran)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039;: 15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 15 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
(Bonus: +2)&lt;br /&gt;
&lt;br /&gt;
Light armour, medium armour, shields&amp;lt;br /&amp;gt;&lt;br /&gt;
Simple weapons, martial weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Strength, Constitution&amp;lt;br /&amp;gt;&lt;br /&gt;
Athletics, Survival, Deception, Sleight-of-hand&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise kit, forgery kit&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Special Abilities=&lt;br /&gt;
&lt;br /&gt;
Rages (2, +2 damage)&amp;lt;br /&amp;gt;&lt;br /&gt;
Unarmored Defense (AC 15)&amp;lt;br /&amp;gt;&lt;br /&gt;
Unending Breath&amp;lt;br /&amp;gt;&lt;br /&gt;
Mingle with the Wind&amp;lt;br /&amp;gt;&lt;br /&gt;
False Identity&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Diast grew up roaming the hills around Soubar, near the Forest of Wyrms. He learned to fight from the caravan guards and bandits that passed through, and fell in love with gold and recently came to Waterdeep to look for more. While he is a capable warrior, Diast has found that a few well-placed words, suitably followed up upon, can lead to people just handing over their money willingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&lt;br /&gt;
:&#039;&#039;&#039;Favorite Scheme:&#039;&#039;&#039; I insinuate myself into people&#039;s lives to prey on their weakness and secure their fortune.&lt;br /&gt;
&#039;&#039;&#039;Personality Traits:&#039;&#039;&#039;&lt;br /&gt;
:I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.&lt;br /&gt;
:I fall in and out of love easily, and am always pursuing someone.&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Aspiration - I&#039;m determined to make something of myself.&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; Somewhere out there, I have a child who doesn&#039;t know me.&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I can&#039;t resist taking a risk if there&#039;s money involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Greatsword, 2 handaxes, 4 javelins&amp;lt;br /&amp;gt;&lt;br /&gt;
Explorers pack&amp;lt;br /&amp;gt;&lt;br /&gt;
Set of fine clothes, disguise kit, tools of the con, belt pouch with 15 gp&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295074</id>
		<title>Pack Up Your Troubles/Darvin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295074"/>
		<updated>2016-01-25T10:49:44Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Darvin Rowson&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human (variant)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Cleric&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Tymora&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vision:&#039;&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; Common, Celestial&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC: 13&#039;&#039;&#039; (15 w/shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Urchin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skin:&#039;&#039;&#039; Light-tawny (Chondathan)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes:&#039;&#039;&#039; Green&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hair:&#039;&#039;&#039; Dark Brown&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strength&#039;&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence&#039;&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom&#039;&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma&#039;&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
Light &amp;amp; Medium Armour, Shields, Simple Weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Wisdom &amp;amp; Charisma saves&amp;lt;br /&amp;gt;&lt;br /&gt;
Insight, Perception, Persuasion, Sleight of Hand, Stealth&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise Kit, Thieves Tools&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trickery Domain==&lt;br /&gt;
&lt;br /&gt;
Blessing of the Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feat&#039;&#039;&#039;: Magic Initiate (Druid: &#039;&#039;Shillelagh, Produce Flame, Thunderwave&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Trait: I sleep with my back to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ideal: Respect. All people, rich or poor, deserve respect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bond: My city is my home, I&#039;ll fight to defend it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Flaw: It&#039;s not stealing if I need it more. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Club, Studded Leather armour, Shield, Thieves&#039; Tools, Burglar&#039;s Pack (total cost: 96.1 GP).&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295073</id>
		<title>Pack Up Your Troubles/Darvin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295073"/>
		<updated>2016-01-25T10:48:32Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Name:&#039;&#039; Darvin Rowson&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Race:&#039;&#039; Human (variant)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Class:&#039;&#039; Cleric&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Deity:&#039;&#039; Tymora&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Alignment:&#039;&#039; Chaotic Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Speed:&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Vision:&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Languages:&#039;&#039; Common, Celestial&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;HP:&#039;&#039; 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;AC: 13&#039;&#039; (15 w/shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Background:&#039;&#039; Urchin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Skin:&#039;&#039; Light-tawny (Chondathan)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Eyes:&#039;&#039; Green&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Hair:&#039;&#039; Dark Brown&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strength&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Dexterity&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Constitution&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Intelligence&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Wisdom&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Charisma&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
Light &amp;amp; Medium Armour, Shields, Simple Weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Wisdom &amp;amp; Charisma saves&amp;lt;br /&amp;gt;&lt;br /&gt;
Insight, Perception, Persuasion, Sleight of Hand, Stealth&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise Kit, Thieves Tools&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trickery Domain==&lt;br /&gt;
&lt;br /&gt;
Blessing of the Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feat&#039;&#039;: Magic Initiate (Druid: Shillelagh, Produce Flame, Thunderwave). &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Trait: I sleep with my back to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ideal: Respect. All people, rich or poor, deserve respect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bond: My city is my home, I&#039;ll fight to defend it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Flaw: It&#039;s not stealing if I need it more. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Club, Studded Leather armour, Shield, Thieves&#039; Tools, Burglar&#039;s Pack (total cost: 96.1 GP).&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295072</id>
		<title>Pack Up Your Troubles/Darvin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles/Darvin&amp;diff=295072"/>
		<updated>2016-01-25T10:47:42Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: Created page with &amp;quot;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039; Darvin Rowson&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;Race:&amp;#039;&amp;#039; Human (variant)&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;Class:&amp;#039;&amp;#039; Cleric&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;Deity:&amp;#039;&amp;#039; Tymora&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;Alignment:&amp;#039;&amp;#039; Chaotic Good&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;Speed:&amp;#039;&amp;#039; 30&amp;#039;&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;Size:&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Name:&#039;&#039; Darvin Rowson&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Race:&#039;&#039; Human (variant)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Class:&#039;&#039; Cleric&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Deity:&#039;&#039; Tymora&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Alignment:&#039;&#039; Chaotic Good&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Speed:&#039;&#039; 30&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Size:&#039;&#039; Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Vision:&#039;&#039; Standard&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Languages:&#039;&#039; Common, Celestial&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;HP:&#039;&#039; 10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;AC: 13&#039;&#039; (15 w/shield)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Background:&#039;&#039; Urchin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Skin:&#039;&#039; Light-tawny (Chondathan)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Eyes:&#039;&#039; Green&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Hair:&#039;&#039; Dark Brown&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strength&#039;&#039; 8 (-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Dexterity&#039;&#039; 12 (+1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Constitution&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Intelligence&#039;&#039; 10 (0)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Wisdom&#039;&#039; 16 (+3)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Charisma&#039;&#039; 14 (+2)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Proficiencies=&lt;br /&gt;
&lt;br /&gt;
Light &amp;amp; Medium Armour, Shields, Simple Weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
Wisdom &amp;amp; Charisma saves&amp;lt;br /&amp;gt;&lt;br /&gt;
Insight, Perception, Persuasion, Sleight of Hand, Stealth&amp;lt;br /&amp;gt;&lt;br /&gt;
Disguise Kit, Thieves Tools&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trickery Domain==&lt;br /&gt;
&lt;br /&gt;
Blessing of the Trickster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feat&#039;&#039;: Magic Initiate (Druid: Shillelagh, Produce Flame, Thunderwave). &lt;br /&gt;
&lt;br /&gt;
=Personality=&lt;br /&gt;
&lt;br /&gt;
Trait: I sleep with my back to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ideal: Respect. All people, rich or poor, deserve respect.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bond: My city is my home, I&#039;ll fight to defend it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Flaw: It&#039;s not stealing if I need it more. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
Club, Studded Leather armour, Shield, Thieves&#039; Tools, Burglar&#039;s Pack (total cost: 96.1 GP).&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles|Back to Main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295071</id>
		<title>Pack Up Your Troubles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295071"/>
		<updated>2016-01-25T10:42:46Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Waterdeep, 1360 DR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Waterdeep, 1360 DR=&lt;br /&gt;
&lt;br /&gt;
This is the main hub page for the campaign &#039;&#039;Pack Up Your Troubles&#039;&#039;, set in 1360 DR - two years after the Time of Troubles - and using the D&amp;amp;D 5th Edition rules. This page will list significant rules variations from the &#039;&#039;Sword Coast Adventurers&#039; Guide&#039;&#039;, and index the character sheets.&lt;br /&gt;
&lt;br /&gt;
Characters:&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles/Darvin|Darvin, human cleric]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Diast|Diast, genasi barbarian]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Pack Up Your Troubles/Makaria|Makaria, tiefling paladin]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295070</id>
		<title>Pack Up Your Troubles</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pack_Up_Your_Troubles&amp;diff=295070"/>
		<updated>2016-01-25T10:42:32Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: New page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Waterdeep, 1360 DR=&lt;br /&gt;
&lt;br /&gt;
This is the main hub page for the campaign &#039;&#039;Pack Up Your Troubles&#039;&#039;, set in 1360 DR - two years after the Time of Troubles - and using the D&amp;amp;D 5th Edition rules. This page will list significant rules variations from the &#039;&#039;Sword Coast Adventurers&#039; Guide&#039;&#039;, and index the character sheets.&lt;br /&gt;
&lt;br /&gt;
Characters:&lt;br /&gt;
&lt;br /&gt;
[[Pack Up Your Troubles/Darvin|Darvin, human cleric]]&lt;br /&gt;
[[Pack Up Your Troubles/Diast|Diast, genasi barbarian]]&lt;br /&gt;
[[Pack Up Your Troubles/Makaria|Makaria, tiefling paladin]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=1990s:Main_Page&amp;diff=292248</id>
		<title>1990s:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=1990s:Main_Page&amp;diff=292248"/>
		<updated>2015-11-17T14:42:28Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of a work in progress: a collaborative system-independent roleplaying sourcebook of the 1990s. Our intent is to create a supplement which can be used to create convincing RPG settings using the real world&#039;s 1990s as a background.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Our history articles should not simply recapitulate Wikipedia&#039;s chronology of the era; we should focus on events that will make a big change to the lives of player-characters in likely genres, and on events that provide good plot hooks.&lt;br /&gt;
&lt;br /&gt;
[[1990s:World History|World History]]&lt;br /&gt;
*[[1990s:African History|African History]]&lt;br /&gt;
*[[1990s:Asian History|Asian History]]&lt;br /&gt;
*[[1990s:Australasian History|Australasian History]]&lt;br /&gt;
*[[1990s:European History|European History]]&lt;br /&gt;
*[[1990s:North American History|North American History]]&lt;br /&gt;
*[[1990s:South American History|South American History]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
&lt;br /&gt;
[[1990s:Science|Science]]&lt;br /&gt;
*[[1990s:Domestic Technology|Domestic Technology]]&lt;br /&gt;
*[[1990s:Military Technology|Military Technology]]&lt;br /&gt;
*[[1990s:Communications|Communications]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Society and Culture=&lt;br /&gt;
&lt;br /&gt;
*[[1990s:Western Culture|Western Culture]]&lt;br /&gt;
&lt;br /&gt;
(We need some other subdivisions here, but I don&#039;t feel best placed to suggest them - nd)&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=1990s:Main_Page&amp;diff=292244</id>
		<title>1990s:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=1990s:Main_Page&amp;diff=292244"/>
		<updated>2015-11-17T13:27:25Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: New page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of a work in progress: a collaborative system-independent roleplaying sourcebook of the 1990s. Our intent is to create a supplement which can be used to create convincing RPG settings using the real world&#039;s 1990s as a background.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Our history articles should not simply recapitulate Wikipedia&#039;s chronology of the era; we should focus on events that will make a big change to the lives of player-characters in likely genres, and on events that provide good plot hooks.&lt;br /&gt;
&lt;br /&gt;
[[1990s:World History|World History]]&lt;br /&gt;
*[[1990s:African History|African History]]&lt;br /&gt;
*[[1990s:Asian History|Asian History]]&lt;br /&gt;
*[[1990s:Australasian History|Australasian History]]&lt;br /&gt;
*[[1990s:European History|European History]]&lt;br /&gt;
*[[1990s:North American History|North American History]]&lt;br /&gt;
*[[1990s:South American History|South American History]]&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
&lt;br /&gt;
[[1990s:Science|Science]]&lt;br /&gt;
*[[1990s:Domestic Technology|Domestic Technology]]&lt;br /&gt;
*[[1990s:Military Technology|Military Technology]]&lt;br /&gt;
*[[1990s:Communications|Communications]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291498</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291498"/>
		<updated>2015-10-28T16:56:22Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* History and Mythology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
What notable locations - towns, forts, battlefields, shrines, dungeons - exist in the western part of Gartihann, between the Ducal Way and the foothills?&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
What is the name of the range of hills which divides Gartihann and Brugo from the rest of Axalvo?&lt;br /&gt;
&lt;br /&gt;
Would anyone (especially a new player) like to nominate a short text to be translated into all eight campaign languages, to boost the range of vocabulary and grammar?&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
Aside from the sun and the principal moon, what astronomical bodies are known? What, if anything, is their astrological significance?&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291497</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291497"/>
		<updated>2015-10-28T16:52:05Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* History and Mythology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
Is there any sort of cult of very minor deities/spirits? Eg household spirits, town gods, even sewer gods?&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
What notable locations - towns, forts, battlefields, shrines, dungeons - exist in the western part of Gartihann, between the Ducal Way and the foothills?&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
What is the name of the range of hills which divides Gartihann and Brugo from the rest of Axalvo?&lt;br /&gt;
&lt;br /&gt;
Would anyone (especially a new player) like to nominate a short text to be translated into all eight campaign languages, to boost the range of vocabulary and grammar?&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
Aside from the sun and the principal moon, what astronomical bodies are known? What, if anything, is their astrological significance?&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291494</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291494"/>
		<updated>2015-10-28T15:39:56Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Geography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
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===Politics and Society===&lt;br /&gt;
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===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
What notable locations - towns, forts, battlefields, shrines, dungeons - exist in the western part of Gartihann, between the Ducal Way and the foothills?&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
What is the name of the range of hills which divides Gartihann and Brugo from the rest of Axalvo?&lt;br /&gt;
&lt;br /&gt;
Would anyone (especially a new player) like to nominate a short text to be translated into all eight campaign languages, to boost the range of vocabulary and grammar?&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
Aside from the sun and the principal moon, what astronomical bodies are known? What, if anything, is their astrological significance?&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291493</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291493"/>
		<updated>2015-10-28T15:37:03Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Languages and Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
What is the name of the range of hills which divides Gartihann and Brugo from the rest of Axalvo?&lt;br /&gt;
&lt;br /&gt;
Would anyone (especially a new player) like to nominate a short text to be translated into all eight campaign languages, to boost the range of vocabulary and grammar?&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
Aside from the sun and the principal moon, what astronomical bodies are known? What, if anything, is their astrological significance?&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291491</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291491"/>
		<updated>2015-10-28T15:02:50Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
What is the name of the range of hills which divides Gartihann and Brugo from the rest of Axalvo?&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
Aside from the sun and the principal moon, what astronomical bodies are known? What, if anything, is their astrological significance?&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291490</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291490"/>
		<updated>2015-10-28T14:58:30Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Languages and Names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
What is the name of the range of hills which divides Gartihann and Brugo from the rest of Axalvo?&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291489</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291489"/>
		<updated>2015-10-28T14:52:16Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Coming soon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291488</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291488"/>
		<updated>2015-10-28T14:51:58Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Open for discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does the Imperial road network still exist?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291487</id>
		<title>LetsBuild5e:Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Questions&amp;diff=291487"/>
		<updated>2015-10-28T14:51:37Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Currently voting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Currently voting==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Languages and Names===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Open for discussion==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is the role of priests during worship?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1: They impersonate the gods&amp;lt;br /&amp;gt;&lt;br /&gt;
2: They represent the worshippers&amp;lt;br /&amp;gt;&lt;br /&gt;
3: They act as bridges between the mortal world and the divine&amp;lt;br /&amp;gt;&lt;br /&gt;
4: The lead the worshippers to encounter the divine personally&amp;lt;br /&amp;gt;&lt;br /&gt;
5: They act as mere servants, manipulating sacred objects on behalf of the worshippers&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What is the scale of the continent?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1: The plateau of Axalvo is a small part of a vast Afro-Eurasia-like landmass spanning the whole light side of the world; the Inner Sea is properly landlocked.&amp;lt;br /&amp;gt;&lt;br /&gt;
2: The plateau is part of a huge, Eurasia-sized landmass dominating the light side; the Inner Sea is above mean sea level and drains to the ocean by a navigable river.&amp;lt;br /&amp;gt;&lt;br /&gt;
3: The plateau is part of a substantial, Africa-sized landmass which might be the largest on this side, or one of two of similar size; the Inner Sea is linked to the ocean by a series of narrow straits.&amp;lt;br /&amp;gt;&lt;br /&gt;
4: The plateau is part of a South-America-sized landmass which probably has at least one peer on this side; the Inner Sea is linked to the ocean by a single narrow strait.&amp;lt;br /&amp;gt;&lt;br /&gt;
5: The plateau is part of a Europe-sized landmass which is probably not the largest on this side; the Inner Sea has a fairly wide opening to the ocean.&amp;lt;br /&amp;gt;&lt;br /&gt;
6: The plateau, the Steppe and Taiga, the Desert of Sphinxes, the Basin Province, and the land of the Wayehi-speakers constitute pretty much the whole continent; the Inner Sea&#039;s outer edge is flanked only by narrow peninsulas.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do Gartihann and Brugo have neighbouring states immediately to the east, or is there a wilderness?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1: Two or three nations of similar size lie right beyond the hills.&amp;lt;br /&amp;gt;&lt;br /&gt;
2: A small and fragile state borders the part of Gartihann beyond the hills; the rest is wilderness.&amp;lt;br /&amp;gt;&lt;br /&gt;
3: There&#039;s a day&#039;s ride of wilderness before the next settled land is reached.&amp;lt;br /&amp;gt;&lt;br /&gt;
4: There are no nations there, but there are some settled &#039;free people&#039;.&amp;lt;br /&amp;gt;&lt;br /&gt;
5: There are no nations as such, but there are settled lands controlled by monasteries and other individual holdings.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What&#039;s under Vikreng?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Several of these might be true.)&lt;br /&gt;
&lt;br /&gt;
1: The water-table is close to the surface; since the aqueduct has been out of order, sinking new wells has been easy.&amp;lt;br /&amp;gt;&lt;br /&gt;
2: There&#039;s a badly-maintained sewer system dating from the imperial era.&amp;lt;br /&amp;gt;&lt;br /&gt;
3: There are overfilled catacombs, where the dead were buried before the cemetery opened during the magocracy.&amp;lt;br /&amp;gt;&lt;br /&gt;
4: There are vaults, dug by the mages for some unspecified emergency and never used.&amp;lt;br /&amp;gt;&lt;br /&gt;
5: There&#039;s a handful of secret passages linking specific buildings, mostly dating from the late imperial era.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
==Coming soon==&lt;br /&gt;
&lt;br /&gt;
===History and Mythology===&lt;br /&gt;
&lt;br /&gt;
===Geography===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Does the Imperial road network still exist?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Politics and Society===&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=291482</id>
		<title>LetsBuild5e:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Main_Page&amp;diff=291482"/>
		<updated>2015-10-28T13:45:28Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Decision-making process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&lt;br /&gt;
:&lt;br /&gt;
=Let&#039;s build a setting!=&lt;br /&gt;
&lt;br /&gt;
This setting doesn&#039;t have a name yet!&lt;br /&gt;
&lt;br /&gt;
Why not?&lt;br /&gt;
&lt;br /&gt;
Because we&#039;re building it collaboratively as we go along. All the players can collaborate, pitch ideas, and decide on the nature of the setting by group vote. There&#039;s currently an out-of-character (OOC) thread running in which we collectively thrash out some key details. Then we&#039;re going generate characters which fit the setting details we&#039;ve established. Then we&#039;ll kick off an in-character (IC) thread and a plot, and we start play, coming up with additional setting details as we go.&lt;br /&gt;
&lt;br /&gt;
==Basic assumptions==&lt;br /&gt;
&lt;br /&gt;
* The setting is designed for D&amp;amp;D&#039;s fifth edition.&lt;br /&gt;
* All the PC options in the PHB ought to be available. We&#039;ll be starting at level 3. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19337669#post19337669])&lt;br /&gt;
* We&#039;d prefer not to use rules from outside the three core books, as those are all the DM&#039;s got.&lt;br /&gt;
* The DM retains the power of veto over suggestions from the floor, but pledges only to use it &#039;&#039;in extremis&#039;&#039;.&lt;br /&gt;
* Devising a plot may require the DM to reserve certain areas from group decision-making, but again, this power should not be overused. (Example: If the DM decides the Big Bad is an aboleth, and the players all vote for dragons to be the dominant monster group, that&#039;ll just be made to fit rather than overruled. But if they vote for no thieves&#039; guilds, and a plot already began with a thieves&#039; guild in it, it&#039;ll just have to be a very secretive, thoroughly outlawed thieves&#039; guild, contradicting the vote result.)&lt;br /&gt;
&lt;br /&gt;
==Decision-making process==&lt;br /&gt;
&lt;br /&gt;
Decision-making is intended to be comparatively informal. The points below are intended to guide resolution, rather than prescribe formal votes on everything.&lt;br /&gt;
&lt;br /&gt;
* Anyone can put a question to the group; we&#039;re still working through the ones pitched in the recruitment thread, and the others that the DM drew up to establish the basics. Each question stands for discussion for a day or so before voting opens. The options presented for voting may be changed as a result of discussion, if there&#039;s a clear consensus.&lt;br /&gt;
* The DM chooses the order in which questions are put. Motions to defer questions until later are acceptable; but questions can only be wholly withdrawn by the proposer or (in exceptional circumstances) the DM.&lt;br /&gt;
* Everyone who&#039;s going to play a PC or is on the waiting list can vote. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19211358#post19211358] ) At present, there are 5 PCs and no waiting list members.&lt;br /&gt;
* The DM will act as speaker - ruling questions out of order if needed, and making casting votes in the event of ties, but otherwise not voting.&lt;br /&gt;
* A question should come with suggested answers, but write-ins are welcome. If someone submits a write-in and you prefer it to your previous choice, vote-switching is allowed.&lt;br /&gt;
* Unless there&#039;s a reasonable possibility people might switch to a write-in option, questions will be considered settled once there&#039;s a clear majority in favour.&lt;br /&gt;
* Reasons for ruling a question out of order would be: clashes with established facts; clashes with key plot point; clashes with free choice of PHB PC options; sectional interest (that is, things which would serve to directly boost one particular choice of PC build), or gratuitous offence (not that we expect this to happen...)&lt;br /&gt;
&lt;br /&gt;
Sign-up threads: [http://forum.rpg.net/showthread.php?761523-Interest-SignUp-Let-s-build-a-D-amp-D-5e-setting-and-then-play-it!] [http://forum.rpg.net/showthread.php?768559-Re-recruitment-As-the-World-Turns-Building-a-setting-for-D-amp-D5e&amp;amp;p=19492953]&lt;br /&gt;
&lt;br /&gt;
OOC thread: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!]&lt;br /&gt;
&lt;br /&gt;
IC thread: [http://forum.rpg.net/showthread.php?766380-D-amp-D5e-When-the-World-Turns-(Let-s-build-a-setting)]&lt;br /&gt;
&lt;br /&gt;
==Established elements==&lt;br /&gt;
&lt;br /&gt;
* We have a [[LetsBuild5e:Geography_and_Cosmology|clear idea of the overall shape of the world]].&lt;br /&gt;
* We&#039;re developing a [[LetsBuild5e:Gazetteer|gazetteer]] of places of interest.&lt;br /&gt;
* We&#039;re working on [[LetsBuild5e:Demographics_and_Society|who lives in the starting area, and what they do]].&lt;br /&gt;
* We&#039;ve got [[LetsBuild5e:Classes|additional details about PC classes]].&lt;br /&gt;
* We&#039;ve got a [[LetsBuild5e:Monsters|rogues&#039; gallery]] of culturally and socially significant monsters.&lt;br /&gt;
* We have a basic narrative of [[LetsBuild5e:History|regional history]] sketched out.&lt;br /&gt;
* We have pinned down some [[LetsBuild5e:Arcane_magic|key points about arcane magic]].&lt;br /&gt;
* We are [[LetsBuild5e:Religion|developing a religion]].&lt;br /&gt;
* There&#039;s a whole range of [[LetsBuild5e:Artefacts|legendary artefacts]] that are supposed to be out there somewhere.&lt;br /&gt;
* We&#039;ve started building some ideas about [[LetsBuild5e:Languages|lingustics]].&lt;br /&gt;
* The [[LetsBuild5e:Rumours|rumour mill]] has started to turn.&lt;br /&gt;
* Here are the [[LetsBuild5e:Questions|questions we are considering]].&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
* [[LetsBuild5e:Reyogoth|Reyogoth the Warlock]] (Player: Metal Fatigue)&lt;br /&gt;
* [[LetsBuild5e:Tobanad|Tobanad the Bard]] (Player: Mr The Geoff)&lt;br /&gt;
* [[LetsBuild5e:Hetzir|Hetzir the Fighter]] (Player: Kelly Pedersen)&lt;br /&gt;
* [[LetsBuild5e:Emel-Aman|Emel-Aman the Druid]] (Player: Roger)&lt;br /&gt;
* [[LetsBuild5e:Veyne|Veyne the Warlock]] (Player: Unka Josh)&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Geography_and_Cosmology&amp;diff=291481</id>
		<title>LetsBuild5e:Geography and Cosmology</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Geography_and_Cosmology&amp;diff=291481"/>
		<updated>2015-10-28T13:44:10Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Between the Mountains and the Sea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What&#039;s the world look like?=&lt;br /&gt;
&lt;br /&gt;
==The Double-Sided World==&lt;br /&gt;
&lt;br /&gt;
The as-yet-unnamed world of this setting is a two-sided disc - planet-sized and circular, with a distinct &#039;top&#039; and &#039;bottom&#039; side. The &#039;bottom&#039; side presumably has normal gravity, but is known to be much harsher and more inhospitable than the &#039;top&#039; side. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19216996#post19216996] ) The identity of the two sides switches over with a periodicity measured in at least centuries; this appears to be a natural phenomenon whose nature is not well-understood. The last flip was some 700-1000 years ago, so that the earliest histories, the newest legends, and the faded memories of the oldest elves touch on it. (Decisions: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19226204#post19226204] [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19317929#post19317929]) There&#039;s at least one huge pit in the surface of the world which is reputed to be where the elders tried to dig right through it before the [[LetsBuild5e:Religion|races were sundered]]. The edge of the world is virtually unvisited, but is believed to be an endless impassable waterfall, punctuated only by rare mountain islets thrust out into space, as treacherous as they are striking. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19317929#post19317929])&lt;br /&gt;
&lt;br /&gt;
Although afflicted with periodic upheavals, the world is rich in resources: there are mundane resources such as iron and oak, magical variants of them such as thunderbolt iron and dryad oak, and non-variant special resources such as adamant and quickwood. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19408519#post19408519])&lt;br /&gt;
&lt;br /&gt;
==Between the Mountains and the Sea==&lt;br /&gt;
&lt;br /&gt;
The plateau of Axalvo lies on the southern half of the disc, in a middle latitude. It has a warm summer continental climate ([https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification Köppen group Dsb]). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424]) The great Sellumeverni mountains border it to the west, and a warm, dry wind sometimes blows down from the mountains and across the plateau. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19311167#post19311167]) The nation of Gartihann lies at a fairly high altitude; the ground slopes steadily down to the north and east, interrupted by ranges of hills cut by the gorges of plateau rivers which flow to a warm inland sea. To the south, the plateau reaches a high spot and then shelves away quite steeply to an expanse of broad, cold steppes, which are crossed by slow, lazy rivers flowing east to a distant ocean or south to meet proglacial lakes. (Decisions: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19313644#post19313644] [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19317929#post19317929]) We have an initial map of the region sketched out. (Map: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19325652#post19325652]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866]; Placename decisions: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19408519#post19408519])  The plateau is part of a Europe-sized landmass which is probably not the largest on this side; the Inner Sea has a fairly wide opening to the ocean. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19428404#post19428404])&lt;br /&gt;
&lt;br /&gt;
The flora and fauna of Axalvo and the regions north and east of it broadly resemble the &#039;Old World&#039; of our own Earth, especially Europe and Central Asia. However, the basin province which lies beyond the Sellumeverni mountains provides plants and animals more akin to those found in Central America and the Andes. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19483170#post19483170])&lt;br /&gt;
&lt;br /&gt;
==Ruins of an Empire==&lt;br /&gt;
&lt;br /&gt;
In the north of the starting region is a nation of elves and humans. They are skilful traders, and they export court scholars and diplomats to other nations. Their trading capital is a mass of ships, chained together in a coastal lagoon, representing the many other nations and cultures with which they do business. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866]) (This city is at the most northerly river mouth on the map.) A second city, to the south, provides an administrative centre, but most of the elven lands lie further north. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909]) Their native language is a member of a wider group of Elvish tongues. To the south, beyond the settled nations, live clans of horse-riders, predominantly orcs, halflings, dark elves, and humans. They speak a language known as Old Imperial, which derives from a human tongue spoken on the other side of the world before the last flip. Since then, it has grown to have some features in common with the speech of the mountain-orcs who have lived on this side since before the flip. The steppe is about as far in north-to-south extent as the distance from the mountain-orc kingdom of Brugo to the elven lands. Beyond the steppe lie tundra and taiga, and then a huge high ice sheet. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909])&lt;br /&gt;
&lt;br /&gt;
Much of the territory hereabouts was once part of a large empire ruled by half-orcs who spoke the tongue of the horse-clans, although their orcish ancestors came from Brugo. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19317929#post19317929]) Vikreng, the former capital of this empire, is the capital of Gartihann, although its grand halls grow dusty with under-use and its parade-grounds are vaster than the current militia could ever use. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866]) Gartihann and Brugo are neighbours in the south-western corner of the plateau. A range of hills divides this area from the rest of Axalvo, causing the main river to drain south over a waterfall onto the steppes. The area from the waterfall westward to the mountains is claimed by Brugo; Gartihann lies to the north of it, and includes part of the foothills and a portion of the plateau to the northeast of the hills. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909]) A band of unclaimed land just over a day&#039;s fast ride in width separates Gartihann and Brugo from three nearby nations to the east; the unclaimed land is partly wilderness, and partly the private holdings of monasteries, smallholders, and other private interests. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19428404#post19428404])&lt;br /&gt;
&lt;br /&gt;
In the northern region of the mountains is a great peak, Narrhest, said to be the highest in the world. It is revered by the locals as an &#039;&#039;axis mundi&#039;&#039;. There are small dwarf-majority nations (with dragonborn enclaves) along almost every river as it passes through the foothills on the eastern side of the great mountains. Beyond the mountains to the west is an extensive basin-and-range system with many salt lakes and pocket deserts; it&#039;s not widely known how far beyond it the next ocean is. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909])&lt;br /&gt;
&lt;br /&gt;
Far to the east of the elven lands is the nation of Wáyéhì speakers where the central bard colleges are found. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909])&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Demographics and Society|Demographics and Society]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Gazetteer|Gazetteer]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291480</id>
		<title>LetsBuild5e:Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291480"/>
		<updated>2015-10-28T13:38:00Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Elvish */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What languages do people speak?=&lt;br /&gt;
&lt;br /&gt;
In Axalvo, there is a widely-spoken common tongue, alongside some cultural languages and some primarily racial languages. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424])&lt;br /&gt;
&lt;br /&gt;
Eight languages feature prominently in the starting region; the names they have at present are somewhat temporary. A sample paragraph in English is provided, which has been translated into each language:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;The king and queen ordered the warriors to defend the town. The good warrior shoots the fierce dragon with his bow and arrows. The bountiful queen will reward the great warrior.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each language&#039;s translation follows, along with pronunciation notes and gradually-growing linguistic information:&lt;br /&gt;
&lt;br /&gt;
==Common (Gnomish)==&lt;br /&gt;
&lt;br /&gt;
This is the language of the gnomes, who are most populous across the whole of Axalvo, as well as humans and some others. It forms an effective &#039;&#039;lingua franca&#039;&#039; for the area. It wasn&#039;t always so; Old Imperial used to be more widespread. Common is written using a short curvilinear alphabet; it used to be written boustrophedonically (ie back-and-forth) but is now written left-to-right and punctuated.&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the penultimate syllable. The Gs are all hard, and double vowels are generally diphthongs - &#039;ai&#039; as the vowel in the English word &#039;&#039;high&#039;&#039;, and &#039;ua&#039; as the vowel in the French word &#039;&#039;roi&#039;&#039;. All vowels are pronounced; &#039;&#039;e&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039; if unstressed, and the one in the English &#039;&#039;face&#039;&#039; if stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Reno mu rene geros orpet partoge ubaragepti. Gero parno urimairet roxairet harraima mu gasitutua actip. Rene mobu gerot balmet denolop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of the nation of Giel-Tanierolla which hugs the shores of the Inner Sea to the north of Axalvo. It is part of a larger family of elvish tongues; the dark elves speak a different dialect to the northerners.&lt;br /&gt;
&lt;br /&gt;
Elvish names consist of a personal name given at birth, plus a family name which is inherited from one&#039;s parents, but which may be changed upon marriage or other major change of allegiance. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
Elvish is an almost entirely gender-neutral language. Terms like &#039;parent&#039; are preferred to those like &#039;mother&#039;, and where the latter exist at all, they are regarded as either improper or highly technical. Elvish has many words for &#039;sibling&#039;, &#039;cousin&#039;, and &#039;uncle/aunt&#039;, since the long lives and straggling generations of elves mean it is possible to be older than one&#039;s own great-grandparents&#039; younger siblings. Consequently there are terms to distinguish how much time separates the birth of relatives, as well as degrees of blood. An elf does not find it surprising to be the same age as their &#039;contemporary great-uncle/aunt&#039;, but much younger than their &#039;two centuries older sister&#039;, for example. Equally, elven family units often involve proxy parental relationships such as wetnursing and fostering, and terminology exists to describe these relationships and the virtual siblinghoods that they engender. (Discussion: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19490706#post19490706])&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the antepenultimate syllable, moving forward in words with fewer than three syllables. All double consonants are geminated - that is, they are given a longer pronunciation than single instances of the same consonant. &#039;&#039;E&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039;; &#039;&#039;ë&#039;&#039; is a [https://en.wikipedia.org/wiki/Schwa schwa]; and &#039;&#039;é&#039;&#039; is the vowel in the English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Umren tiennal miento lierlio corrariné. Lierril orbë ri en tanté fitoéwé vayerré vorroé piorrië. Umarë vehellë lierloé marroé serronzotië.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Draconic==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the oldest languages in the world, Draconic is the language of dragons, and the first tongue of many dragonborn.&lt;br /&gt;
&lt;br /&gt;
This language contains no nasals, and a limited range of vowels. The mark &#039;&#039;!&#039;&#039; indicates a palatal click (and not the alveolar click more usually written thus - the palatal click sign isn&#039;t as recognisable). An apostrophe represents a glottal stop. The final syllable is usually stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;!k’kethek esst se!ess !kssa!ek sthepthath!k. Essessk kezhith k!th k’pess !ss !kv’vess v’e kethek va’eth p’essi!k. Kethek li’ith ssa!ek p!azheth !hav’thi!k.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wáyéhì (Bardic)==&lt;br /&gt;
&lt;br /&gt;
This language is the native language of a far-off land where the great bard colleges are based. In Axalvo, it is spoken almost exclusively by bards and others who specialise in the arts. The language is written using a wide range of ideographs; the clusters of words that represent entire actions or entities are written in cartouches (shown as hyphenated sets in the transcription below).&lt;br /&gt;
&lt;br /&gt;
This language is tonal. Vowels with acute accents are pronounced with a rising tone, those with grave accents with a falling tone, and unmarked vowels with a level tone. This language has no inherent distinctions of syllable stress, as most words are very short.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ta-lán-ga a ta-lán-kò lór-te bero ta-bíhan ré-sho. Ta-shá-sho fen ama byà-ziró a za-byà-ting ta-girá-ràng. Ta-kere-pyo-lán-kò pyan-fo ta-tahà-sho.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of isolated dwarven communities, and parts of it have passed into wider use. It is an extremely terse language, readily understood on battlefields and down mines.&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. All the vowels are short. The vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish, similar to a non-rhotic pronunciation of the English &#039;&#039;fur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Kegur manet retlak kugrendl vaz ftekur. Fta zold akakit go mözlit tzat mazlidz gragakur rör. Kagur zener bednidz ztob ftak harg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Imperial==&lt;br /&gt;
&lt;br /&gt;
This language was developed by half-orcs from a human language which was brought to the area at the last flip. It is structurally distinct from Orcish, but has taken on some of the sound and content of that tongue.&lt;br /&gt;
&lt;br /&gt;
Names in Old Imperial have three parts - a personal name, an inherited clan name, and a nickname. The clan name at least theoretically relates the bearer to a family from before the rise of the half-orc empire, while the nickname is given during early life, and may be changed for an exceptional achievement (or dishonour). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. As in Dwarvish, the vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Bazelum ek denengum aniv yugita viktunn dönelk garti. Skilto viktum tuniv vöstirk bruga vumum dem etz pör ek irraz. Vytentzo denengum velliv böni vöra viktum.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Orcish==&lt;br /&gt;
&lt;br /&gt;
This is the speech of the mountain orcs, who have spoken it in some form since before the world last flipped. It has co-existed with Old Imperial for many generations, and although they are structurally different, they have come to have similar pronunciation and overlapping vocabulary.&lt;br /&gt;
&lt;br /&gt;
Names in this language are always &amp;quot;won&amp;quot;. An orc (or human, halfling, or elf, if they&#039;re members of an orcish-speaking culture) isn&#039;t referred to by a personal name at all for the first few years, just something that translates to &amp;quot;boy&amp;quot; (&#039;&#039;wa&#039;aprag&#039;&#039;) or &amp;quot;girl&amp;quot; (&#039;&#039;zhiprag&#039;&#039;). Maybe an adjective (&amp;quot;young&amp;quot;, &amp;quot;tall&amp;quot;, &amp;quot;spotty&amp;quot;, &amp;quot;dirty&amp;quot; - &#039;&#039;vetz, kög, bangvlöd, banflig&#039;&#039;) if someone needs to distinguish them. At around age 10, they get their first true name as a coming-of-age ceremony. These are still pretty generic - a child chooses the profession they want to go into, perform a basic challenge in it, and if they succeed (as judged by the tribe&#039;s elders), they get the name referring to the job. A girl might declare she wants to be called Hunter (&#039;&#039;Prazad&#039;&#039;), and if she can bring down a few animals with only a bow and one arrow, she gets the name.&lt;br /&gt;
&lt;br /&gt;
Getting a distinguishing name comes around age 20, when the individual declares the name they want to claim, and the elders establish a suitable challenge for it. Claiming a really impressive name requires completing an equally impressive challenge. This process can go on for someone&#039;s whole life, if they want it to, with each new name requiring a new challenge. Getting more names equals more prestige, since it shows you&#039;ve completed more and more impressive challenges. And when you&#039;re being formal, you have to use all of someone&#039;s names, or risk insulting them and them challenging you. The elders, of course, can also use it as a brake on an overly-ambitious individual, since they get to set the challenges - get too big for yourself, and you might find that challenging for the name &amp;quot;the Tallest&amp;quot; (&#039;&#039;Vurörrkög&#039;&#039;) might require touching the sky, or &amp;quot;Swims-Like-An-Otter&amp;quot; (&#039;&#039;Ikva-Doirellim&#039;&#039;) means you have to cross a river right at the rapids, in the middle of spring flood. (Original pitch: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19316812#post19316812]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
Orcish has a relatively restricted range of terms for familial relations, and even parents, children and siblings refer to each other by personal names rather than relationship titles. To address an adult orc as &#039;daughter&#039; or &#039;little brother&#039; is a harsh put-down from the older family member. Orcs who are not members of the same family are generally not told how others are related to each other, unless it is needed in order to adjudicate law or prevent inbreeding. It is rare, but possible, for someone who has continued to excel in the same field as an older relative to bid for a name like &#039;Son of Great Hunter&#039;, especially if &#039;Great Hunter&#039; has died. Such a name may be granted if the heir is a sufficiently excellent representative of their forebear&#039;s actions, but it will always be additional to strictly personal names. (Discussion: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19490958#post19490958])&lt;br /&gt;
&lt;br /&gt;
As in Draconic, an apostrophe here represents a glottal stop. &#039;&#039;Aw&#039;&#039; is pronounced to rhyme with English &#039;&#039;how&#039;&#039;. As in Dwarvish, the vowel ö has the same value as in Swedish. The stress is on the antepenultimate syllable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Vurwa’arog b’vurzhirog watira vurgbrak ghbirka m’hol. Vban vurbrak atra furg khabist got vafidra b’vagpyaw. Viggr vurzhirog vipirza mob vurbrak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Mystic==&lt;br /&gt;
&lt;br /&gt;
Legend has it this language is derived from the Divine Language stolen from the gods by an ancient hero. Before the last flip, it was the principal language of a flourishing magic-using culture on what was then the light side of the world. It used to be written in cuneiform, but is now written in a script related to the Common script. It remains in widespread use as a language of record for arcane magic-users. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19323151#post19323151])&lt;br /&gt;
&lt;br /&gt;
This language has primary stress on initial syllables, and secondary stress on penultimate syllables in words of at least four syllables. The apostrophe again represents a glottal stop. &#039;&#039;E&#039;&#039; is the vowel of English &#039;&#039;press&#039;&#039;, except at the ends of words, where it is the vowel of English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Jebirotoshih are hakihen b’are kihen swe bilelmunu werido are wul’lau. Zehiposh are bilel mabolol are Shelinegu malonogu ibe wazaheprun ba zahpamunrun hagorun. Betifobesh are kihen rebotof are bilelu rebololu.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291479</id>
		<title>LetsBuild5e:Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291479"/>
		<updated>2015-10-28T13:31:48Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Orcish */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What languages do people speak?=&lt;br /&gt;
&lt;br /&gt;
In Axalvo, there is a widely-spoken common tongue, alongside some cultural languages and some primarily racial languages. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424])&lt;br /&gt;
&lt;br /&gt;
Eight languages feature prominently in the starting region; the names they have at present are somewhat temporary. A sample paragraph in English is provided, which has been translated into each language:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;The king and queen ordered the warriors to defend the town. The good warrior shoots the fierce dragon with his bow and arrows. The bountiful queen will reward the great warrior.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each language&#039;s translation follows, along with pronunciation notes and gradually-growing linguistic information:&lt;br /&gt;
&lt;br /&gt;
==Common (Gnomish)==&lt;br /&gt;
&lt;br /&gt;
This is the language of the gnomes, who are most populous across the whole of Axalvo, as well as humans and some others. It forms an effective &#039;&#039;lingua franca&#039;&#039; for the area. It wasn&#039;t always so; Old Imperial used to be more widespread. Common is written using a short curvilinear alphabet; it used to be written boustrophedonically (ie back-and-forth) but is now written left-to-right and punctuated.&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the penultimate syllable. The Gs are all hard, and double vowels are generally diphthongs - &#039;ai&#039; as the vowel in the English word &#039;&#039;high&#039;&#039;, and &#039;ua&#039; as the vowel in the French word &#039;&#039;roi&#039;&#039;. All vowels are pronounced; &#039;&#039;e&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039; if unstressed, and the one in the English &#039;&#039;face&#039;&#039; if stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Reno mu rene geros orpet partoge ubaragepti. Gero parno urimairet roxairet harraima mu gasitutua actip. Rene mobu gerot balmet denolop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of the nation of Giel-Tanierolla which hugs the shores of the Inner Sea to the north of Axalvo. It is part of a larger family of elvish tongues; the dark elves speak a different dialect to the northerners.&lt;br /&gt;
&lt;br /&gt;
Elvish names consist of a personal name given at birth, plus a family name which is inherited from one&#039;s parents, but which may be changed upon marriage or other major change of allegiance. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the antepenultimate syllable, moving forward in words with fewer than three syllables. All double consonants are geminated - that is, they are given a longer pronunciation than single instances of the same consonant. &#039;&#039;E&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039;; &#039;&#039;ë&#039;&#039; is a [https://en.wikipedia.org/wiki/Schwa schwa]; and &#039;&#039;é&#039;&#039; is the vowel in the English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Umren tiennal miento lierlio corrariné. Lierril orbë ri en tanté fitoéwé vayerré vorroé piorrië. Umarë vehellë lierloé marroé serronzotië.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Draconic==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the oldest languages in the world, Draconic is the language of dragons, and the first tongue of many dragonborn.&lt;br /&gt;
&lt;br /&gt;
This language contains no nasals, and a limited range of vowels. The mark &#039;&#039;!&#039;&#039; indicates a palatal click (and not the alveolar click more usually written thus - the palatal click sign isn&#039;t as recognisable). An apostrophe represents a glottal stop. The final syllable is usually stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;!k’kethek esst se!ess !kssa!ek sthepthath!k. Essessk kezhith k!th k’pess !ss !kv’vess v’e kethek va’eth p’essi!k. Kethek li’ith ssa!ek p!azheth !hav’thi!k.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wáyéhì (Bardic)==&lt;br /&gt;
&lt;br /&gt;
This language is the native language of a far-off land where the great bard colleges are based. In Axalvo, it is spoken almost exclusively by bards and others who specialise in the arts. The language is written using a wide range of ideographs; the clusters of words that represent entire actions or entities are written in cartouches (shown as hyphenated sets in the transcription below).&lt;br /&gt;
&lt;br /&gt;
This language is tonal. Vowels with acute accents are pronounced with a rising tone, those with grave accents with a falling tone, and unmarked vowels with a level tone. This language has no inherent distinctions of syllable stress, as most words are very short.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ta-lán-ga a ta-lán-kò lór-te bero ta-bíhan ré-sho. Ta-shá-sho fen ama byà-ziró a za-byà-ting ta-girá-ràng. Ta-kere-pyo-lán-kò pyan-fo ta-tahà-sho.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of isolated dwarven communities, and parts of it have passed into wider use. It is an extremely terse language, readily understood on battlefields and down mines.&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. All the vowels are short. The vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish, similar to a non-rhotic pronunciation of the English &#039;&#039;fur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Kegur manet retlak kugrendl vaz ftekur. Fta zold akakit go mözlit tzat mazlidz gragakur rör. Kagur zener bednidz ztob ftak harg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Imperial==&lt;br /&gt;
&lt;br /&gt;
This language was developed by half-orcs from a human language which was brought to the area at the last flip. It is structurally distinct from Orcish, but has taken on some of the sound and content of that tongue.&lt;br /&gt;
&lt;br /&gt;
Names in Old Imperial have three parts - a personal name, an inherited clan name, and a nickname. The clan name at least theoretically relates the bearer to a family from before the rise of the half-orc empire, while the nickname is given during early life, and may be changed for an exceptional achievement (or dishonour). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. As in Dwarvish, the vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Bazelum ek denengum aniv yugita viktunn dönelk garti. Skilto viktum tuniv vöstirk bruga vumum dem etz pör ek irraz. Vytentzo denengum velliv böni vöra viktum.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Orcish==&lt;br /&gt;
&lt;br /&gt;
This is the speech of the mountain orcs, who have spoken it in some form since before the world last flipped. It has co-existed with Old Imperial for many generations, and although they are structurally different, they have come to have similar pronunciation and overlapping vocabulary.&lt;br /&gt;
&lt;br /&gt;
Names in this language are always &amp;quot;won&amp;quot;. An orc (or human, halfling, or elf, if they&#039;re members of an orcish-speaking culture) isn&#039;t referred to by a personal name at all for the first few years, just something that translates to &amp;quot;boy&amp;quot; (&#039;&#039;wa&#039;aprag&#039;&#039;) or &amp;quot;girl&amp;quot; (&#039;&#039;zhiprag&#039;&#039;). Maybe an adjective (&amp;quot;young&amp;quot;, &amp;quot;tall&amp;quot;, &amp;quot;spotty&amp;quot;, &amp;quot;dirty&amp;quot; - &#039;&#039;vetz, kög, bangvlöd, banflig&#039;&#039;) if someone needs to distinguish them. At around age 10, they get their first true name as a coming-of-age ceremony. These are still pretty generic - a child chooses the profession they want to go into, perform a basic challenge in it, and if they succeed (as judged by the tribe&#039;s elders), they get the name referring to the job. A girl might declare she wants to be called Hunter (&#039;&#039;Prazad&#039;&#039;), and if she can bring down a few animals with only a bow and one arrow, she gets the name.&lt;br /&gt;
&lt;br /&gt;
Getting a distinguishing name comes around age 20, when the individual declares the name they want to claim, and the elders establish a suitable challenge for it. Claiming a really impressive name requires completing an equally impressive challenge. This process can go on for someone&#039;s whole life, if they want it to, with each new name requiring a new challenge. Getting more names equals more prestige, since it shows you&#039;ve completed more and more impressive challenges. And when you&#039;re being formal, you have to use all of someone&#039;s names, or risk insulting them and them challenging you. The elders, of course, can also use it as a brake on an overly-ambitious individual, since they get to set the challenges - get too big for yourself, and you might find that challenging for the name &amp;quot;the Tallest&amp;quot; (&#039;&#039;Vurörrkög&#039;&#039;) might require touching the sky, or &amp;quot;Swims-Like-An-Otter&amp;quot; (&#039;&#039;Ikva-Doirellim&#039;&#039;) means you have to cross a river right at the rapids, in the middle of spring flood. (Original pitch: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19316812#post19316812]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
Orcish has a relatively restricted range of terms for familial relations, and even parents, children and siblings refer to each other by personal names rather than relationship titles. To address an adult orc as &#039;daughter&#039; or &#039;little brother&#039; is a harsh put-down from the older family member. Orcs who are not members of the same family are generally not told how others are related to each other, unless it is needed in order to adjudicate law or prevent inbreeding. It is rare, but possible, for someone who has continued to excel in the same field as an older relative to bid for a name like &#039;Son of Great Hunter&#039;, especially if &#039;Great Hunter&#039; has died. Such a name may be granted if the heir is a sufficiently excellent representative of their forebear&#039;s actions, but it will always be additional to strictly personal names. (Discussion: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19490958#post19490958])&lt;br /&gt;
&lt;br /&gt;
As in Draconic, an apostrophe here represents a glottal stop. &#039;&#039;Aw&#039;&#039; is pronounced to rhyme with English &#039;&#039;how&#039;&#039;. As in Dwarvish, the vowel ö has the same value as in Swedish. The stress is on the antepenultimate syllable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Vurwa’arog b’vurzhirog watira vurgbrak ghbirka m’hol. Vban vurbrak atra furg khabist got vafidra b’vagpyaw. Viggr vurzhirog vipirza mob vurbrak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Mystic==&lt;br /&gt;
&lt;br /&gt;
Legend has it this language is derived from the Divine Language stolen from the gods by an ancient hero. Before the last flip, it was the principal language of a flourishing magic-using culture on what was then the light side of the world. It used to be written in cuneiform, but is now written in a script related to the Common script. It remains in widespread use as a language of record for arcane magic-users. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19323151#post19323151])&lt;br /&gt;
&lt;br /&gt;
This language has primary stress on initial syllables, and secondary stress on penultimate syllables in words of at least four syllables. The apostrophe again represents a glottal stop. &#039;&#039;E&#039;&#039; is the vowel of English &#039;&#039;press&#039;&#039;, except at the ends of words, where it is the vowel of English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Jebirotoshih are hakihen b’are kihen swe bilelmunu werido are wul’lau. Zehiposh are bilel mabolol are Shelinegu malonogu ibe wazaheprun ba zahpamunrun hagorun. Betifobesh are kihen rebotof are bilelu rebololu.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291478</id>
		<title>LetsBuild5e:Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291478"/>
		<updated>2015-10-28T13:30:41Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Orcish */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What languages do people speak?=&lt;br /&gt;
&lt;br /&gt;
In Axalvo, there is a widely-spoken common tongue, alongside some cultural languages and some primarily racial languages. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424])&lt;br /&gt;
&lt;br /&gt;
Eight languages feature prominently in the starting region; the names they have at present are somewhat temporary. A sample paragraph in English is provided, which has been translated into each language:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;The king and queen ordered the warriors to defend the town. The good warrior shoots the fierce dragon with his bow and arrows. The bountiful queen will reward the great warrior.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each language&#039;s translation follows, along with pronunciation notes and gradually-growing linguistic information:&lt;br /&gt;
&lt;br /&gt;
==Common (Gnomish)==&lt;br /&gt;
&lt;br /&gt;
This is the language of the gnomes, who are most populous across the whole of Axalvo, as well as humans and some others. It forms an effective &#039;&#039;lingua franca&#039;&#039; for the area. It wasn&#039;t always so; Old Imperial used to be more widespread. Common is written using a short curvilinear alphabet; it used to be written boustrophedonically (ie back-and-forth) but is now written left-to-right and punctuated.&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the penultimate syllable. The Gs are all hard, and double vowels are generally diphthongs - &#039;ai&#039; as the vowel in the English word &#039;&#039;high&#039;&#039;, and &#039;ua&#039; as the vowel in the French word &#039;&#039;roi&#039;&#039;. All vowels are pronounced; &#039;&#039;e&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039; if unstressed, and the one in the English &#039;&#039;face&#039;&#039; if stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Reno mu rene geros orpet partoge ubaragepti. Gero parno urimairet roxairet harraima mu gasitutua actip. Rene mobu gerot balmet denolop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of the nation of Giel-Tanierolla which hugs the shores of the Inner Sea to the north of Axalvo. It is part of a larger family of elvish tongues; the dark elves speak a different dialect to the northerners.&lt;br /&gt;
&lt;br /&gt;
Elvish names consist of a personal name given at birth, plus a family name which is inherited from one&#039;s parents, but which may be changed upon marriage or other major change of allegiance. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the antepenultimate syllable, moving forward in words with fewer than three syllables. All double consonants are geminated - that is, they are given a longer pronunciation than single instances of the same consonant. &#039;&#039;E&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039;; &#039;&#039;ë&#039;&#039; is a [https://en.wikipedia.org/wiki/Schwa schwa]; and &#039;&#039;é&#039;&#039; is the vowel in the English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Umren tiennal miento lierlio corrariné. Lierril orbë ri en tanté fitoéwé vayerré vorroé piorrië. Umarë vehellë lierloé marroé serronzotië.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Draconic==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the oldest languages in the world, Draconic is the language of dragons, and the first tongue of many dragonborn.&lt;br /&gt;
&lt;br /&gt;
This language contains no nasals, and a limited range of vowels. The mark &#039;&#039;!&#039;&#039; indicates a palatal click (and not the alveolar click more usually written thus - the palatal click sign isn&#039;t as recognisable). An apostrophe represents a glottal stop. The final syllable is usually stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;!k’kethek esst se!ess !kssa!ek sthepthath!k. Essessk kezhith k!th k’pess !ss !kv’vess v’e kethek va’eth p’essi!k. Kethek li’ith ssa!ek p!azheth !hav’thi!k.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wáyéhì (Bardic)==&lt;br /&gt;
&lt;br /&gt;
This language is the native language of a far-off land where the great bard colleges are based. In Axalvo, it is spoken almost exclusively by bards and others who specialise in the arts. The language is written using a wide range of ideographs; the clusters of words that represent entire actions or entities are written in cartouches (shown as hyphenated sets in the transcription below).&lt;br /&gt;
&lt;br /&gt;
This language is tonal. Vowels with acute accents are pronounced with a rising tone, those with grave accents with a falling tone, and unmarked vowels with a level tone. This language has no inherent distinctions of syllable stress, as most words are very short.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ta-lán-ga a ta-lán-kò lór-te bero ta-bíhan ré-sho. Ta-shá-sho fen ama byà-ziró a za-byà-ting ta-girá-ràng. Ta-kere-pyo-lán-kò pyan-fo ta-tahà-sho.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of isolated dwarven communities, and parts of it have passed into wider use. It is an extremely terse language, readily understood on battlefields and down mines.&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. All the vowels are short. The vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish, similar to a non-rhotic pronunciation of the English &#039;&#039;fur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Kegur manet retlak kugrendl vaz ftekur. Fta zold akakit go mözlit tzat mazlidz gragakur rör. Kagur zener bednidz ztob ftak harg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Imperial==&lt;br /&gt;
&lt;br /&gt;
This language was developed by half-orcs from a human language which was brought to the area at the last flip. It is structurally distinct from Orcish, but has taken on some of the sound and content of that tongue.&lt;br /&gt;
&lt;br /&gt;
Names in Old Imperial have three parts - a personal name, an inherited clan name, and a nickname. The clan name at least theoretically relates the bearer to a family from before the rise of the half-orc empire, while the nickname is given during early life, and may be changed for an exceptional achievement (or dishonour). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. As in Dwarvish, the vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Bazelum ek denengum aniv yugita viktunn dönelk garti. Skilto viktum tuniv vöstirk bruga vumum dem etz pör ek irraz. Vytentzo denengum velliv böni vöra viktum.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Orcish==&lt;br /&gt;
&lt;br /&gt;
This is the speech of the mountain orcs, who have spoken it in some form since before the world last flipped. It has co-existed with Old Imperial for many generations, and although they are structurally different, they have come to have similar pronunciation and overlapping vocabulary.&lt;br /&gt;
&lt;br /&gt;
Names in this language are always &amp;quot;won&amp;quot;. An orc (or human, halfling, or elf, if they&#039;re members of an orcish-speaking culture) isn&#039;t referred to by a personal name at all for the first few years, just something that translates to &amp;quot;boy&amp;quot; (&#039;&#039;wa&#039;aprag&#039;&#039;) or &amp;quot;girl&amp;quot; (&#039;&#039;zhiprag&#039;&#039;). Maybe an adjective (&amp;quot;young&amp;quot;, &amp;quot;tall&amp;quot;, &amp;quot;spotty&amp;quot;, &amp;quot;dirty&amp;quot; - &#039;&#039;vetz, kög, bangvlöd, banflig&#039;&#039;) if someone needs to distinguish them. At around age 10, they get their first true name as a coming-of-age ceremony. These are still pretty generic - a child chooses the profession they want to go into, perform a basic challenge in it, and if they succeed (as judged by the tribe&#039;s elders), they get the name referring to the job. A girl might declare she wants to be called Hunter (&#039;&#039;Prazad&#039;&#039;), and if she can bring down a few animals with only a bow and one arrow, she gets the name.&lt;br /&gt;
&lt;br /&gt;
Getting a distinguishing name comes around age 20, when the individual declares the name they want to claim, and the elders establish a suitable challenge for it. Claiming a really impressive name requires completing an equally impressive challenge. This process can go on for someone&#039;s whole life, if they want it to, with each new name requiring a new challenge. Getting more names equals more prestige, since it shows you&#039;ve completed more and more impressive challenges. And when you&#039;re being formal, you have to use all of someone&#039;s names, or risk insulting them and them challenging you. The elders, of course, can also use it as a brake on an overly-ambitious individual, since they get to set the challenges - get too big for yourself, and you might find that challenging for the name &amp;quot;the Tallest&amp;quot; (&#039;&#039;Vurörrkög&#039;&#039;) might require touching the sky, or &amp;quot;Swims-Like-An-Otter&amp;quot; (&#039;&#039;Ikva-Doirellim&#039;&#039;) means you have to cross a river right at the rapids, in the middle of spring flood. (Original pitch: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19316812#post19316812]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
Orcish has a relatively restricted range of terms for familial relations, and even parents, children and siblings refer to each other by personal names rather than relationship titles. To address an adult orc as &#039;daughter&#039; or &#039;little brother&#039; is a harsh put-down from the older family member. It is rare, but possible, for someone who has continued to excel in the same field as an older relative to bid for a name like &#039;Son of Great Hunter&#039;, especially if &#039;Great Hunter&#039; has died. Such a name may be granted if the heir is a sufficiently excellent representative of their forebear&#039;s actions, but it will always be additional to strictly personal names. (Discussion: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19490958#post19490958])&lt;br /&gt;
&lt;br /&gt;
As in Draconic, an apostrophe here represents a glottal stop. &#039;&#039;Aw&#039;&#039; is pronounced to rhyme with English &#039;&#039;how&#039;&#039;. As in Dwarvish, the vowel ö has the same value as in Swedish. The stress is on the antepenultimate syllable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Vurwa’arog b’vurzhirog watira vurgbrak ghbirka m’hol. Vban vurbrak atra furg khabist got vafidra b’vagpyaw. Viggr vurzhirog vipirza mob vurbrak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Mystic==&lt;br /&gt;
&lt;br /&gt;
Legend has it this language is derived from the Divine Language stolen from the gods by an ancient hero. Before the last flip, it was the principal language of a flourishing magic-using culture on what was then the light side of the world. It used to be written in cuneiform, but is now written in a script related to the Common script. It remains in widespread use as a language of record for arcane magic-users. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19323151#post19323151])&lt;br /&gt;
&lt;br /&gt;
This language has primary stress on initial syllables, and secondary stress on penultimate syllables in words of at least four syllables. The apostrophe again represents a glottal stop. &#039;&#039;E&#039;&#039; is the vowel of English &#039;&#039;press&#039;&#039;, except at the ends of words, where it is the vowel of English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Jebirotoshih are hakihen b’are kihen swe bilelmunu werido are wul’lau. Zehiposh are bilel mabolol are Shelinegu malonogu ibe wazaheprun ba zahpamunrun hagorun. Betifobesh are kihen rebotof are bilelu rebololu.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291474</id>
		<title>LetsBuild5e:Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291474"/>
		<updated>2015-10-28T10:29:51Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Common (Gnomish) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What languages do people speak?=&lt;br /&gt;
&lt;br /&gt;
In Axalvo, there is a widely-spoken common tongue, alongside some cultural languages and some primarily racial languages. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424])&lt;br /&gt;
&lt;br /&gt;
Eight languages feature prominently in the starting region; the names they have at present are somewhat temporary. A sample paragraph in English is provided, which has been translated into each language:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;The king and queen ordered the warriors to defend the town. The good warrior shoots the fierce dragon with his bow and arrows. The bountiful queen will reward the great warrior.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each language&#039;s translation follows, along with pronunciation notes and gradually-growing linguistic information:&lt;br /&gt;
&lt;br /&gt;
==Common (Gnomish)==&lt;br /&gt;
&lt;br /&gt;
This is the language of the gnomes, who are most populous across the whole of Axalvo, as well as humans and some others. It forms an effective &#039;&#039;lingua franca&#039;&#039; for the area. It wasn&#039;t always so; Old Imperial used to be more widespread. Common is written using a short curvilinear alphabet; it used to be written boustrophedonically (ie back-and-forth) but is now written left-to-right and punctuated.&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the penultimate syllable. The Gs are all hard, and double vowels are generally diphthongs - &#039;ai&#039; as the vowel in the English word &#039;&#039;high&#039;&#039;, and &#039;ua&#039; as the vowel in the French word &#039;&#039;roi&#039;&#039;. All vowels are pronounced; &#039;&#039;e&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039; if unstressed, and the one in the English &#039;&#039;face&#039;&#039; if stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Reno mu rene geros orpet partoge ubaragepti. Gero parno urimairet roxairet harraima mu gasitutua actip. Rene mobu gerot balmet denolop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of the nation of Giel-Tanierolla which hugs the shores of the Inner Sea to the north of Axalvo. It is part of a larger family of elvish tongues; the dark elves speak a different dialect to the northerners.&lt;br /&gt;
&lt;br /&gt;
Elvish names consist of a personal name given at birth, plus a family name which is inherited from one&#039;s parents, but which may be changed upon marriage or other major change of allegiance. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the antepenultimate syllable, moving forward in words with fewer than three syllables. All double consonants are geminated - that is, they are given a longer pronunciation than single instances of the same consonant. &#039;&#039;E&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039;; &#039;&#039;ë&#039;&#039; is a [https://en.wikipedia.org/wiki/Schwa schwa]; and &#039;&#039;é&#039;&#039; is the vowel in the English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Umren tiennal miento lierlio corrariné. Lierril orbë ri en tanté fitoéwé vayerré vorroé piorrië. Umarë vehellë lierloé marroé serronzotië.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Draconic==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the oldest languages in the world, Draconic is the language of dragons, and the first tongue of many dragonborn.&lt;br /&gt;
&lt;br /&gt;
This language contains no nasals, and a limited range of vowels. The mark &#039;&#039;!&#039;&#039; indicates a palatal click (and not the alveolar click more usually written thus - the palatal click sign isn&#039;t as recognisable). An apostrophe represents a glottal stop. The final syllable is usually stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;!k’kethek esst se!ess !kssa!ek sthepthath!k. Essessk kezhith k!th k’pess !ss !kv’vess v’e kethek va’eth p’essi!k. Kethek li’ith ssa!ek p!azheth !hav’thi!k.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wáyéhì (Bardic)==&lt;br /&gt;
&lt;br /&gt;
This language is the native language of a far-off land where the great bard colleges are based. In Axalvo, it is spoken almost exclusively by bards and others who specialise in the arts. The language is written using a wide range of ideographs; the clusters of words that represent entire actions or entities are written in cartouches (shown as hyphenated sets in the transcription below).&lt;br /&gt;
&lt;br /&gt;
This language is tonal. Vowels with acute accents are pronounced with a rising tone, those with grave accents with a falling tone, and unmarked vowels with a level tone. This language has no inherent distinctions of syllable stress, as most words are very short.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ta-lán-ga a ta-lán-kò lór-te bero ta-bíhan ré-sho. Ta-shá-sho fen ama byà-ziró a za-byà-ting ta-girá-ràng. Ta-kere-pyo-lán-kò pyan-fo ta-tahà-sho.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of isolated dwarven communities, and parts of it have passed into wider use. It is an extremely terse language, readily understood on battlefields and down mines.&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. All the vowels are short. The vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish, similar to a non-rhotic pronunciation of the English &#039;&#039;fur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Kegur manet retlak kugrendl vaz ftekur. Fta zold akakit go mözlit tzat mazlidz gragakur rör. Kagur zener bednidz ztob ftak harg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Imperial==&lt;br /&gt;
&lt;br /&gt;
This language was developed by half-orcs from a human language which was brought to the area at the last flip. It is structurally distinct from Orcish, but has taken on some of the sound and content of that tongue.&lt;br /&gt;
&lt;br /&gt;
Names in Old Imperial have three parts - a personal name, an inherited clan name, and a nickname. The clan name at least theoretically relates the bearer to a family from before the rise of the half-orc empire, while the nickname is given during early life, and may be changed for an exceptional achievement (or dishonour). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. As in Dwarvish, the vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Bazelum ek denengum aniv yugita viktunn dönelk garti. Skilto viktum tuniv vöstirk bruga vumum dem etz pör ek irraz. Vytentzo denengum velliv böni vöra viktum.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Orcish==&lt;br /&gt;
&lt;br /&gt;
This is the speech of the mountain orcs, who have spoken it in some form since before the world last flipped. It has co-existed with Old Imperial for many generations, and although they are structurally different, they have come to have similar pronunciation and overlapping vocabulary.&lt;br /&gt;
&lt;br /&gt;
Names in this language are always &amp;quot;won&amp;quot;. An orc (or human, halfling, or elf, if they&#039;re members of an orcish-speaking culture) isn&#039;t referred to by a personal name at all for the first few years, just something that translates to &amp;quot;boy&amp;quot; (&#039;&#039;wa&#039;aprag&#039;&#039;) or &amp;quot;girl&amp;quot; (&#039;&#039;zhiprag&#039;&#039;). Maybe an adjective (&amp;quot;young&amp;quot;, &amp;quot;tall&amp;quot;, &amp;quot;spotty&amp;quot;, &amp;quot;dirty&amp;quot; - &#039;&#039;vetz, kög, bangvlöd, banflig&#039;&#039;) if someone needs to distinguish them. At around age 10, they get their first true name as a coming-of-age ceremony. These are still pretty generic - a child chooses the profession they want to go into, perform a basic challenge in it, and if they succeed (as judged by the tribe&#039;s elders), they get the name referring to the job. A girl might declare she wants to be called Hunter (&#039;&#039;Prazad&#039;&#039;), and if she can bring down a few animals with only a bow and one arrow, she gets the name.&lt;br /&gt;
&lt;br /&gt;
Getting a distinguishing name comes around age 20, when the individual declares the name they want to claim, and the elders establish a suitable challenge for it. Claiming a really impressive name requires completing an equally impressive challenge. This process can go on for someone&#039;s whole life, if they want it to, with each new name requiring a new challenge. Getting more names equals more prestige, since it shows you&#039;ve completed more and more impressive challenges. And when you&#039;re being formal, you have to use all of someone&#039;s names, or risk insulting them and them challenging you. The elders, of course, can also use it as a brake on an overly-ambitious individual, since they get to set the challenges - get too big for yourself, and you might find that challenging for the name &amp;quot;the Tallest&amp;quot; (&#039;&#039;Vurörrkög&#039;&#039;) might require touching the sky, or &amp;quot;Swims-Like-An-Otter&amp;quot; (&#039;&#039;Ikva-Doirellim&#039;&#039;) means you have to cross a river right at the rapids, in the middle of spring flood. (Original pitch: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19316812#post19316812]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
As in Draconic, an apostrophe here represents a glottal stop. &#039;&#039;Aw&#039;&#039; is pronounced to rhyme with English &#039;&#039;how&#039;&#039;. As in Dwarvish, the vowel ö has the same value as in Swedish. The stress is on the antepenultimate syllable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Vurwa’arog b’vurzhirog watira vurgbrak ghbirka m’hol. Vban vurbrak atra furg khabist got vafidra b’vagpyaw. Viggr vurzhirog vipirza mob vurbrak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Mystic==&lt;br /&gt;
&lt;br /&gt;
Legend has it this language is derived from the Divine Language stolen from the gods by an ancient hero. Before the last flip, it was the principal language of a flourishing magic-using culture on what was then the light side of the world. It used to be written in cuneiform, but is now written in a script related to the Common script. It remains in widespread use as a language of record for arcane magic-users. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19323151#post19323151])&lt;br /&gt;
&lt;br /&gt;
This language has primary stress on initial syllables, and secondary stress on penultimate syllables in words of at least four syllables. The apostrophe again represents a glottal stop. &#039;&#039;E&#039;&#039; is the vowel of English &#039;&#039;press&#039;&#039;, except at the ends of words, where it is the vowel of English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Jebirotoshih are hakihen b’are kihen swe bilelmunu werido are wul’lau. Zehiposh are bilel mabolol are Shelinegu malonogu ibe wazaheprun ba zahpamunrun hagorun. Betifobesh are kihen rebotof are bilelu rebololu.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291473</id>
		<title>LetsBuild5e:Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291473"/>
		<updated>2015-10-28T10:29:34Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* What languages do people speak? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What languages do people speak?=&lt;br /&gt;
&lt;br /&gt;
In Axalvo, there is a widely-spoken common tongue, alongside some cultural languages and some primarily racial languages. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424])&lt;br /&gt;
&lt;br /&gt;
Eight languages feature prominently in the starting region; the names they have at present are somewhat temporary. A sample paragraph in English is provided, which has been translated into each language:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;The king and queen ordered the warriors to defend the town. The good warrior shoots the fierce dragon with his bow and arrows. The bountiful queen will reward the great warrior.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each language&#039;s translation follows, along with pronunciation notes and gradually-growing linguistic information:&lt;br /&gt;
&lt;br /&gt;
==Common (Gnomish)==&lt;br /&gt;
&lt;br /&gt;
This is the language of the gnomes, who are most populous across the whole starting region, as well as humans and some others. It forms an effective &#039;&#039;lingua franca&#039;&#039; for the area. It wasn&#039;t always so; Old Imperial used to be more widespread. Common is written using a short curvilinear alphabet; it used to be written boustrophedonically (ie back-and-forth) but is now written left-to-right and punctuated.&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the penultimate syllable. The Gs are all hard, and double vowels are generally diphthongs - &#039;ai&#039; as the vowel in the English word &#039;&#039;high&#039;&#039;, and &#039;ua&#039; as the vowel in the French word &#039;&#039;roi&#039;&#039;. All vowels are pronounced; &#039;&#039;e&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039; if unstressed, and the one in the English &#039;&#039;face&#039;&#039; if stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Reno mu rene geros orpet partoge ubaragepti. Gero parno urimairet roxairet harraima mu gasitutua actip. Rene mobu gerot balmet denolop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of the nation of Giel-Tanierolla which hugs the shores of the Inner Sea to the north of Axalvo. It is part of a larger family of elvish tongues; the dark elves speak a different dialect to the northerners.&lt;br /&gt;
&lt;br /&gt;
Elvish names consist of a personal name given at birth, plus a family name which is inherited from one&#039;s parents, but which may be changed upon marriage or other major change of allegiance. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the antepenultimate syllable, moving forward in words with fewer than three syllables. All double consonants are geminated - that is, they are given a longer pronunciation than single instances of the same consonant. &#039;&#039;E&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039;; &#039;&#039;ë&#039;&#039; is a [https://en.wikipedia.org/wiki/Schwa schwa]; and &#039;&#039;é&#039;&#039; is the vowel in the English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Umren tiennal miento lierlio corrariné. Lierril orbë ri en tanté fitoéwé vayerré vorroé piorrië. Umarë vehellë lierloé marroé serronzotië.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Draconic==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the oldest languages in the world, Draconic is the language of dragons, and the first tongue of many dragonborn.&lt;br /&gt;
&lt;br /&gt;
This language contains no nasals, and a limited range of vowels. The mark &#039;&#039;!&#039;&#039; indicates a palatal click (and not the alveolar click more usually written thus - the palatal click sign isn&#039;t as recognisable). An apostrophe represents a glottal stop. The final syllable is usually stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;!k’kethek esst se!ess !kssa!ek sthepthath!k. Essessk kezhith k!th k’pess !ss !kv’vess v’e kethek va’eth p’essi!k. Kethek li’ith ssa!ek p!azheth !hav’thi!k.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wáyéhì (Bardic)==&lt;br /&gt;
&lt;br /&gt;
This language is the native language of a far-off land where the great bard colleges are based. In Axalvo, it is spoken almost exclusively by bards and others who specialise in the arts. The language is written using a wide range of ideographs; the clusters of words that represent entire actions or entities are written in cartouches (shown as hyphenated sets in the transcription below).&lt;br /&gt;
&lt;br /&gt;
This language is tonal. Vowels with acute accents are pronounced with a rising tone, those with grave accents with a falling tone, and unmarked vowels with a level tone. This language has no inherent distinctions of syllable stress, as most words are very short.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ta-lán-ga a ta-lán-kò lór-te bero ta-bíhan ré-sho. Ta-shá-sho fen ama byà-ziró a za-byà-ting ta-girá-ràng. Ta-kere-pyo-lán-kò pyan-fo ta-tahà-sho.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of isolated dwarven communities, and parts of it have passed into wider use. It is an extremely terse language, readily understood on battlefields and down mines.&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. All the vowels are short. The vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish, similar to a non-rhotic pronunciation of the English &#039;&#039;fur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Kegur manet retlak kugrendl vaz ftekur. Fta zold akakit go mözlit tzat mazlidz gragakur rör. Kagur zener bednidz ztob ftak harg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Imperial==&lt;br /&gt;
&lt;br /&gt;
This language was developed by half-orcs from a human language which was brought to the area at the last flip. It is structurally distinct from Orcish, but has taken on some of the sound and content of that tongue.&lt;br /&gt;
&lt;br /&gt;
Names in Old Imperial have three parts - a personal name, an inherited clan name, and a nickname. The clan name at least theoretically relates the bearer to a family from before the rise of the half-orc empire, while the nickname is given during early life, and may be changed for an exceptional achievement (or dishonour). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. As in Dwarvish, the vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Bazelum ek denengum aniv yugita viktunn dönelk garti. Skilto viktum tuniv vöstirk bruga vumum dem etz pör ek irraz. Vytentzo denengum velliv böni vöra viktum.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Orcish==&lt;br /&gt;
&lt;br /&gt;
This is the speech of the mountain orcs, who have spoken it in some form since before the world last flipped. It has co-existed with Old Imperial for many generations, and although they are structurally different, they have come to have similar pronunciation and overlapping vocabulary.&lt;br /&gt;
&lt;br /&gt;
Names in this language are always &amp;quot;won&amp;quot;. An orc (or human, halfling, or elf, if they&#039;re members of an orcish-speaking culture) isn&#039;t referred to by a personal name at all for the first few years, just something that translates to &amp;quot;boy&amp;quot; (&#039;&#039;wa&#039;aprag&#039;&#039;) or &amp;quot;girl&amp;quot; (&#039;&#039;zhiprag&#039;&#039;). Maybe an adjective (&amp;quot;young&amp;quot;, &amp;quot;tall&amp;quot;, &amp;quot;spotty&amp;quot;, &amp;quot;dirty&amp;quot; - &#039;&#039;vetz, kög, bangvlöd, banflig&#039;&#039;) if someone needs to distinguish them. At around age 10, they get their first true name as a coming-of-age ceremony. These are still pretty generic - a child chooses the profession they want to go into, perform a basic challenge in it, and if they succeed (as judged by the tribe&#039;s elders), they get the name referring to the job. A girl might declare she wants to be called Hunter (&#039;&#039;Prazad&#039;&#039;), and if she can bring down a few animals with only a bow and one arrow, she gets the name.&lt;br /&gt;
&lt;br /&gt;
Getting a distinguishing name comes around age 20, when the individual declares the name they want to claim, and the elders establish a suitable challenge for it. Claiming a really impressive name requires completing an equally impressive challenge. This process can go on for someone&#039;s whole life, if they want it to, with each new name requiring a new challenge. Getting more names equals more prestige, since it shows you&#039;ve completed more and more impressive challenges. And when you&#039;re being formal, you have to use all of someone&#039;s names, or risk insulting them and them challenging you. The elders, of course, can also use it as a brake on an overly-ambitious individual, since they get to set the challenges - get too big for yourself, and you might find that challenging for the name &amp;quot;the Tallest&amp;quot; (&#039;&#039;Vurörrkög&#039;&#039;) might require touching the sky, or &amp;quot;Swims-Like-An-Otter&amp;quot; (&#039;&#039;Ikva-Doirellim&#039;&#039;) means you have to cross a river right at the rapids, in the middle of spring flood. (Original pitch: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19316812#post19316812]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
As in Draconic, an apostrophe here represents a glottal stop. &#039;&#039;Aw&#039;&#039; is pronounced to rhyme with English &#039;&#039;how&#039;&#039;. As in Dwarvish, the vowel ö has the same value as in Swedish. The stress is on the antepenultimate syllable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Vurwa’arog b’vurzhirog watira vurgbrak ghbirka m’hol. Vban vurbrak atra furg khabist got vafidra b’vagpyaw. Viggr vurzhirog vipirza mob vurbrak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Mystic==&lt;br /&gt;
&lt;br /&gt;
Legend has it this language is derived from the Divine Language stolen from the gods by an ancient hero. Before the last flip, it was the principal language of a flourishing magic-using culture on what was then the light side of the world. It used to be written in cuneiform, but is now written in a script related to the Common script. It remains in widespread use as a language of record for arcane magic-users. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19323151#post19323151])&lt;br /&gt;
&lt;br /&gt;
This language has primary stress on initial syllables, and secondary stress on penultimate syllables in words of at least four syllables. The apostrophe again represents a glottal stop. &#039;&#039;E&#039;&#039; is the vowel of English &#039;&#039;press&#039;&#039;, except at the ends of words, where it is the vowel of English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Jebirotoshih are hakihen b’are kihen swe bilelmunu werido are wul’lau. Zehiposh are bilel mabolol are Shelinegu malonogu ibe wazaheprun ba zahpamunrun hagorun. Betifobesh are kihen rebotof are bilelu rebololu.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291471</id>
		<title>LetsBuild5e:Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291471"/>
		<updated>2015-10-28T10:29:12Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Elvish */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What languages do people speak?=&lt;br /&gt;
&lt;br /&gt;
In the starting region, there is a widely-spoken common tongue, alongside some cultural languages and some primarily racial languages. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424])&lt;br /&gt;
&lt;br /&gt;
Eight languages feature prominently in the starting region; the names they have at present are temporary. A sample paragraph in English is provided, which has been translated into each language:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;The king and queen ordered the warriors to defend the town. The good warrior shoots the fierce dragon with his bow and arrows. The bountiful queen will reward the great warrior.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each language&#039;s translation follows, along with pronunciation notes and gradually-growing linguistic information:&lt;br /&gt;
&lt;br /&gt;
==Common (Gnomish)==&lt;br /&gt;
&lt;br /&gt;
This is the language of the gnomes, who are most populous across the whole starting region, as well as humans and some others. It forms an effective &#039;&#039;lingua franca&#039;&#039; for the area. It wasn&#039;t always so; Old Imperial used to be more widespread. Common is written using a short curvilinear alphabet; it used to be written boustrophedonically (ie back-and-forth) but is now written left-to-right and punctuated.&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the penultimate syllable. The Gs are all hard, and double vowels are generally diphthongs - &#039;ai&#039; as the vowel in the English word &#039;&#039;high&#039;&#039;, and &#039;ua&#039; as the vowel in the French word &#039;&#039;roi&#039;&#039;. All vowels are pronounced; &#039;&#039;e&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039; if unstressed, and the one in the English &#039;&#039;face&#039;&#039; if stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Reno mu rene geros orpet partoge ubaragepti. Gero parno urimairet roxairet harraima mu gasitutua actip. Rene mobu gerot balmet denolop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of the nation of Giel-Tanierolla which hugs the shores of the Inner Sea to the north of Axalvo. It is part of a larger family of elvish tongues; the dark elves speak a different dialect to the northerners.&lt;br /&gt;
&lt;br /&gt;
Elvish names consist of a personal name given at birth, plus a family name which is inherited from one&#039;s parents, but which may be changed upon marriage or other major change of allegiance. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the antepenultimate syllable, moving forward in words with fewer than three syllables. All double consonants are geminated - that is, they are given a longer pronunciation than single instances of the same consonant. &#039;&#039;E&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039;; &#039;&#039;ë&#039;&#039; is a [https://en.wikipedia.org/wiki/Schwa schwa]; and &#039;&#039;é&#039;&#039; is the vowel in the English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Umren tiennal miento lierlio corrariné. Lierril orbë ri en tanté fitoéwé vayerré vorroé piorrië. Umarë vehellë lierloé marroé serronzotië.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Draconic==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the oldest languages in the world, Draconic is the language of dragons, and the first tongue of many dragonborn.&lt;br /&gt;
&lt;br /&gt;
This language contains no nasals, and a limited range of vowels. The mark &#039;&#039;!&#039;&#039; indicates a palatal click (and not the alveolar click more usually written thus - the palatal click sign isn&#039;t as recognisable). An apostrophe represents a glottal stop. The final syllable is usually stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;!k’kethek esst se!ess !kssa!ek sthepthath!k. Essessk kezhith k!th k’pess !ss !kv’vess v’e kethek va’eth p’essi!k. Kethek li’ith ssa!ek p!azheth !hav’thi!k.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wáyéhì (Bardic)==&lt;br /&gt;
&lt;br /&gt;
This language is the native language of a far-off land where the great bard colleges are based. In Axalvo, it is spoken almost exclusively by bards and others who specialise in the arts. The language is written using a wide range of ideographs; the clusters of words that represent entire actions or entities are written in cartouches (shown as hyphenated sets in the transcription below).&lt;br /&gt;
&lt;br /&gt;
This language is tonal. Vowels with acute accents are pronounced with a rising tone, those with grave accents with a falling tone, and unmarked vowels with a level tone. This language has no inherent distinctions of syllable stress, as most words are very short.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ta-lán-ga a ta-lán-kò lór-te bero ta-bíhan ré-sho. Ta-shá-sho fen ama byà-ziró a za-byà-ting ta-girá-ràng. Ta-kere-pyo-lán-kò pyan-fo ta-tahà-sho.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of isolated dwarven communities, and parts of it have passed into wider use. It is an extremely terse language, readily understood on battlefields and down mines.&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. All the vowels are short. The vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish, similar to a non-rhotic pronunciation of the English &#039;&#039;fur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Kegur manet retlak kugrendl vaz ftekur. Fta zold akakit go mözlit tzat mazlidz gragakur rör. Kagur zener bednidz ztob ftak harg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Imperial==&lt;br /&gt;
&lt;br /&gt;
This language was developed by half-orcs from a human language which was brought to the area at the last flip. It is structurally distinct from Orcish, but has taken on some of the sound and content of that tongue.&lt;br /&gt;
&lt;br /&gt;
Names in Old Imperial have three parts - a personal name, an inherited clan name, and a nickname. The clan name at least theoretically relates the bearer to a family from before the rise of the half-orc empire, while the nickname is given during early life, and may be changed for an exceptional achievement (or dishonour). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. As in Dwarvish, the vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Bazelum ek denengum aniv yugita viktunn dönelk garti. Skilto viktum tuniv vöstirk bruga vumum dem etz pör ek irraz. Vytentzo denengum velliv böni vöra viktum.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Orcish==&lt;br /&gt;
&lt;br /&gt;
This is the speech of the mountain orcs, who have spoken it in some form since before the world last flipped. It has co-existed with Old Imperial for many generations, and although they are structurally different, they have come to have similar pronunciation and overlapping vocabulary.&lt;br /&gt;
&lt;br /&gt;
Names in this language are always &amp;quot;won&amp;quot;. An orc (or human, halfling, or elf, if they&#039;re members of an orcish-speaking culture) isn&#039;t referred to by a personal name at all for the first few years, just something that translates to &amp;quot;boy&amp;quot; (&#039;&#039;wa&#039;aprag&#039;&#039;) or &amp;quot;girl&amp;quot; (&#039;&#039;zhiprag&#039;&#039;). Maybe an adjective (&amp;quot;young&amp;quot;, &amp;quot;tall&amp;quot;, &amp;quot;spotty&amp;quot;, &amp;quot;dirty&amp;quot; - &#039;&#039;vetz, kög, bangvlöd, banflig&#039;&#039;) if someone needs to distinguish them. At around age 10, they get their first true name as a coming-of-age ceremony. These are still pretty generic - a child chooses the profession they want to go into, perform a basic challenge in it, and if they succeed (as judged by the tribe&#039;s elders), they get the name referring to the job. A girl might declare she wants to be called Hunter (&#039;&#039;Prazad&#039;&#039;), and if she can bring down a few animals with only a bow and one arrow, she gets the name.&lt;br /&gt;
&lt;br /&gt;
Getting a distinguishing name comes around age 20, when the individual declares the name they want to claim, and the elders establish a suitable challenge for it. Claiming a really impressive name requires completing an equally impressive challenge. This process can go on for someone&#039;s whole life, if they want it to, with each new name requiring a new challenge. Getting more names equals more prestige, since it shows you&#039;ve completed more and more impressive challenges. And when you&#039;re being formal, you have to use all of someone&#039;s names, or risk insulting them and them challenging you. The elders, of course, can also use it as a brake on an overly-ambitious individual, since they get to set the challenges - get too big for yourself, and you might find that challenging for the name &amp;quot;the Tallest&amp;quot; (&#039;&#039;Vurörrkög&#039;&#039;) might require touching the sky, or &amp;quot;Swims-Like-An-Otter&amp;quot; (&#039;&#039;Ikva-Doirellim&#039;&#039;) means you have to cross a river right at the rapids, in the middle of spring flood. (Original pitch: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19316812#post19316812]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
As in Draconic, an apostrophe here represents a glottal stop. &#039;&#039;Aw&#039;&#039; is pronounced to rhyme with English &#039;&#039;how&#039;&#039;. As in Dwarvish, the vowel ö has the same value as in Swedish. The stress is on the antepenultimate syllable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Vurwa’arog b’vurzhirog watira vurgbrak ghbirka m’hol. Vban vurbrak atra furg khabist got vafidra b’vagpyaw. Viggr vurzhirog vipirza mob vurbrak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Mystic==&lt;br /&gt;
&lt;br /&gt;
Legend has it this language is derived from the Divine Language stolen from the gods by an ancient hero. Before the last flip, it was the principal language of a flourishing magic-using culture on what was then the light side of the world. It used to be written in cuneiform, but is now written in a script related to the Common script. It remains in widespread use as a language of record for arcane magic-users. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19323151#post19323151])&lt;br /&gt;
&lt;br /&gt;
This language has primary stress on initial syllables, and secondary stress on penultimate syllables in words of at least four syllables. The apostrophe again represents a glottal stop. &#039;&#039;E&#039;&#039; is the vowel of English &#039;&#039;press&#039;&#039;, except at the ends of words, where it is the vowel of English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Jebirotoshih are hakihen b’are kihen swe bilelmunu werido are wul’lau. Zehiposh are bilel mabolol are Shelinegu malonogu ibe wazaheprun ba zahpamunrun hagorun. Betifobesh are kihen rebotof are bilelu rebololu.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291470</id>
		<title>LetsBuild5e:Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291470"/>
		<updated>2015-10-28T10:23:13Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Wáyéhì (Bardic) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What languages do people speak?=&lt;br /&gt;
&lt;br /&gt;
In the starting region, there is a widely-spoken common tongue, alongside some cultural languages and some primarily racial languages. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424])&lt;br /&gt;
&lt;br /&gt;
Eight languages feature prominently in the starting region; the names they have at present are temporary. A sample paragraph in English is provided, which has been translated into each language:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;The king and queen ordered the warriors to defend the town. The good warrior shoots the fierce dragon with his bow and arrows. The bountiful queen will reward the great warrior.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each language&#039;s translation follows, along with pronunciation notes and gradually-growing linguistic information:&lt;br /&gt;
&lt;br /&gt;
==Common (Gnomish)==&lt;br /&gt;
&lt;br /&gt;
This is the language of the gnomes, who are most populous across the whole starting region, as well as humans and some others. It forms an effective &#039;&#039;lingua franca&#039;&#039; for the area. It wasn&#039;t always so; Old Imperial used to be more widespread. Common is written using a short curvilinear alphabet; it used to be written boustrophedonically (ie back-and-forth) but is now written left-to-right and punctuated.&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the penultimate syllable. The Gs are all hard, and double vowels are generally diphthongs - &#039;ai&#039; as the vowel in the English word &#039;&#039;high&#039;&#039;, and &#039;ua&#039; as the vowel in the French word &#039;&#039;roi&#039;&#039;. All vowels are pronounced; &#039;&#039;e&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039; if unstressed, and the one in the English &#039;&#039;face&#039;&#039; if stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Reno mu rene geros orpet partoge ubaragepti. Gero parno urimairet roxairet harraima mu gasitutua actip. Rene mobu gerot balmet denolop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of the nation which hugs the shores of the inland sea to the north of the starting area. It is part of a larger family of elvish tongues; the dark elves speak a different dialect to the northerners.&lt;br /&gt;
&lt;br /&gt;
Elvish names consist of a personal name given at birth, plus a family name which is inherited from one&#039;s parents, but which may be changed upon marriage or other major change of allegiance. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the antepenultimate syllable, moving forward in words with fewer than three syllables. All double consonants are geminated - that is, they are given a longer pronunciation than single instances of the same consonant. &#039;&#039;E&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039;; &#039;&#039;ë&#039;&#039; is a [https://en.wikipedia.org/wiki/Schwa schwa]; and &#039;&#039;é&#039;&#039; is the vowel in the English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Umren tiennal miento lierlio corrariné. Lierril orbë ri en tanté fitoéwé vayerré vorroé piorrië. Umarë vehellë lierloé marroé serronzotië.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Draconic==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the oldest languages in the world, Draconic is the language of dragons, and the first tongue of many dragonborn.&lt;br /&gt;
&lt;br /&gt;
This language contains no nasals, and a limited range of vowels. The mark &#039;&#039;!&#039;&#039; indicates a palatal click (and not the alveolar click more usually written thus - the palatal click sign isn&#039;t as recognisable). An apostrophe represents a glottal stop. The final syllable is usually stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;!k’kethek esst se!ess !kssa!ek sthepthath!k. Essessk kezhith k!th k’pess !ss !kv’vess v’e kethek va’eth p’essi!k. Kethek li’ith ssa!ek p!azheth !hav’thi!k.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wáyéhì (Bardic)==&lt;br /&gt;
&lt;br /&gt;
This language is the native language of a far-off land where the great bard colleges are based. In Axalvo, it is spoken almost exclusively by bards and others who specialise in the arts. The language is written using a wide range of ideographs; the clusters of words that represent entire actions or entities are written in cartouches (shown as hyphenated sets in the transcription below).&lt;br /&gt;
&lt;br /&gt;
This language is tonal. Vowels with acute accents are pronounced with a rising tone, those with grave accents with a falling tone, and unmarked vowels with a level tone. This language has no inherent distinctions of syllable stress, as most words are very short.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ta-lán-ga a ta-lán-kò lór-te bero ta-bíhan ré-sho. Ta-shá-sho fen ama byà-ziró a za-byà-ting ta-girá-ràng. Ta-kere-pyo-lán-kò pyan-fo ta-tahà-sho.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of isolated dwarven communities, and parts of it have passed into wider use. It is an extremely terse language, readily understood on battlefields and down mines.&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. All the vowels are short. The vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish, similar to a non-rhotic pronunciation of the English &#039;&#039;fur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Kegur manet retlak kugrendl vaz ftekur. Fta zold akakit go mözlit tzat mazlidz gragakur rör. Kagur zener bednidz ztob ftak harg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Imperial==&lt;br /&gt;
&lt;br /&gt;
This language was developed by half-orcs from a human language which was brought to the area at the last flip. It is structurally distinct from Orcish, but has taken on some of the sound and content of that tongue.&lt;br /&gt;
&lt;br /&gt;
Names in Old Imperial have three parts - a personal name, an inherited clan name, and a nickname. The clan name at least theoretically relates the bearer to a family from before the rise of the half-orc empire, while the nickname is given during early life, and may be changed for an exceptional achievement (or dishonour). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. As in Dwarvish, the vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Bazelum ek denengum aniv yugita viktunn dönelk garti. Skilto viktum tuniv vöstirk bruga vumum dem etz pör ek irraz. Vytentzo denengum velliv böni vöra viktum.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Orcish==&lt;br /&gt;
&lt;br /&gt;
This is the speech of the mountain orcs, who have spoken it in some form since before the world last flipped. It has co-existed with Old Imperial for many generations, and although they are structurally different, they have come to have similar pronunciation and overlapping vocabulary.&lt;br /&gt;
&lt;br /&gt;
Names in this language are always &amp;quot;won&amp;quot;. An orc (or human, halfling, or elf, if they&#039;re members of an orcish-speaking culture) isn&#039;t referred to by a personal name at all for the first few years, just something that translates to &amp;quot;boy&amp;quot; (&#039;&#039;wa&#039;aprag&#039;&#039;) or &amp;quot;girl&amp;quot; (&#039;&#039;zhiprag&#039;&#039;). Maybe an adjective (&amp;quot;young&amp;quot;, &amp;quot;tall&amp;quot;, &amp;quot;spotty&amp;quot;, &amp;quot;dirty&amp;quot; - &#039;&#039;vetz, kög, bangvlöd, banflig&#039;&#039;) if someone needs to distinguish them. At around age 10, they get their first true name as a coming-of-age ceremony. These are still pretty generic - a child chooses the profession they want to go into, perform a basic challenge in it, and if they succeed (as judged by the tribe&#039;s elders), they get the name referring to the job. A girl might declare she wants to be called Hunter (&#039;&#039;Prazad&#039;&#039;), and if she can bring down a few animals with only a bow and one arrow, she gets the name.&lt;br /&gt;
&lt;br /&gt;
Getting a distinguishing name comes around age 20, when the individual declares the name they want to claim, and the elders establish a suitable challenge for it. Claiming a really impressive name requires completing an equally impressive challenge. This process can go on for someone&#039;s whole life, if they want it to, with each new name requiring a new challenge. Getting more names equals more prestige, since it shows you&#039;ve completed more and more impressive challenges. And when you&#039;re being formal, you have to use all of someone&#039;s names, or risk insulting them and them challenging you. The elders, of course, can also use it as a brake on an overly-ambitious individual, since they get to set the challenges - get too big for yourself, and you might find that challenging for the name &amp;quot;the Tallest&amp;quot; (&#039;&#039;Vurörrkög&#039;&#039;) might require touching the sky, or &amp;quot;Swims-Like-An-Otter&amp;quot; (&#039;&#039;Ikva-Doirellim&#039;&#039;) means you have to cross a river right at the rapids, in the middle of spring flood. (Original pitch: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19316812#post19316812]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
As in Draconic, an apostrophe here represents a glottal stop. &#039;&#039;Aw&#039;&#039; is pronounced to rhyme with English &#039;&#039;how&#039;&#039;. As in Dwarvish, the vowel ö has the same value as in Swedish. The stress is on the antepenultimate syllable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Vurwa’arog b’vurzhirog watira vurgbrak ghbirka m’hol. Vban vurbrak atra furg khabist got vafidra b’vagpyaw. Viggr vurzhirog vipirza mob vurbrak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Mystic==&lt;br /&gt;
&lt;br /&gt;
Legend has it this language is derived from the Divine Language stolen from the gods by an ancient hero. Before the last flip, it was the principal language of a flourishing magic-using culture on what was then the light side of the world. It used to be written in cuneiform, but is now written in a script related to the Common script. It remains in widespread use as a language of record for arcane magic-users. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19323151#post19323151])&lt;br /&gt;
&lt;br /&gt;
This language has primary stress on initial syllables, and secondary stress on penultimate syllables in words of at least four syllables. The apostrophe again represents a glottal stop. &#039;&#039;E&#039;&#039; is the vowel of English &#039;&#039;press&#039;&#039;, except at the ends of words, where it is the vowel of English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Jebirotoshih are hakihen b’are kihen swe bilelmunu werido are wul’lau. Zehiposh are bilel mabolol are Shelinegu malonogu ibe wazaheprun ba zahpamunrun hagorun. Betifobesh are kihen rebotof are bilelu rebololu.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291469</id>
		<title>LetsBuild5e:Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Languages&amp;diff=291469"/>
		<updated>2015-10-28T10:22:59Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Wáyéhì (Bardic) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What languages do people speak?=&lt;br /&gt;
&lt;br /&gt;
In the starting region, there is a widely-spoken common tongue, alongside some cultural languages and some primarily racial languages. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424])&lt;br /&gt;
&lt;br /&gt;
Eight languages feature prominently in the starting region; the names they have at present are temporary. A sample paragraph in English is provided, which has been translated into each language:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;The king and queen ordered the warriors to defend the town. The good warrior shoots the fierce dragon with his bow and arrows. The bountiful queen will reward the great warrior.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each language&#039;s translation follows, along with pronunciation notes and gradually-growing linguistic information:&lt;br /&gt;
&lt;br /&gt;
==Common (Gnomish)==&lt;br /&gt;
&lt;br /&gt;
This is the language of the gnomes, who are most populous across the whole starting region, as well as humans and some others. It forms an effective &#039;&#039;lingua franca&#039;&#039; for the area. It wasn&#039;t always so; Old Imperial used to be more widespread. Common is written using a short curvilinear alphabet; it used to be written boustrophedonically (ie back-and-forth) but is now written left-to-right and punctuated.&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the penultimate syllable. The Gs are all hard, and double vowels are generally diphthongs - &#039;ai&#039; as the vowel in the English word &#039;&#039;high&#039;&#039;, and &#039;ua&#039; as the vowel in the French word &#039;&#039;roi&#039;&#039;. All vowels are pronounced; &#039;&#039;e&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039; if unstressed, and the one in the English &#039;&#039;face&#039;&#039; if stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Reno mu rene geros orpet partoge ubaragepti. Gero parno urimairet roxairet harraima mu gasitutua actip. Rene mobu gerot balmet denolop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Elvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of the nation which hugs the shores of the inland sea to the north of the starting area. It is part of a larger family of elvish tongues; the dark elves speak a different dialect to the northerners.&lt;br /&gt;
&lt;br /&gt;
Elvish names consist of a personal name given at birth, plus a family name which is inherited from one&#039;s parents, but which may be changed upon marriage or other major change of allegiance. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is pronounced with main stress on the antepenultimate syllable, moving forward in words with fewer than three syllables. All double consonants are geminated - that is, they are given a longer pronunciation than single instances of the same consonant. &#039;&#039;E&#039;&#039; is the vowel in the English &#039;&#039;dress&#039;&#039;; &#039;&#039;ë&#039;&#039; is a [https://en.wikipedia.org/wiki/Schwa schwa]; and &#039;&#039;é&#039;&#039; is the vowel in the English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Umren tiennal miento lierlio corrariné. Lierril orbë ri en tanté fitoéwé vayerré vorroé piorrië. Umarë vehellë lierloé marroé serronzotië.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Draconic==&lt;br /&gt;
&lt;br /&gt;
Said to be one of the oldest languages in the world, Draconic is the language of dragons, and the first tongue of many dragonborn.&lt;br /&gt;
&lt;br /&gt;
This language contains no nasals, and a limited range of vowels. The mark &#039;&#039;!&#039;&#039; indicates a palatal click (and not the alveolar click more usually written thus - the palatal click sign isn&#039;t as recognisable). An apostrophe represents a glottal stop. The final syllable is usually stressed.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;!k’kethek esst se!ess !kssa!ek sthepthath!k. Essessk kezhith k!th k’pess !ss !kv’vess v’e kethek va’eth p’essi!k. Kethek li’ith ssa!ek p!azheth !hav’thi!k.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Wáyéhì (Bardic)==&lt;br /&gt;
&lt;br /&gt;
This language is the native language of a far-off land where the great bard colleges are based. In the Axalvo, it is spoken almost exclusively by bards and others who specialise in the arts. The language is written using a wide range of ideographs; the clusters of words that represent entire actions or entities are written in cartouches (shown as hyphenated sets in the transcription below).&lt;br /&gt;
&lt;br /&gt;
This language is tonal. Vowels with acute accents are pronounced with a rising tone, those with grave accents with a falling tone, and unmarked vowels with a level tone. This language has no inherent distinctions of syllable stress, as most words are very short.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ta-lán-ga a ta-lán-kò lór-te bero ta-bíhan ré-sho. Ta-shá-sho fen ama byà-ziró a za-byà-ting ta-girá-ràng. Ta-kere-pyo-lán-kò pyan-fo ta-tahà-sho.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarvish==&lt;br /&gt;
&lt;br /&gt;
This is the language of isolated dwarven communities, and parts of it have passed into wider use. It is an extremely terse language, readily understood on battlefields and down mines.&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. All the vowels are short. The vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish, similar to a non-rhotic pronunciation of the English &#039;&#039;fur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Kegur manet retlak kugrendl vaz ftekur. Fta zold akakit go mözlit tzat mazlidz gragakur rör. Kagur zener bednidz ztob ftak harg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Imperial==&lt;br /&gt;
&lt;br /&gt;
This language was developed by half-orcs from a human language which was brought to the area at the last flip. It is structurally distinct from Orcish, but has taken on some of the sound and content of that tongue.&lt;br /&gt;
&lt;br /&gt;
Names in Old Imperial have three parts - a personal name, an inherited clan name, and a nickname. The clan name at least theoretically relates the bearer to a family from before the rise of the half-orc empire, while the nickname is given during early life, and may be changed for an exceptional achievement (or dishonour). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
This language is stressed on its antepenultimate syllables. As in Dwarvish, the vowel &#039;&#039;ö&#039;&#039; has the same value as in Swedish.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Bazelum ek denengum aniv yugita viktunn dönelk garti. Skilto viktum tuniv vöstirk bruga vumum dem etz pör ek irraz. Vytentzo denengum velliv böni vöra viktum.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Orcish==&lt;br /&gt;
&lt;br /&gt;
This is the speech of the mountain orcs, who have spoken it in some form since before the world last flipped. It has co-existed with Old Imperial for many generations, and although they are structurally different, they have come to have similar pronunciation and overlapping vocabulary.&lt;br /&gt;
&lt;br /&gt;
Names in this language are always &amp;quot;won&amp;quot;. An orc (or human, halfling, or elf, if they&#039;re members of an orcish-speaking culture) isn&#039;t referred to by a personal name at all for the first few years, just something that translates to &amp;quot;boy&amp;quot; (&#039;&#039;wa&#039;aprag&#039;&#039;) or &amp;quot;girl&amp;quot; (&#039;&#039;zhiprag&#039;&#039;). Maybe an adjective (&amp;quot;young&amp;quot;, &amp;quot;tall&amp;quot;, &amp;quot;spotty&amp;quot;, &amp;quot;dirty&amp;quot; - &#039;&#039;vetz, kög, bangvlöd, banflig&#039;&#039;) if someone needs to distinguish them. At around age 10, they get their first true name as a coming-of-age ceremony. These are still pretty generic - a child chooses the profession they want to go into, perform a basic challenge in it, and if they succeed (as judged by the tribe&#039;s elders), they get the name referring to the job. A girl might declare she wants to be called Hunter (&#039;&#039;Prazad&#039;&#039;), and if she can bring down a few animals with only a bow and one arrow, she gets the name.&lt;br /&gt;
&lt;br /&gt;
Getting a distinguishing name comes around age 20, when the individual declares the name they want to claim, and the elders establish a suitable challenge for it. Claiming a really impressive name requires completing an equally impressive challenge. This process can go on for someone&#039;s whole life, if they want it to, with each new name requiring a new challenge. Getting more names equals more prestige, since it shows you&#039;ve completed more and more impressive challenges. And when you&#039;re being formal, you have to use all of someone&#039;s names, or risk insulting them and them challenging you. The elders, of course, can also use it as a brake on an overly-ambitious individual, since they get to set the challenges - get too big for yourself, and you might find that challenging for the name &amp;quot;the Tallest&amp;quot; (&#039;&#039;Vurörrkög&#039;&#039;) might require touching the sky, or &amp;quot;Swims-Like-An-Otter&amp;quot; (&#039;&#039;Ikva-Doirellim&#039;&#039;) means you have to cross a river right at the rapids, in the middle of spring flood. (Original pitch: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19316812#post19316812]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866])&lt;br /&gt;
&lt;br /&gt;
As in Draconic, an apostrophe here represents a glottal stop. &#039;&#039;Aw&#039;&#039; is pronounced to rhyme with English &#039;&#039;how&#039;&#039;. As in Dwarvish, the vowel ö has the same value as in Swedish. The stress is on the antepenultimate syllable.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Vurwa’arog b’vurzhirog watira vurgbrak ghbirka m’hol. Vban vurbrak atra furg khabist got vafidra b’vagpyaw. Viggr vurzhirog vipirza mob vurbrak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Old Mystic==&lt;br /&gt;
&lt;br /&gt;
Legend has it this language is derived from the Divine Language stolen from the gods by an ancient hero. Before the last flip, it was the principal language of a flourishing magic-using culture on what was then the light side of the world. It used to be written in cuneiform, but is now written in a script related to the Common script. It remains in widespread use as a language of record for arcane magic-users. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19323151#post19323151])&lt;br /&gt;
&lt;br /&gt;
This language has primary stress on initial syllables, and secondary stress on penultimate syllables in words of at least four syllables. The apostrophe again represents a glottal stop. &#039;&#039;E&#039;&#039; is the vowel of English &#039;&#039;press&#039;&#039;, except at the ends of words, where it is the vowel of English &#039;&#039;face&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Jebirotoshih are hakihen b’are kihen swe bilelmunu werido are wul’lau. Zehiposh are bilel mabolol are Shelinegu malonogu ibe wazaheprun ba zahpamunrun hagorun. Betifobesh are kihen rebotof are bilelu rebololu.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:History&amp;diff=291204</id>
		<title>LetsBuild5e:History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:History&amp;diff=291204"/>
		<updated>2015-10-20T21:25:38Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Before the Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=The Turning Years=&lt;br /&gt;
&lt;br /&gt;
We don&#039;t have a calendar or exact dates thrashed out yet, but we have got an agreed narrative of local history. The earliest parts are very much broad strokes, while the more recent events are more precisely described and more localised to Gartihann. (Main decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19350267#post19350267])&lt;br /&gt;
&lt;br /&gt;
==Mythic History==&lt;br /&gt;
&lt;br /&gt;
There are some [[LetsBuild5e:Religion|legendary events]] which are believed to have happened untold ages ago. In approximate order, they are:&lt;br /&gt;
&lt;br /&gt;
* The gods created intelligent life.&lt;br /&gt;
* The Elder Dragon God Shesipev gave the light side of the world to the dragons and their kin.&lt;br /&gt;
* The warm-blooded elder race tried tunneling through the world to reach the light side, and were shattered into the current range of races.&lt;br /&gt;
* The present chief god, Ranganir overthrew Shesipev, which is why the Elder Dragon God is now also known as Kugbazel (nothing-king).&lt;br /&gt;
* Metepes the Trickster bound Ligen, chief of fiends, with a pact which also prevents the gods from intervening too directly in the world.&lt;br /&gt;
* The first sorcerers were created by drinking Kugbazel&#039;s spilled blood.&lt;br /&gt;
* The first warlocks were created by learning enough of the Divine Language to make pacts.&lt;br /&gt;
* The first wizards were created by learning to shape the Divine Language into new magic.&lt;br /&gt;
* The priest-queen Moburene was healed by the travelling hero Lises-Huvnamunu.&lt;br /&gt;
&lt;br /&gt;
==Before the Fall==&lt;br /&gt;
&lt;br /&gt;
It&#039;s widely known that the current &#039;dark side&#039; of the world was once the light and fruitful side, and &#039;&#039;vice versa&#039;&#039;. It&#039;s also widely suspected that this has happened many times previously, back into prehistory. Several things are known or believed to have happened before the sides most recently changed:&lt;br /&gt;
&lt;br /&gt;
* Gnomes settled on the Axalvo plateau, east of the Sellumeverni mountains, before other warm-blooded people.&lt;br /&gt;
* The Kumötib orcs settled on the plateau and the steppes. The lands north of the steppe and east of the mountains become the nucleus of the tribal kingdom of Brugo.&lt;br /&gt;
* The elves had a great and flourishing empire on the far side.&lt;br /&gt;
* On the far side there was also a magic-using culture that spoke the Old Mystic tongue and wrote in cuneiform.&lt;br /&gt;
* Dwarves started leaving the far side before the other races.&lt;br /&gt;
&lt;br /&gt;
==The Conquest==&lt;br /&gt;
&lt;br /&gt;
The flip occurred some 700-1000 years ago, plunging the elven empire into darkness and ruin. Since then:&lt;br /&gt;
&lt;br /&gt;
* Shortly after the flip: After the dwarves show up, many others from the new dark side follow: refugees from the fall of the elven empire, its neighbours and dependents.&lt;br /&gt;
* More than 500 years ago: Human and half-orc warlords unite the area north of Brugo into a small dukedom named Gartihann.&lt;br /&gt;
* About 500 years ago: Mage guilds are founded, and rapidly become the exclusive preserve of wizards. At this stage, the guilds are just trade associations.&lt;br /&gt;
* About 425 years ago: The dukes are overthrown in Gartihann, and a form of representative democracy is established.&lt;br /&gt;
* About 350 years ago: The great half-orc conqueror queen Kuhetzib, descended from the clan-lords of Brugo in the southwestern mountains, unites most of the region, driving the elven state of Giel-Tanierolla down into the coastal region. She crushes opposition ruthlessly, and establishes a strong empire centred on Gartihann. Slavery is abolished, and many modern institutions are founded.&lt;br /&gt;
* About 300 years ago: Brugo secedes from the empire not long after Kuhetzib&#039;s death.&lt;br /&gt;
* About 275 years ago: The empire begins to crumble. Province after province drops off, either seceding without significant opposition or being conquered by others. In the absence of both mage guilds and imperial infrastructure, folk turn to the previously-ignored insect-people for aid. A form of rudimentary communication is established, and the insect-people build great earthworks around many towns and cities in exchange for food and unimpeded travel.&lt;br /&gt;
* About 220 years ago: As Gartihann becomes a single nation again, the imperial family are deposed and replaced by several successive short-lived dynasties of dukes founded by imperial generals.&lt;br /&gt;
&lt;br /&gt;
==The Rise of the Magocracy==&lt;br /&gt;
&lt;br /&gt;
The disappearance of the empire led to the events which have shaped the modern world:&lt;br /&gt;
&lt;br /&gt;
* About 230 years ago: The mage guilds start infiltrating the governments of the empire&#039;s successor states. Some states simply accept a guild as their sole supplier of high-level magic. Others are taken over completely, and become magocracies.&lt;br /&gt;
* About 150 years ago: Gartihann is taken over entirely by a guild specialising in the schools of evocation and abjuration. All public offices are made exclusive to wizards; the traditional quasi-military civic government is suspended.&lt;br /&gt;
* About 140 years ago: The mages in Gartihann dissolve the local bardic colleges and outlaw bardic rites and traditions. This mirrors similar restrictions in other magocratic states.&lt;br /&gt;
* About 120 years ago: The Dragonborn experience a mysterious religious renewal, and start settling in small communities around Axalvo.&lt;br /&gt;
* About 100 years ago: Extremists in the coastal elven nation begin agitating for the restoration of the ancient elven empire.&lt;br /&gt;
* About 60 years ago: A faction appears which argues that gnomes, rather than elves, are due for an imperial age.&lt;br /&gt;
* About 15 years ago: A claimant to the half-orc empire appears, equipped with some of the lost regalia of state. She has attracted a reasonable following, travelling between the nations which are not full magocracies.&lt;br /&gt;
* Less than a year ago: The magocracy in Gartihann is challenged by a popular revolution. The movement is fostered by the Bardic Colleges, and warlocks and sorcerers rush to join it. After some brutal street-fighting, the civic militia defects en masse to the rebel side. The mage guild hires mercenaries to replace the militia. Many mid-ranking guild mages are killed before the surviving local guild leadership are recalled by their superiors. Since then, there has been wary peace between the mages and the ad hoc rebel government.&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:History&amp;diff=291203</id>
		<title>LetsBuild5e:History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:History&amp;diff=291203"/>
		<updated>2015-10-20T21:24:56Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* The Conquest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=The Turning Years=&lt;br /&gt;
&lt;br /&gt;
We don&#039;t have a calendar or exact dates thrashed out yet, but we have got an agreed narrative of local history. The earliest parts are very much broad strokes, while the more recent events are more precisely described and more localised to Gartihann. (Main decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19350267#post19350267])&lt;br /&gt;
&lt;br /&gt;
==Mythic History==&lt;br /&gt;
&lt;br /&gt;
There are some [[LetsBuild5e:Religion|legendary events]] which are believed to have happened untold ages ago. In approximate order, they are:&lt;br /&gt;
&lt;br /&gt;
* The gods created intelligent life.&lt;br /&gt;
* The Elder Dragon God Shesipev gave the light side of the world to the dragons and their kin.&lt;br /&gt;
* The warm-blooded elder race tried tunneling through the world to reach the light side, and were shattered into the current range of races.&lt;br /&gt;
* The present chief god, Ranganir overthrew Shesipev, which is why the Elder Dragon God is now also known as Kugbazel (nothing-king).&lt;br /&gt;
* Metepes the Trickster bound Ligen, chief of fiends, with a pact which also prevents the gods from intervening too directly in the world.&lt;br /&gt;
* The first sorcerers were created by drinking Kugbazel&#039;s spilled blood.&lt;br /&gt;
* The first warlocks were created by learning enough of the Divine Language to make pacts.&lt;br /&gt;
* The first wizards were created by learning to shape the Divine Language into new magic.&lt;br /&gt;
* The priest-queen Moburene was healed by the travelling hero Lises-Huvnamunu.&lt;br /&gt;
&lt;br /&gt;
==Before the Fall==&lt;br /&gt;
&lt;br /&gt;
It&#039;s widely known that the current &#039;dark side&#039; of the world was once the light and fruitful side, and &#039;&#039;vice versa&#039;&#039;. It&#039;s also widely suspected that this has happened many times previously, back into prehistory. Several things are known or believed to have happened before the sides most recently changed:&lt;br /&gt;
&lt;br /&gt;
* Gnomes settled on the Axalvo plateau, east of the Sellumeverni mountains, before other warm-blooded people.&lt;br /&gt;
* The Kumötib orcs settled on the plateau and the steppes.&lt;br /&gt;
* The elves had a great and flourishing empire on the far side.&lt;br /&gt;
* On the far side there was also a magic-using culture that spoke the Old Mystic tongue and wrote in cuneiform.&lt;br /&gt;
* Dwarves started leaving the far side before the other races.&lt;br /&gt;
&lt;br /&gt;
==The Conquest==&lt;br /&gt;
&lt;br /&gt;
The flip occurred some 700-1000 years ago, plunging the elven empire into darkness and ruin. Since then:&lt;br /&gt;
&lt;br /&gt;
* Shortly after the flip: After the dwarves show up, many others from the new dark side follow: refugees from the fall of the elven empire, its neighbours and dependents.&lt;br /&gt;
* More than 500 years ago: Human and half-orc warlords unite the area north of Brugo into a small dukedom named Gartihann.&lt;br /&gt;
* About 500 years ago: Mage guilds are founded, and rapidly become the exclusive preserve of wizards. At this stage, the guilds are just trade associations.&lt;br /&gt;
* About 425 years ago: The dukes are overthrown in Gartihann, and a form of representative democracy is established.&lt;br /&gt;
* About 350 years ago: The great half-orc conqueror queen Kuhetzib, descended from the clan-lords of Brugo in the southwestern mountains, unites most of the region, driving the elven state of Giel-Tanierolla down into the coastal region. She crushes opposition ruthlessly, and establishes a strong empire centred on Gartihann. Slavery is abolished, and many modern institutions are founded.&lt;br /&gt;
* About 300 years ago: Brugo secedes from the empire not long after Kuhetzib&#039;s death.&lt;br /&gt;
* About 275 years ago: The empire begins to crumble. Province after province drops off, either seceding without significant opposition or being conquered by others. In the absence of both mage guilds and imperial infrastructure, folk turn to the previously-ignored insect-people for aid. A form of rudimentary communication is established, and the insect-people build great earthworks around many towns and cities in exchange for food and unimpeded travel.&lt;br /&gt;
* About 220 years ago: As Gartihann becomes a single nation again, the imperial family are deposed and replaced by several successive short-lived dynasties of dukes founded by imperial generals.&lt;br /&gt;
&lt;br /&gt;
==The Rise of the Magocracy==&lt;br /&gt;
&lt;br /&gt;
The disappearance of the empire led to the events which have shaped the modern world:&lt;br /&gt;
&lt;br /&gt;
* About 230 years ago: The mage guilds start infiltrating the governments of the empire&#039;s successor states. Some states simply accept a guild as their sole supplier of high-level magic. Others are taken over completely, and become magocracies.&lt;br /&gt;
* About 150 years ago: Gartihann is taken over entirely by a guild specialising in the schools of evocation and abjuration. All public offices are made exclusive to wizards; the traditional quasi-military civic government is suspended.&lt;br /&gt;
* About 140 years ago: The mages in Gartihann dissolve the local bardic colleges and outlaw bardic rites and traditions. This mirrors similar restrictions in other magocratic states.&lt;br /&gt;
* About 120 years ago: The Dragonborn experience a mysterious religious renewal, and start settling in small communities around Axalvo.&lt;br /&gt;
* About 100 years ago: Extremists in the coastal elven nation begin agitating for the restoration of the ancient elven empire.&lt;br /&gt;
* About 60 years ago: A faction appears which argues that gnomes, rather than elves, are due for an imperial age.&lt;br /&gt;
* About 15 years ago: A claimant to the half-orc empire appears, equipped with some of the lost regalia of state. She has attracted a reasonable following, travelling between the nations which are not full magocracies.&lt;br /&gt;
* Less than a year ago: The magocracy in Gartihann is challenged by a popular revolution. The movement is fostered by the Bardic Colleges, and warlocks and sorcerers rush to join it. After some brutal street-fighting, the civic militia defects en masse to the rebel side. The mage guild hires mercenaries to replace the militia. Many mid-ranking guild mages are killed before the surviving local guild leadership are recalled by their superiors. Since then, there has been wary peace between the mages and the ad hoc rebel government.&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:History&amp;diff=291202</id>
		<title>LetsBuild5e:History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:History&amp;diff=291202"/>
		<updated>2015-10-20T21:16:12Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Before the Fall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=The Turning Years=&lt;br /&gt;
&lt;br /&gt;
We don&#039;t have a calendar or exact dates thrashed out yet, but we have got an agreed narrative of local history. The earliest parts are very much broad strokes, while the more recent events are more precisely described and more localised to Gartihann. (Main decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19350267#post19350267])&lt;br /&gt;
&lt;br /&gt;
==Mythic History==&lt;br /&gt;
&lt;br /&gt;
There are some [[LetsBuild5e:Religion|legendary events]] which are believed to have happened untold ages ago. In approximate order, they are:&lt;br /&gt;
&lt;br /&gt;
* The gods created intelligent life.&lt;br /&gt;
* The Elder Dragon God Shesipev gave the light side of the world to the dragons and their kin.&lt;br /&gt;
* The warm-blooded elder race tried tunneling through the world to reach the light side, and were shattered into the current range of races.&lt;br /&gt;
* The present chief god, Ranganir overthrew Shesipev, which is why the Elder Dragon God is now also known as Kugbazel (nothing-king).&lt;br /&gt;
* Metepes the Trickster bound Ligen, chief of fiends, with a pact which also prevents the gods from intervening too directly in the world.&lt;br /&gt;
* The first sorcerers were created by drinking Kugbazel&#039;s spilled blood.&lt;br /&gt;
* The first warlocks were created by learning enough of the Divine Language to make pacts.&lt;br /&gt;
* The first wizards were created by learning to shape the Divine Language into new magic.&lt;br /&gt;
* The priest-queen Moburene was healed by the travelling hero Lises-Huvnamunu.&lt;br /&gt;
&lt;br /&gt;
==Before the Fall==&lt;br /&gt;
&lt;br /&gt;
It&#039;s widely known that the current &#039;dark side&#039; of the world was once the light and fruitful side, and &#039;&#039;vice versa&#039;&#039;. It&#039;s also widely suspected that this has happened many times previously, back into prehistory. Several things are known or believed to have happened before the sides most recently changed:&lt;br /&gt;
&lt;br /&gt;
* Gnomes settled on the Axalvo plateau, east of the Sellumeverni mountains, before other warm-blooded people.&lt;br /&gt;
* The Kumötib orcs settled on the plateau and the steppes.&lt;br /&gt;
* The elves had a great and flourishing empire on the far side.&lt;br /&gt;
* On the far side there was also a magic-using culture that spoke the Old Mystic tongue and wrote in cuneiform.&lt;br /&gt;
* Dwarves started leaving the far side before the other races.&lt;br /&gt;
&lt;br /&gt;
==The Conquest==&lt;br /&gt;
&lt;br /&gt;
The flip occurred some 700-1000 years ago, plunging the elven empire into darkness and ruin. Since then:&lt;br /&gt;
&lt;br /&gt;
* Shortly after the flip: After the dwarves show up, many others from the new dark side follow: refugees from the fall of the elven empire, its neighbours and dependents.&lt;br /&gt;
* About 500 years ago: Mage guilds are founded, and rapidly become the exclusive preserve of wizards. At this stage, the guilds are just trade associations.&lt;br /&gt;
* About 350 years ago: The great half-orc conqueror queen Kuhetzib, descended from the lords of Brugo in the southwestern mountains, unites most of the region, driving a fledgling elf state down into the coastal region. She crushes opposition ruthlessly, and establishes a strong empire centred on the starting nation. Slavery is abolished, and many modern institutions are founded.&lt;br /&gt;
* About 275 years ago: The empire begins to crumble. Province after province drops off, either seceding without significant opposition or being conquered by others. In the absence of both mage guilds and imperial infrastructure, folk turn to the previously-ignored insect-people for aid. A form of rudimentary communication is established, and the insect-people build great earthworks around many towns and cities in exchange for food and unimpeded travel.&lt;br /&gt;
&lt;br /&gt;
==The Rise of the Magocracy==&lt;br /&gt;
&lt;br /&gt;
The disappearance of the empire led to the events which have shaped the modern world:&lt;br /&gt;
&lt;br /&gt;
* About 230 years ago: The mage guilds start infiltrating the governments of the empire&#039;s successor states. Some states simply accept a guild as their sole supplier of high-level magic. Others are taken over completely, and become magocracies.&lt;br /&gt;
* About 150 years ago: Gartihann is taken over entirely by a guild specialising in the schools of evocation and abjuration. All public offices are made exclusive to wizards; the traditional quasi-military civic government is suspended.&lt;br /&gt;
* About 140 years ago: The mages in Gartihann dissolve the local bardic colleges and outlaw bardic rites and traditions. This mirrors similar restrictions in other magocratic states.&lt;br /&gt;
* About 120 years ago: The Dragonborn experience a mysterious religious renewal, and start settling in small communities around Axalvo.&lt;br /&gt;
* About 100 years ago: Extremists in the coastal elven nation begin agitating for the restoration of the ancient elven empire.&lt;br /&gt;
* About 60 years ago: A faction appears which argues that gnomes, rather than elves, are due for an imperial age.&lt;br /&gt;
* About 15 years ago: A claimant to the half-orc empire appears, equipped with some of the lost regalia of state. She has attracted a reasonable following, travelling between the nations which are not full magocracies.&lt;br /&gt;
* Less than a year ago: The magocracy in Gartihann is challenged by a popular revolution. The movement is fostered by the Bardic Colleges, and warlocks and sorcerers rush to join it. After some brutal street-fighting, the civic militia defects en masse to the rebel side. The mage guild hires mercenaries to replace the militia. Many mid-ranking guild mages are killed before the surviving local guild leadership are recalled by their superiors. Since then, there has been wary peace between the mages and the ad hoc rebel government.&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Gazetteer&amp;diff=290743</id>
		<title>LetsBuild5e:Gazetteer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Gazetteer&amp;diff=290743"/>
		<updated>2015-10-08T14:55:46Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Further Afield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Axalvo is a plateau which slopes down north-eastwards to the Inner Sea. It&#039;s covered with a huge range of tiny nations, the fragments of the lost empire of Kuhetzib the Conqueror. Wilderness punctuates the settlement here and there - areas that no nation can claim, or that no-one wants. The waystations of the old empire&#039;s courier network still survive, strung out along partially-maintained paved roads that criss-cross Axalvo. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19442520#post19442520]) This gazetteer describes the nations and places that we have described so far.&lt;br /&gt;
&lt;br /&gt;
=Shards of an Empire=&lt;br /&gt;
&lt;br /&gt;
==The Badlands==&lt;br /&gt;
&lt;br /&gt;
The plateau is scored here and there by deep river gorges, as water takes a faster path down towards the Inner Sea. The mountain wind has scoured strange rock formations here and there, the largest and oddest of which, northeast of Gartihann, is known as Hawlzilt Hz&#039;furgend - the Devil&#039;s Windfish. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19442520#post19442520])&lt;br /&gt;
&lt;br /&gt;
==Brugo==&lt;br /&gt;
&lt;br /&gt;
Brugo is an orc-dominated kingdom in the far south-western corner of Axalvo. It stretches from the dividing hills all the way to the high mountains of Sellumeverni, and controls the great waterfall of Firbpanar-Vlshval-Mawg overlooking the southern steppes. It is ruled in name by an orc who claims descent from one of Kuhetzib&#039;s generals, but in practice the various clans are almost entirely autonomous. Some clans have settled and live much like their northern neighbours, while others still treasure the semi-nomadic ways they followed before the Imperial Era. The principal language of Brugo is Orcish, but Old Imperial is widely understood here too. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19413382#post19413382]) Brugo generally exists at peace with its neighbours, but the clans are sufficiently autonomous that some of them can and do go to war on their own initiative.&lt;br /&gt;
&lt;br /&gt;
==Gartihann==&lt;br /&gt;
&lt;br /&gt;
Gartihann lies directly north of Brugo, and spans the dividing hills, although most settlements are to the west of them, along the River Balkavatz. Gartihann was once the cornerstone of Kuhetzib&#039;s empire, but those days are long gone. Until the present year, it was under the direct control of an international mage guild specialising in the schools of Abjuration and Evocation. The popular revolution which drove out the mages has not yet produced a stable government; the country is run mostly by ad hoc citizens&#039; committees and local officials. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909]) Gartihann&#039;s population is highly cosmopolitan, reflecting its imperial past, but is more strongly slanted towards half-orcs than elsewhere, with a corresponding cultural bias to the Old Imperial language and customs.&lt;br /&gt;
&lt;br /&gt;
There is no formalised nobility in Gartihann, although some families and clans claim ancient heritage and influence. The main distinction is that formerly, only citizens could enter the mage guild, and thus attain public office. This distinction of citizenship was a hold-over from the Empire. In general, to assert that you are entitled to a clan name is to assert that you are a citizen. Among the revolutionaries, there are some who believe that all residents should be allowed to participate in formal politics, and that the old idea of citizenship should be abandoned.&lt;br /&gt;
&lt;br /&gt;
Brugo and Gartihann haven&#039;t formally been at war since the fall of the Empire. However, there have been diplomatic spats over border disputes, and both unruly clan chiefs (on the Brugo side) and rebellious peasants (on the Gartihann side) have clashed from time to time. The generalised state of trade conflict (rather than armed conflict) between the various mage guilds has ensured relative peace since the mage guild took over Gartihann - a situation now open to sudden change.&lt;br /&gt;
&lt;br /&gt;
The imperial road network survives in Gartihann more or less unchanged since the height of the empire, except in the areas closest to the mountains, where it is not well-repaired. The road running north-north-west from Vikreng parallel to the Balkavatz is called Immirk ag Retzadz - the Way of the Dukes.&lt;br /&gt;
&lt;br /&gt;
===Barrimp Durvatz===&lt;br /&gt;
&lt;br /&gt;
&#039;Little Rock Ford&#039; is the last usable ford across the Balkavatz; below it, only bridges can be used to cross the turbulent river. Before the imperial road network was established, the crossing was of vital strategic importance, and Kuhetzib won a crucial early victory here against a human-dwarf alliance. Now it is a remote spot, as other roads provide a more direct route to almost anywhere. The commemorative bridge that was built here late in Kuhetzib&#039;s reign fell down some time early in the magocracy and was never rebuilt.&lt;br /&gt;
&lt;br /&gt;
===Linnhyenkirk===&lt;br /&gt;
&lt;br /&gt;
This tiny market town is the formal northern end of Immirk ag Retzadz. Envisaged as a trade centre for dealing with the many dwarven nations of the Sellumeverni, it never took off. Gartihann&#039;s increasing centralisation means that the town is largely controlled by dwarven and human mercantile interests.&lt;br /&gt;
&lt;br /&gt;
===Vawtteng===&lt;br /&gt;
&lt;br /&gt;
This fortress is the northernmost extent of Gartihann&#039;s military power. Lying between the dividing hills and a major canyon, it sticks up out of the badlands like an upturned tack on a tavern floor. The soldiers here are loyal to whoever pays their wages; the revolution has passed practically unnoticed here.&lt;br /&gt;
&lt;br /&gt;
===Vikreng===&lt;br /&gt;
&lt;br /&gt;
Vikreng was Kuhetzib&#039;s first capital city, and is still the capital of Gartihann. The heart of the city is an ancient hillfort from which Kuhetzib began her conquests. The hillfort was re-fortified and occupied by the mages&#039; guild, and is now entirely covered by their local headquarters. This sprawling building, part school and part capitol, has been taken over by the revolutionary government, who are slowly going through its archives and storehouses as they attempt to build a future for the nation.&lt;br /&gt;
&lt;br /&gt;
Many features of the city reflect its turbulent history. The largest structure after the government building is an amphitheater, intended for sporting contests and funeral games, but now being used for citizens&#039; assemblies. The old bard colleges were used student wizard accommodation after the bards were expelled, and now stand empty, awaiting new tenants. Former military barracks, originally of imperial construction, were recently reused by the mage guild&#039;s mercenaries before being abandoned again. Close to the city wall stands the Tower of the Shield, the last unopened Mage Guild property, sealed by a magic bubble since the revolution. A final tragic landmark on the edge of town is a burnt-out tithe barn where many militia were burned to death early in the revolution. It is currently a generalised charnel house, but awaiting possible redevelopment. Rumour about increased undead activity lend urgency to these decisions.&lt;br /&gt;
&lt;br /&gt;
The city also possesses an open-air market, and inns and taverns in all districts. There is an industrial district, originally home to the imperial armourers, but now much more diversified. Close by stand empty warehouses, intended for the movement of guild raw materials and other bulk goods. Part of the warehouse district has been converted into a walled district by dragonborn for self-defence. Scattered throughout the city is workers&#039; housing, mostly in six-story apartment blocks around small courtyards. Some has been disused or underused for many years, as Vikreng is not the city it was during the empire. Another legacy of the empire is an aqueduct, now badly in need of repair. The mages also provided a scriptorium, with the associated facilities for making ink and parchment, and a warehouse for imported papyri. Supplies are currently running very low after the guild&#039;s contract was voided. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19381133#post19381133])&lt;br /&gt;
&lt;br /&gt;
The city stands on a cap of gritstone overlying a limestone bed. In the pre-imperial era, it was common to &#039;bury&#039; mortal remains by throwing them into sinkholes exposed by gaps in the gritstone. This practice eventually caused long-term contamination of the aquifers, and early in the Empire the city was furnished with an aqueduct which sources water from a reservoir above the nearest cataract of the river. At the same time, catacombs were begun to store the dead more hygenically, and a sewer system was dug for the expanding city&#039;s needs. The aqueduct was in use until the revolution, when it was damaged by a magic battle; it is now under repair. The sewers still function, but are poorly maintained. And the catacombs filled up early in the magocracy, and were closed. A former parade ground, the Field of Glory, was appropriated for use as a cemetery, which continues to this day. The mages also did some digging of their own; in the oldest parts of town, secret passages dug by the wealthy of the Empire run close to vaults which the mages prepared for some unspecified emergency. The mages also dug downward, below the catacombs, in search of a legendary dwarven passage which could be used to escape the chaos of the Turning of the World - no-one knows if they succeeded. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19428404#post19428404])&lt;br /&gt;
&lt;br /&gt;
Three powerful families dominate civil politics in Vikreng - the Enkbazetz, the Agretzad, and the Rangfolz. All three clans are mostly human or half-orc, with the occasional orc, half-elf, aasimar or tiefling mixed in. (Gnomes are still numerous up here in Gartihann, but they never prospered as well in the face of so many orcs and half-orcs.) All three families are descended from the pre-imperial rulers&#039; top henchmen, which is as close to technical nobility as Gartihann offers. All three own lots of property - and have enough clout that the magocracy preferred not to steal their stuff under cover of law. The Agretzad and the Enkbazetz are notorious rivals; their hostility varies in nature, but is always fierce. They came to blows increasingly often in the run-up to the revolution, thereby unintentionally distracting the mages from the quiet return of the bards. After a bloody battle at a coming-out party, in which the Enkbazetz suffered an unexpected defeat, the rivals have been quiet for somewhat over a year. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19437648#post19437648]) The head of the city government is styled as a Prefect, following Imperial military customs, and is elected for a year at a time. Before the coming of the mages, the post held real power and was contested among the three main families and the trade guilds. Under the magocracy, the post became more ceremonial, and the trade guilds lost their influence over it. Occasionally the orc clans decide to get involved in the bribery and chaos of the elections, and can produce an unexpected winner.&lt;br /&gt;
&lt;br /&gt;
=Further Afield=&lt;br /&gt;
&lt;br /&gt;
==The Great Steppe==&lt;br /&gt;
&lt;br /&gt;
Below the southern edge of Axalvo stretches the Great Steppe, which reaches from the Sellumeverni mountains eastward almost to the distant ocean. There are no formal nations here, and even Kuhetzib the Conqueror had only a limited hold on parts of the Steppe. Tribes of horse-riders follow the game and the grazing patterns of their herds across a huge, windswept plain. Hills and small mountains dot the landscape, and some of them hold cloisters where dark elves teach monastic traditions. The River Varrsnatr runs the length of the Steppe, and drains most of it eastward. The Balkavatz, the principal river of Gartihann and Brugo, is known as Firbpav between Khamawg Falls and the Varrsnatr.&lt;br /&gt;
&lt;br /&gt;
==Giel-Tanierolla==&lt;br /&gt;
&lt;br /&gt;
Between Axalvo and the Desert of Sphinxes lies the land of Giel-Tanierolla, whose inhabitants are predominantly elves and humans. The people here see themselves as the inheritors of the traditions and culture of the lost elven empire on the far side of the world. These days, they mainly export diplomats to other nations, and trade extensively. One of their principal cities consists mainly of scores of ships bound together in a lagoon at the mouth of a great river flowing into the Inner Sea.&lt;br /&gt;
&lt;br /&gt;
==Along the Mountains==&lt;br /&gt;
&lt;br /&gt;
In the foothills of the Sellumeverni mountains, where the plateau curves upward to form part of the spine of the continent, are many small independent dwarven nations. These countries, many of them barely more than city-states, are generally content to remain separate from the wider world, only engaging in limited trade to acquire rare goods and better food. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19452511#post19452511])&lt;br /&gt;
&lt;br /&gt;
==East of the Sea==&lt;br /&gt;
&lt;br /&gt;
On the southeastern side of the Inner Sea, far from Axalvo, is a nation where the primary language is Wáyéhì. This is the home of the greatest bardic colleges in the known world, and along with the elves, one of the great seafaring powers. The travelling kenku who sometimes reach Axalvo tell that this is a land where even the monsters are different - asuras, rakshasas and nagas feature prominently. The lands between there and the steppe are little known, although there is out of date information from the imperial era, bolstered by occasional travellers&#039; tales.&lt;br /&gt;
&lt;br /&gt;
==The Encircling Ocean==&lt;br /&gt;
&lt;br /&gt;
Maritime trade is relatively limited. Many nations employ riverine and inshore shipping, but the only two nations with any kind of blue-water navy are the elves and the Wáyéhì-speakers. Even their capacity is small; they have visited many nations around the Inner Sea, but not further afield. It is believed that the elves have some kind of secret plan to sail right to the edge of the world in an emergency, but it has not been attempted within living memory - even that of elves. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19413382#post19413382])&lt;br /&gt;
&lt;br /&gt;
==The Far North==&lt;br /&gt;
&lt;br /&gt;
North of the warm, fertile lands of Tanierolla lies the Desert of Sphinxes, stretching between the Sellumeverni mountains and the Inner Sea. Beyond it the lands are mostly unknown, although persistent tales tell of a hot, swampy river estuary populated by a nation of vicious serpent people. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19452511#post19452511])&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Geography and Cosmology|Geography and Cosmology]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Demographics and Society|Demographics and Society]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Gazetteer&amp;diff=290742</id>
		<title>LetsBuild5e:Gazetteer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Gazetteer&amp;diff=290742"/>
		<updated>2015-10-08T14:50:19Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Further Afield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Axalvo is a plateau which slopes down north-eastwards to the Inner Sea. It&#039;s covered with a huge range of tiny nations, the fragments of the lost empire of Kuhetzib the Conqueror. Wilderness punctuates the settlement here and there - areas that no nation can claim, or that no-one wants. The waystations of the old empire&#039;s courier network still survive, strung out along partially-maintained paved roads that criss-cross Axalvo. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19442520#post19442520]) This gazetteer describes the nations and places that we have described so far.&lt;br /&gt;
&lt;br /&gt;
=Shards of an Empire=&lt;br /&gt;
&lt;br /&gt;
==The Badlands==&lt;br /&gt;
&lt;br /&gt;
The plateau is scored here and there by deep river gorges, as water takes a faster path down towards the Inner Sea. The mountain wind has scoured strange rock formations here and there, the largest and oddest of which, northeast of Gartihann, is known as Hawlzilt Hz&#039;furgend - the Devil&#039;s Windfish. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19442520#post19442520])&lt;br /&gt;
&lt;br /&gt;
==Brugo==&lt;br /&gt;
&lt;br /&gt;
Brugo is an orc-dominated kingdom in the far south-western corner of Axalvo. It stretches from the dividing hills all the way to the high mountains of Sellumeverni, and controls the great waterfall of Firbpanar-Vlshval-Mawg overlooking the southern steppes. It is ruled in name by an orc who claims descent from one of Kuhetzib&#039;s generals, but in practice the various clans are almost entirely autonomous. Some clans have settled and live much like their northern neighbours, while others still treasure the semi-nomadic ways they followed before the Imperial Era. The principal language of Brugo is Orcish, but Old Imperial is widely understood here too. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19413382#post19413382]) Brugo generally exists at peace with its neighbours, but the clans are sufficiently autonomous that some of them can and do go to war on their own initiative.&lt;br /&gt;
&lt;br /&gt;
==Gartihann==&lt;br /&gt;
&lt;br /&gt;
Gartihann lies directly north of Brugo, and spans the dividing hills, although most settlements are to the west of them, along the River Balkavatz. Gartihann was once the cornerstone of Kuhetzib&#039;s empire, but those days are long gone. Until the present year, it was under the direct control of an international mage guild specialising in the schools of Abjuration and Evocation. The popular revolution which drove out the mages has not yet produced a stable government; the country is run mostly by ad hoc citizens&#039; committees and local officials. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909]) Gartihann&#039;s population is highly cosmopolitan, reflecting its imperial past, but is more strongly slanted towards half-orcs than elsewhere, with a corresponding cultural bias to the Old Imperial language and customs.&lt;br /&gt;
&lt;br /&gt;
There is no formalised nobility in Gartihann, although some families and clans claim ancient heritage and influence. The main distinction is that formerly, only citizens could enter the mage guild, and thus attain public office. This distinction of citizenship was a hold-over from the Empire. In general, to assert that you are entitled to a clan name is to assert that you are a citizen. Among the revolutionaries, there are some who believe that all residents should be allowed to participate in formal politics, and that the old idea of citizenship should be abandoned.&lt;br /&gt;
&lt;br /&gt;
Brugo and Gartihann haven&#039;t formally been at war since the fall of the Empire. However, there have been diplomatic spats over border disputes, and both unruly clan chiefs (on the Brugo side) and rebellious peasants (on the Gartihann side) have clashed from time to time. The generalised state of trade conflict (rather than armed conflict) between the various mage guilds has ensured relative peace since the mage guild took over Gartihann - a situation now open to sudden change.&lt;br /&gt;
&lt;br /&gt;
The imperial road network survives in Gartihann more or less unchanged since the height of the empire, except in the areas closest to the mountains, where it is not well-repaired. The road running north-north-west from Vikreng parallel to the Balkavatz is called Immirk ag Retzadz - the Way of the Dukes.&lt;br /&gt;
&lt;br /&gt;
===Barrimp Durvatz===&lt;br /&gt;
&lt;br /&gt;
&#039;Little Rock Ford&#039; is the last usable ford across the Balkavatz; below it, only bridges can be used to cross the turbulent river. Before the imperial road network was established, the crossing was of vital strategic importance, and Kuhetzib won a crucial early victory here against a human-dwarf alliance. Now it is a remote spot, as other roads provide a more direct route to almost anywhere. The commemorative bridge that was built here late in Kuhetzib&#039;s reign fell down some time early in the magocracy and was never rebuilt.&lt;br /&gt;
&lt;br /&gt;
===Linnhyenkirk===&lt;br /&gt;
&lt;br /&gt;
This tiny market town is the formal northern end of Immirk ag Retzadz. Envisaged as a trade centre for dealing with the many dwarven nations of the Sellumeverni, it never took off. Gartihann&#039;s increasing centralisation means that the town is largely controlled by dwarven and human mercantile interests.&lt;br /&gt;
&lt;br /&gt;
===Vawtteng===&lt;br /&gt;
&lt;br /&gt;
This fortress is the northernmost extent of Gartihann&#039;s military power. Lying between the dividing hills and a major canyon, it sticks up out of the badlands like an upturned tack on a tavern floor. The soldiers here are loyal to whoever pays their wages; the revolution has passed practically unnoticed here.&lt;br /&gt;
&lt;br /&gt;
===Vikreng===&lt;br /&gt;
&lt;br /&gt;
Vikreng was Kuhetzib&#039;s first capital city, and is still the capital of Gartihann. The heart of the city is an ancient hillfort from which Kuhetzib began her conquests. The hillfort was re-fortified and occupied by the mages&#039; guild, and is now entirely covered by their local headquarters. This sprawling building, part school and part capitol, has been taken over by the revolutionary government, who are slowly going through its archives and storehouses as they attempt to build a future for the nation.&lt;br /&gt;
&lt;br /&gt;
Many features of the city reflect its turbulent history. The largest structure after the government building is an amphitheater, intended for sporting contests and funeral games, but now being used for citizens&#039; assemblies. The old bard colleges were used student wizard accommodation after the bards were expelled, and now stand empty, awaiting new tenants. Former military barracks, originally of imperial construction, were recently reused by the mage guild&#039;s mercenaries before being abandoned again. Close to the city wall stands the Tower of the Shield, the last unopened Mage Guild property, sealed by a magic bubble since the revolution. A final tragic landmark on the edge of town is a burnt-out tithe barn where many militia were burned to death early in the revolution. It is currently a generalised charnel house, but awaiting possible redevelopment. Rumour about increased undead activity lend urgency to these decisions.&lt;br /&gt;
&lt;br /&gt;
The city also possesses an open-air market, and inns and taverns in all districts. There is an industrial district, originally home to the imperial armourers, but now much more diversified. Close by stand empty warehouses, intended for the movement of guild raw materials and other bulk goods. Part of the warehouse district has been converted into a walled district by dragonborn for self-defence. Scattered throughout the city is workers&#039; housing, mostly in six-story apartment blocks around small courtyards. Some has been disused or underused for many years, as Vikreng is not the city it was during the empire. Another legacy of the empire is an aqueduct, now badly in need of repair. The mages also provided a scriptorium, with the associated facilities for making ink and parchment, and a warehouse for imported papyri. Supplies are currently running very low after the guild&#039;s contract was voided. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19381133#post19381133])&lt;br /&gt;
&lt;br /&gt;
The city stands on a cap of gritstone overlying a limestone bed. In the pre-imperial era, it was common to &#039;bury&#039; mortal remains by throwing them into sinkholes exposed by gaps in the gritstone. This practice eventually caused long-term contamination of the aquifers, and early in the Empire the city was furnished with an aqueduct which sources water from a reservoir above the nearest cataract of the river. At the same time, catacombs were begun to store the dead more hygenically, and a sewer system was dug for the expanding city&#039;s needs. The aqueduct was in use until the revolution, when it was damaged by a magic battle; it is now under repair. The sewers still function, but are poorly maintained. And the catacombs filled up early in the magocracy, and were closed. A former parade ground, the Field of Glory, was appropriated for use as a cemetery, which continues to this day. The mages also did some digging of their own; in the oldest parts of town, secret passages dug by the wealthy of the Empire run close to vaults which the mages prepared for some unspecified emergency. The mages also dug downward, below the catacombs, in search of a legendary dwarven passage which could be used to escape the chaos of the Turning of the World - no-one knows if they succeeded. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19428404#post19428404])&lt;br /&gt;
&lt;br /&gt;
Three powerful families dominate civil politics in Vikreng - the Enkbazetz, the Agretzad, and the Rangfolz. All three clans are mostly human or half-orc, with the occasional orc, half-elf, aasimar or tiefling mixed in. (Gnomes are still numerous up here in Gartihann, but they never prospered as well in the face of so many orcs and half-orcs.) All three families are descended from the pre-imperial rulers&#039; top henchmen, which is as close to technical nobility as Gartihann offers. All three own lots of property - and have enough clout that the magocracy preferred not to steal their stuff under cover of law. The Agretzad and the Enkbazetz are notorious rivals; their hostility varies in nature, but is always fierce. They came to blows increasingly often in the run-up to the revolution, thereby unintentionally distracting the mages from the quiet return of the bards. After a bloody battle at a coming-out party, in which the Enkbazetz suffered an unexpected defeat, the rivals have been quiet for somewhat over a year. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19437648#post19437648]) The head of the city government is styled as a Prefect, following Imperial military customs, and is elected for a year at a time. Before the coming of the mages, the post held real power and was contested among the three main families and the trade guilds. Under the magocracy, the post became more ceremonial, and the trade guilds lost their influence over it. Occasionally the orc clans decide to get involved in the bribery and chaos of the elections, and can produce an unexpected winner.&lt;br /&gt;
&lt;br /&gt;
=Further Afield=&lt;br /&gt;
&lt;br /&gt;
==The Great Steppe==&lt;br /&gt;
&lt;br /&gt;
Below the southern edge of Axalvo stretches the Great Steppe, which reaches from the Sellumeverni mountains eastward almost to the distant ocean. There are no formal nations here, and even Kuhetzib the Conqueror had only a limited hold on parts of the Steppe. Tribes of horse-riders follow the game and the grazing patterns of their herds across a huge, windswept plain. Hills and small mountains dot the landscape, and some of them hold cloisters where dark elves teach monastic traditions. The River Varrsnatr runs the length of the Steppe, and drains most of it eastward. The Balkavatz, the principal river of Gartihann and Brugo, is known as Firbpav between Khamawg Falls and the Varrsnatr.&lt;br /&gt;
&lt;br /&gt;
==Giel-Tanierolla==&lt;br /&gt;
&lt;br /&gt;
Between Axalvo and the Desert of Sphinxes lies the land of Giel-Tanierolla, whose inhabitants are predominantly elves and humans. The people here see themselves as the inheritors of the traditions and culture of the lost elven empire on the far side of the world. These days, they mainly export diplomats to other nations, and trade extensively. One of their principal cities consists mainly of scores of ships bound together in a lagoon at the mouth of a great river flowing into the Inner Sea.&lt;br /&gt;
&lt;br /&gt;
==East of the Sea==&lt;br /&gt;
&lt;br /&gt;
On the southeastern side of the Inner Sea, far from Axalvo, is a nation where the primary language is Wáyéhì. This is the home of the greatest bardic colleges in the known world, and along with the elves, one of the great seafaring powers. The travelling kenku who sometimes reach Axalvo tell that this is a land where even the monsters are different - asuras, rakshasas and nagas feature prominently. The lands between there and the steppe are little known, although there is out of date information from the imperial era, bolstered by occasional travellers&#039; tales.&lt;br /&gt;
&lt;br /&gt;
==The Encircling Ocean==&lt;br /&gt;
&lt;br /&gt;
Maritime trade is relatively limited. Many nations employ riverine and inshore shipping, but the only two nations with any kind of blue-water navy are the elves and the Wáyéhì-speakers. Even their capacity is small; they have visited many nations around the Inner Sea, but not further afield. It is believed that the elves have some kind of secret plan to sail right to the edge of the world in an emergency, but it has not been attempted within living memory - even that of elves. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19413382#post19413382])&lt;br /&gt;
&lt;br /&gt;
==The Far North==&lt;br /&gt;
&lt;br /&gt;
North of the warm, fertile lands of Tanierolla lies the Desert of Sphinxes, stretching between the Sellumeverni mountains and the Inner Sea. Beyond it the lands are mostly unknown, although persistent tales tell of a hot, swampy river estuary populated by a nation of vicious serpent people.&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Geography and Cosmology|Geography and Cosmology]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Demographics and Society|Demographics and Society]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Gazetteer&amp;diff=290720</id>
		<title>LetsBuild5e:Gazetteer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Gazetteer&amp;diff=290720"/>
		<updated>2015-10-07T14:41:56Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Gartihann */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Axalvo is a plateau which slopes down north-eastwards to the Inner Sea. It&#039;s covered with a huge range of tiny nations, the fragments of the lost empire of Kuhetzib the Conqueror. Wilderness punctuates the settlement here and there - areas that no nation can claim, or that no-one wants. The waystations of the old empire&#039;s courier network still survive, strung out along partially-maintained paved roads that criss-cross Axalvo. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19442520#post19442520]) This gazetteer describes the nations and places that we have described so far.&lt;br /&gt;
&lt;br /&gt;
=Shards of an Empire=&lt;br /&gt;
&lt;br /&gt;
==The Badlands==&lt;br /&gt;
&lt;br /&gt;
The plateau is scored here and there by deep river gorges, as water takes a faster path down towards the Inner Sea. The mountain wind has scoured strange rock formations here and there, the largest and oddest of which, northeast of Gartihann, is known as Hawlzilt Hz&#039;furgend - the Devil&#039;s Windfish. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19442520#post19442520])&lt;br /&gt;
&lt;br /&gt;
==Brugo==&lt;br /&gt;
&lt;br /&gt;
Brugo is an orc-dominated kingdom in the far south-western corner of Axalvo. It stretches from the dividing hills all the way to the high mountains of Sellumeverni, and controls the great waterfall of Firbpanar-Vlshval-Mawg overlooking the southern steppes. It is ruled in name by an orc who claims descent from one of Kuhetzib&#039;s generals, but in practice the various clans are almost entirely autonomous. Some clans have settled and live much like their northern neighbours, while others still treasure the semi-nomadic ways they followed before the Imperial Era. The principal language of Brugo is Orcish, but Old Imperial is widely understood here too. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19413382#post19413382]) Brugo generally exists at peace with its neighbours, but the clans are sufficiently autonomous that some of them can and do go to war on their own initiative.&lt;br /&gt;
&lt;br /&gt;
==Gartihann==&lt;br /&gt;
&lt;br /&gt;
Gartihann lies directly north of Brugo, and spans the dividing hills, although most settlements are to the west of them, along the River Balkavatz. Gartihann was once the cornerstone of Kuhetzib&#039;s empire, but those days are long gone. Until the present year, it was under the direct control of an international mage guild specialising in the schools of Abjuration and Evocation. The popular revolution which drove out the mages has not yet produced a stable government; the country is run mostly by ad hoc citizens&#039; committees and local officials. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909]) Gartihann&#039;s population is highly cosmopolitan, reflecting its imperial past, but is more strongly slanted towards half-orcs than elsewhere, with a corresponding cultural bias to the Old Imperial language and customs.&lt;br /&gt;
&lt;br /&gt;
There is no formalised nobility in Gartihann, although some families and clans claim ancient heritage and influence. The main distinction is that formerly, only citizens could enter the mage guild, and thus attain public office. This distinction of citizenship was a hold-over from the Empire. In general, to assert that you are entitled to a clan name is to assert that you are a citizen. Among the revolutionaries, there are some who believe that all residents should be allowed to participate in formal politics, and that the old idea of citizenship should be abandoned.&lt;br /&gt;
&lt;br /&gt;
Brugo and Gartihann haven&#039;t formally been at war since the fall of the Empire. However, there have been diplomatic spats over border disputes, and both unruly clan chiefs (on the Brugo side) and rebellious peasants (on the Gartihann side) have clashed from time to time. The generalised state of trade conflict (rather than armed conflict) between the various mage guilds has ensured relative peace since the mage guild took over Gartihann - a situation now open to sudden change.&lt;br /&gt;
&lt;br /&gt;
The imperial road network survives in Gartihann more or less unchanged since the height of the empire, except in the areas closest to the mountains, where it is not well-repaired. The road running north-north-west from Vikreng parallel to the Balkavatz is called Immirk ag Retzadz - the Way of the Dukes.&lt;br /&gt;
&lt;br /&gt;
===Barrimp Durvatz===&lt;br /&gt;
&lt;br /&gt;
&#039;Little Rock Ford&#039; is the last usable ford across the Balkavatz; below it, only bridges can be used to cross the turbulent river. Before the imperial road network was established, the crossing was of vital strategic importance, and Kuhetzib won a crucial early victory here against a human-dwarf alliance. Now it is a remote spot, as other roads provide a more direct route to almost anywhere. The commemorative bridge that was built here late in Kuhetzib&#039;s reign fell down some time early in the magocracy and was never rebuilt.&lt;br /&gt;
&lt;br /&gt;
===Linnhyenkirk===&lt;br /&gt;
&lt;br /&gt;
This tiny market town is the formal northern end of Immirk ag Retzadz. Envisaged as a trade centre for dealing with the many dwarven nations of the Sellumeverni, it never took off. Gartihann&#039;s increasing centralisation means that the town is largely controlled by dwarven and human mercantile interests.&lt;br /&gt;
&lt;br /&gt;
===Vawtteng===&lt;br /&gt;
&lt;br /&gt;
This fortress is the northernmost extent of Gartihann&#039;s military power. Lying between the dividing hills and a major canyon, it sticks up out of the badlands like an upturned tack on a tavern floor. The soldiers here are loyal to whoever pays their wages; the revolution has passed practically unnoticed here.&lt;br /&gt;
&lt;br /&gt;
===Vikreng===&lt;br /&gt;
&lt;br /&gt;
Vikreng was Kuhetzib&#039;s first capital city, and is still the capital of Gartihann. The heart of the city is an ancient hillfort from which Kuhetzib began her conquests. The hillfort was re-fortified and occupied by the mages&#039; guild, and is now entirely covered by their local headquarters. This sprawling building, part school and part capitol, has been taken over by the revolutionary government, who are slowly going through its archives and storehouses as they attempt to build a future for the nation.&lt;br /&gt;
&lt;br /&gt;
Many features of the city reflect its turbulent history. The largest structure after the government building is an amphitheater, intended for sporting contests and funeral games, but now being used for citizens&#039; assemblies. The old bard colleges were used student wizard accommodation after the bards were expelled, and now stand empty, awaiting new tenants. Former military barracks, originally of imperial construction, were recently reused by the mage guild&#039;s mercenaries before being abandoned again. Close to the city wall stands the Tower of the Shield, the last unopened Mage Guild property, sealed by a magic bubble since the revolution. A final tragic landmark on the edge of town is a burnt-out tithe barn where many militia were burned to death early in the revolution. It is currently a generalised charnel house, but awaiting possible redevelopment. Rumour about increased undead activity lend urgency to these decisions.&lt;br /&gt;
&lt;br /&gt;
The city also possesses an open-air market, and inns and taverns in all districts. There is an industrial district, originally home to the imperial armourers, but now much more diversified. Close by stand empty warehouses, intended for the movement of guild raw materials and other bulk goods. Part of the warehouse district has been converted into a walled district by dragonborn for self-defence. Scattered throughout the city is workers&#039; housing, mostly in six-story apartment blocks around small courtyards. Some has been disused or underused for many years, as Vikreng is not the city it was during the empire. Another legacy of the empire is an aqueduct, now badly in need of repair. The mages also provided a scriptorium, with the associated facilities for making ink and parchment, and a warehouse for imported papyri. Supplies are currently running very low after the guild&#039;s contract was voided. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19381133#post19381133])&lt;br /&gt;
&lt;br /&gt;
The city stands on a cap of gritstone overlying a limestone bed. In the pre-imperial era, it was common to &#039;bury&#039; mortal remains by throwing them into sinkholes exposed by gaps in the gritstone. This practice eventually caused long-term contamination of the aquifers, and early in the Empire the city was furnished with an aqueduct which sources water from a reservoir above the nearest cataract of the river. At the same time, catacombs were begun to store the dead more hygenically, and a sewer system was dug for the expanding city&#039;s needs. The aqueduct was in use until the revolution, when it was damaged by a magic battle; it is now under repair. The sewers still function, but are poorly maintained. And the catacombs filled up early in the magocracy, and were closed. A former parade ground, the Field of Glory, was appropriated for use as a cemetery, which continues to this day. The mages also did some digging of their own; in the oldest parts of town, secret passages dug by the wealthy of the Empire run close to vaults which the mages prepared for some unspecified emergency. The mages also dug downward, below the catacombs, in search of a legendary dwarven passage which could be used to escape the chaos of the Turning of the World - no-one knows if they succeeded. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19428404#post19428404])&lt;br /&gt;
&lt;br /&gt;
Three powerful families dominate civil politics in Vikreng - the Enkbazetz, the Agretzad, and the Rangfolz. All three clans are mostly human or half-orc, with the occasional orc, half-elf, aasimar or tiefling mixed in. (Gnomes are still numerous up here in Gartihann, but they never prospered as well in the face of so many orcs and half-orcs.) All three families are descended from the pre-imperial rulers&#039; top henchmen, which is as close to technical nobility as Gartihann offers. All three own lots of property - and have enough clout that the magocracy preferred not to steal their stuff under cover of law. The Agretzad and the Enkbazetz are notorious rivals; their hostility varies in nature, but is always fierce. They came to blows increasingly often in the run-up to the revolution, thereby unintentionally distracting the mages from the quiet return of the bards. After a bloody battle at a coming-out party, in which the Enkbazetz suffered an unexpected defeat, the rivals have been quiet for somewhat over a year. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19437648#post19437648]) The head of the city government is styled as a Prefect, following Imperial military customs, and is elected for a year at a time. Before the coming of the mages, the post held real power and was contested among the three main families and the trade guilds. Under the magocracy, the post became more ceremonial, and the trade guilds lost their influence over it. Occasionally the orc clans decide to get involved in the bribery and chaos of the elections, and can produce an unexpected winner.&lt;br /&gt;
&lt;br /&gt;
=Further Afield=&lt;br /&gt;
&lt;br /&gt;
==The Great Steppe==&lt;br /&gt;
&lt;br /&gt;
Below the southern edge of Axalvo stretches the Great Steppe, which reaches from the Sellumeverni mountains eastward almost to the distant ocean. There are no formal nations here, and even Kuhetzib the Conqueror had only a limited hold on parts of the Steppe. Tribes of horse-riders follow the game and the grazing patterns of their herds across a huge, windswept plain. Hills and small mountains dot the landscape, and some of them hold cloisters where dark elves teach monastic traditions. The River Varrsnatr runs the length of the Steppe, and drains most of it eastward. The Balkavatz, the principal river of Gartihann and Brugo, is known as Firbpav between Khamawg Falls and the Varrsnatr.&lt;br /&gt;
&lt;br /&gt;
==Giel-Tanierolla==&lt;br /&gt;
&lt;br /&gt;
Between Axalvo and the Desert of Sphinxes lies the land of Giel-Tanierolla, whose inhabitants are predominantly elves and humans. The people here see themselves as the inheritors of the traditions and culture of the lost elven empire on the far side of the world. These days, they mainly export diplomats to other nations, and trade extensively. One of their principal cities consists mainly of scores of ships bound together in a lagoon at the mouth of a great river flowing into the Inner Sea.&lt;br /&gt;
&lt;br /&gt;
==East of the Sea==&lt;br /&gt;
&lt;br /&gt;
On the southeastern side of the Inner Sea, far from Axalvo, is a nation where the primary language is Wáyéhì. This is the home of the greatest bardic colleges in the known world, and along with the elves, one of the great seafaring powers. The travelling kenku who sometimes reach Axalvo tell that this is a land where even the monsters are different - asuras, rakshasas and nagas feature prominently.&lt;br /&gt;
&lt;br /&gt;
==The Encircling Ocean==&lt;br /&gt;
&lt;br /&gt;
Maritime trade is relatively limited. Many nations employ riverine and inshore shipping, but the only two nations with any kind of blue-water navy are the elves and the Wáyéhì-speakers. Even their capacity is small; they have visited many nations around the Inner Sea, but not further afield. It is believed that the elves have some kind of secret plan to sail right to the edge of the world in an emergency, but it has not been attempted within living memory - even that of elves. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19413382#post19413382])&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Geography and Cosmology|Geography and Cosmology]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Demographics and Society|Demographics and Society]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Geography_and_Cosmology&amp;diff=290719</id>
		<title>LetsBuild5e:Geography and Cosmology</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Geography_and_Cosmology&amp;diff=290719"/>
		<updated>2015-10-07T14:23:21Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: /* Ruins of an Empire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What&#039;s the world look like?=&lt;br /&gt;
&lt;br /&gt;
==The Double-Sided World==&lt;br /&gt;
&lt;br /&gt;
The as-yet-unnamed world of this setting is a two-sided disc - planet-sized and circular, with a distinct &#039;top&#039; and &#039;bottom&#039; side. The &#039;bottom&#039; side presumably has normal gravity, but is known to be much harsher and more inhospitable than the &#039;top&#039; side. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19216996#post19216996] ) The identity of the two sides switches over with a periodicity measured in at least centuries; this appears to be a natural phenomenon whose nature is not well-understood. The last flip was some 700-1000 years ago, so that the earliest histories, the newest legends, and the faded memories of the oldest elves touch on it. (Decisions: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19226204#post19226204] [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19317929#post19317929]) There&#039;s at least one huge pit in the surface of the world which is reputed to be where the elders tried to dig right through it before the [[LetsBuild5e:Religion|races were sundered]]. The edge of the world is virtually unvisited, but is believed to be an endless impassable waterfall, punctuated only by rare mountain islets thrust out into space, as treacherous as they are striking. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19317929#post19317929])&lt;br /&gt;
&lt;br /&gt;
Although afflicted with periodic upheavals, the world is rich in resources: there are mundane resources such as iron and oak, magical variants of them such as thunderbolt iron and dryad oak, and non-variant special resources such as adamant and quickwood. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19408519#post19408519])&lt;br /&gt;
&lt;br /&gt;
==Between the Mountains and the Sea==&lt;br /&gt;
&lt;br /&gt;
The plateau of Axalvo lies on the southern half of the disc, in a middle latitude. It has a warm summer continental climate ([https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification Köppen group Dsb]). (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19301424#post19301424]) The great Sellumeverni mountains border it to the west, and a warm, dry wind sometimes blows down from the mountains and across the plateau. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19311167#post19311167]) The nation of Gartihann lies at a fairly high altitude; the ground slopes steadily down to the north and east, interrupted by ranges of hills cut by the gorges of plateau rivers which flow to a warm inland sea. To the south, the plateau reaches a high spot and then shelves away quite steeply to an expanse of broad, cold steppes, which are crossed by slow, lazy rivers flowing east to a distant ocean or south to meet proglacial lakes. (Decisions: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19313644#post19313644] [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19317929#post19317929]) We have an initial map of the region sketched out. (Map: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19325652#post19325652]; decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866]; Placename decisions: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19408519#post19408519])  The plateau is part of a Europe-sized landmass which is probably not the largest on this side; the Inner Sea has a fairly wide opening to the ocean. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19428404#post19428404])&lt;br /&gt;
&lt;br /&gt;
==Ruins of an Empire==&lt;br /&gt;
&lt;br /&gt;
In the north of the starting region is a nation of elves and humans. They are skilful traders, and they export court scholars and diplomats to other nations. Their trading capital is a mass of ships, chained together in a coastal lagoon, representing the many other nations and cultures with which they do business. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866]) (This city is at the most northerly river mouth on the map.) A second city, to the south, provides an administrative centre, but most of the elven lands lie further north. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909]) Their native language is a member of a wider group of Elvish tongues. To the south, beyond the settled nations, live clans of horse-riders, predominantly orcs, halflings, dark elves, and humans. They speak a language known as Old Imperial, which derives from a human tongue spoken on the other side of the world before the last flip. Since then, it has grown to have some features in common with the speech of the mountain-orcs who have lived on this side since before the flip. The steppe is about as far in north-to-south extent as the distance from the mountain-orc kingdom of Brugo to the elven lands. Beyond the steppe lie tundra and taiga, and then a huge high ice sheet. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909])&lt;br /&gt;
&lt;br /&gt;
Much of the territory hereabouts was once part of a large empire ruled by half-orcs who spoke the tongue of the horse-clans, although their orcish ancestors came from Brugo. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19317929#post19317929]) Vikreng, the former capital of this empire, is the capital of Gartihann, although its grand halls grow dusty with under-use and its parade-grounds are vaster than the current militia could ever use. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19342866#post19342866]) Gartihann and Brugo are neighbours in the south-western corner of the plateau. A range of hills divides this area from the rest of Axalvo, causing the main river to drain south over a waterfall onto the steppes. The area from the waterfall westward to the mountains is claimed by Brugo; Gartihann lies to the north of it, and includes part of the foothills and a portion of the plateau to the northeast of the hills. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909]) A band of unclaimed land just over a day&#039;s fast ride in width separates Gartihann and Brugo from three nearby nations to the east; the unclaimed land is partly wilderness, and partly the private holdings of monasteries, smallholders, and other private interests. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19428404#post19428404])&lt;br /&gt;
&lt;br /&gt;
In the northern region of the mountains is a great peak, Narrhest, said to be the highest in the world. It is revered by the locals as an &#039;&#039;axis mundi&#039;&#039;. There are small dwarf-majority nations (with dragonborn enclaves) along almost every river as it passes through the foothills on the eastern side of the great mountains. Beyond the mountains to the west is an extensive basin-and-range system with many salt lakes and pocket deserts; it&#039;s not widely known how far beyond it the next ocean is. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909])&lt;br /&gt;
&lt;br /&gt;
Far to the east of the elven lands is the nation of Wáyéhì speakers where the central bard colleges are found. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909])&lt;br /&gt;
&lt;br /&gt;
[[LetsBuild5e:Demographics and Society|Demographics and Society]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Gazetteer|Gazetteer]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;br /&gt;
&lt;br /&gt;
[[Category:D&amp;amp;D 5e]]&lt;br /&gt;
[[Category:Campaign Setting]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Gazetteer&amp;diff=290718</id>
		<title>LetsBuild5e:Gazetteer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Gazetteer&amp;diff=290718"/>
		<updated>2015-10-07T14:22:02Z</updated>

		<summary type="html">&lt;p&gt;Neutrondecay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Axalvo is a plateau which slopes down north-eastwards to the Inner Sea. It&#039;s covered with a huge range of tiny nations, the fragments of the lost empire of Kuhetzib the Conqueror. Wilderness punctuates the settlement here and there - areas that no nation can claim, or that no-one wants. The waystations of the old empire&#039;s courier network still survive, strung out along partially-maintained paved roads that criss-cross Axalvo. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19442520#post19442520]) This gazetteer describes the nations and places that we have described so far.&lt;br /&gt;
&lt;br /&gt;
=Shards of an Empire=&lt;br /&gt;
&lt;br /&gt;
==The Badlands==&lt;br /&gt;
&lt;br /&gt;
The plateau is scored here and there by deep river gorges, as water takes a faster path down towards the Inner Sea. The mountain wind has scoured strange rock formations here and there, the largest and oddest of which, northeast of Gartihann, is known as Hawlzilt Hz&#039;furgend - the Devil&#039;s Windfish. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19442520#post19442520])&lt;br /&gt;
&lt;br /&gt;
==Brugo==&lt;br /&gt;
&lt;br /&gt;
Brugo is an orc-dominated kingdom in the far south-western corner of Axalvo. It stretches from the dividing hills all the way to the high mountains of Sellumeverni, and controls the great waterfall of Firbpanar-Vlshval-Mawg overlooking the southern steppes. It is ruled in name by an orc who claims descent from one of Kuhetzib&#039;s generals, but in practice the various clans are almost entirely autonomous. Some clans have settled and live much like their northern neighbours, while others still treasure the semi-nomadic ways they followed before the Imperial Era. The principal language of Brugo is Orcish, but Old Imperial is widely understood here too. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19413382#post19413382]) Brugo generally exists at peace with its neighbours, but the clans are sufficiently autonomous that some of them can and do go to war on their own initiative.&lt;br /&gt;
&lt;br /&gt;
==Gartihann==&lt;br /&gt;
&lt;br /&gt;
Gartihann lies directly north of Brugo, and spans the dividing hills, although most settlements are to the west of them, along the River Balkavatz. Gartihann was once the cornerstone of Kuhetzib&#039;s empire, but those days are long gone. Until the present year, it was under the direct control of an international mage guild specialising in the schools of Abjuration and Evocation. The popular revolution which drove out the mages has not yet produced a stable government; the country is run mostly by ad hoc citizens&#039; committees and local officials. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19367909#post19367909]) Gartihann&#039;s population is highly cosmopolitan, reflecting its imperial past, but is more strongly slanted towards half-orcs than elsewhere, with a corresponding cultural bias to the Old Imperial language and customs.&lt;br /&gt;
&lt;br /&gt;
There is no formalised nobility in Gartihann, although some families and clans claim ancient heritage and influence. The main distinction is that formerly, only citizens could enter the mage guild, and thus attain public office. This distinction of citizenship was a hold-over from the Empire. In general, to assert that you are entitled to a clan name is to assert that you are a citizen. Among the revolutionaries, there are some who believe that all residents should be allowed to participate in formal politics, and that the old idea of citizenship should be abandoned.&lt;br /&gt;
&lt;br /&gt;
Brugo and Gartihann haven&#039;t formally been at war since the fall of the Empire. However, there have been diplomatic spats over border disputes, and both unruly clan chiefs (on the Brugo side) and rebellious peasants (on the Gartihann side) have clashed from time to time. The generalised state of trade conflict (rather than armed conflict) between the various mage guilds has ensured relative peace since the mage guild took over Gartihann - a situation now open to sudden change.&lt;br /&gt;
&lt;br /&gt;
===Vikreng===&lt;br /&gt;
&lt;br /&gt;
Vikreng was Kuhetzib&#039;s first capital city, and is still the capital of Gartihann. The heart of the city is an ancient hillfort from which Kuhetzib began her conquests. The hillfort was re-fortified and occupied by the mages&#039; guild, and is now entirely covered by their local headquarters. This sprawling building, part school and part capitol, has been taken over by the revolutionary government, who are slowly going through its archives and storehouses as they attempt to build a future for the nation.&lt;br /&gt;
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Many features of the city reflect its turbulent history. The largest structure after the government building is an amphitheater, intended for sporting contests and funeral games, but now being used for citizens&#039; assemblies. The old bard colleges were used student wizard accommodation after the bards were expelled, and now stand empty, awaiting new tenants. Former military barracks, originally of imperial construction, were recently reused by the mage guild&#039;s mercenaries before being abandoned again. Close to the city wall stands the Tower of the Shield, the last unopened Mage Guild property, sealed by a magic bubble since the revolution. A final tragic landmark on the edge of town is a burnt-out tithe barn where many militia were burned to death early in the revolution. It is currently a generalised charnel house, but awaiting possible redevelopment. Rumour about increased undead activity lend urgency to these decisions.&lt;br /&gt;
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The city also possesses an open-air market, and inns and taverns in all districts. There is an industrial district, originally home to the imperial armourers, but now much more diversified. Close by stand empty warehouses, intended for the movement of guild raw materials and other bulk goods. Part of the warehouse district has been converted into a walled district by dragonborn for self-defence. Scattered throughout the city is workers&#039; housing, mostly in six-story apartment blocks around small courtyards. Some has been disused or underused for many years, as Vikreng is not the city it was during the empire. Another legacy of the empire is an aqueduct, now badly in need of repair. The mages also provided a scriptorium, with the associated facilities for making ink and parchment, and a warehouse for imported papyri. Supplies are currently running very low after the guild&#039;s contract was voided. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19381133#post19381133])&lt;br /&gt;
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The city stands on a cap of gritstone overlying a limestone bed. In the pre-imperial era, it was common to &#039;bury&#039; mortal remains by throwing them into sinkholes exposed by gaps in the gritstone. This practice eventually caused long-term contamination of the aquifers, and early in the Empire the city was furnished with an aqueduct which sources water from a reservoir above the nearest cataract of the river. At the same time, catacombs were begun to store the dead more hygenically, and a sewer system was dug for the expanding city&#039;s needs. The aqueduct was in use until the revolution, when it was damaged by a magic battle; it is now under repair. The sewers still function, but are poorly maintained. And the catacombs filled up early in the magocracy, and were closed. A former parade ground, the Field of Glory, was appropriated for use as a cemetery, which continues to this day. The mages also did some digging of their own; in the oldest parts of town, secret passages dug by the wealthy of the Empire run close to vaults which the mages prepared for some unspecified emergency. The mages also dug downward, below the catacombs, in search of a legendary dwarven passage which could be used to escape the chaos of the Turning of the World - no-one knows if they succeeded. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19428404#post19428404])&lt;br /&gt;
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Three powerful families dominate civil politics in Vikreng - the Enkbazetz, the Agretzad, and the Rangfolz. All three clans are mostly human or half-orc, with the occasional orc, half-elf, aasimar or tiefling mixed in. (Gnomes are still numerous up here in Gartihann, but they never prospered as well in the face of so many orcs and half-orcs.) All three families are descended from the pre-imperial rulers&#039; top henchmen, which is as close to technical nobility as Gartihann offers. All three own lots of property - and have enough clout that the magocracy preferred not to steal their stuff under cover of law. The Agretzad and the Enkbazetz are notorious rivals; their hostility varies in nature, but is always fierce. They came to blows increasingly often in the run-up to the revolution, thereby unintentionally distracting the mages from the quiet return of the bards. After a bloody battle at a coming-out party, in which the Enkbazetz suffered an unexpected defeat, the rivals have been quiet for somewhat over a year. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19437648#post19437648]) The head of the city government is styled as a Prefect, following Imperial military customs, and is elected for a year at a time. Before the coming of the mages, the post held real power and was contested among the three main families and the trade guilds. Under the magocracy, the post became more ceremonial, and the trade guilds lost their influence over it. Occasionally the orc clans decide to get involved in the bribery and chaos of the elections, and can produce an unexpected winner.&lt;br /&gt;
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=Further Afield=&lt;br /&gt;
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==The Great Steppe==&lt;br /&gt;
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Below the southern edge of Axalvo stretches the Great Steppe, which reaches from the Sellumeverni mountains eastward almost to the distant ocean. There are no formal nations here, and even Kuhetzib the Conqueror had only a limited hold on parts of the Steppe. Tribes of horse-riders follow the game and the grazing patterns of their herds across a huge, windswept plain. Hills and small mountains dot the landscape, and some of them hold cloisters where dark elves teach monastic traditions. The River Varrsnatr runs the length of the Steppe, and drains most of it eastward. The Balkavatz, the principal river of Gartihann and Brugo, is known as Firbpav between Khamawg Falls and the Varrsnatr.&lt;br /&gt;
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==Giel-Tanierolla==&lt;br /&gt;
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Between Axalvo and the Desert of Sphinxes lies the land of Giel-Tanierolla, whose inhabitants are predominantly elves and humans. The people here see themselves as the inheritors of the traditions and culture of the lost elven empire on the far side of the world. These days, they mainly export diplomats to other nations, and trade extensively. One of their principal cities consists mainly of scores of ships bound together in a lagoon at the mouth of a great river flowing into the Inner Sea.&lt;br /&gt;
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==East of the Sea==&lt;br /&gt;
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On the southeastern side of the Inner Sea, far from Axalvo, is a nation where the primary language is Wáyéhì. This is the home of the greatest bardic colleges in the known world, and along with the elves, one of the great seafaring powers. The travelling kenku who sometimes reach Axalvo tell that this is a land where even the monsters are different - asuras, rakshasas and nagas feature prominently.&lt;br /&gt;
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==The Encircling Ocean==&lt;br /&gt;
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Maritime trade is relatively limited. Many nations employ riverine and inshore shipping, but the only two nations with any kind of blue-water navy are the elves and the Wáyéhì-speakers. Even their capacity is small; they have visited many nations around the Inner Sea, but not further afield. It is believed that the elves have some kind of secret plan to sail right to the edge of the world in an emergency, but it has not been attempted within living memory - even that of elves. (Decision: [http://forum.rpg.net/showthread.php?761590-D-amp-D-5e-Let-s-build-a-setting!&amp;amp;p=19413382#post19413382])&lt;br /&gt;
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[[LetsBuild5e:Geography and Cosmology|Geography and Cosmology]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Demographics and Society|Demographics and Society]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[LetsBuild5e:Main Page|Back to main]]&lt;/div&gt;</summary>
		<author><name>Neutrondecay</name></author>
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