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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/History&amp;diff=292441</id>
		<title>Acareyn/History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/History&amp;diff=292441"/>
		<updated>2015-11-24T19:04:30Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* THE PREHISTORIES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE PREHISTORIES=&lt;br /&gt;
Acareyn was a rich and developed world, inhabited by the Aranar. Aranar civilization was all encompassing, and they spanned the globe with large cities and developments that are still used and visible to this day. Their civilization ended with [[Acareyn/History/Eveclareyn|The Eveclareyn]]. With their downfall, the Synod and races of men began their rise. For 3000 years the new races spread across the globe as new kings were crowned, sons were born, trade prospered and deat set in as the reality of The Eveclareyn. During this time the pantheon were not known. Animism and some forms of monotheism had sprouted, magicians formed their own cults that worshipped the threads. The &#039;Sar began to worship Day, Dwarves began their druidism.&lt;br /&gt;
&lt;br /&gt;
=FIRST ERA=&lt;br /&gt;
The First Era saw the&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/History&amp;diff=292440</id>
		<title>Acareyn/History</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/History&amp;diff=292440"/>
		<updated>2015-11-24T18:43:44Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: Created page with &amp;quot;=THE PREHISTORIES= Acareyn was a rich and developed world, inhabited by the Aranar. Aranar civilization was all encompassing, and they spanned the globe with large cities and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THE PREHISTORIES=&lt;br /&gt;
Acareyn was a rich and developed world, inhabited by the Aranar. Aranar civilization was all encompassing, and they spanned the globe with large cities and developments that are still used and visible to this day. Their civilization ended with The Eveclareyn [[Acareyn/History/Eveclareyn|The Evaclareyn]]&lt;br /&gt;
=FIRST ERA=&lt;br /&gt;
The First Era saw the&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=291015</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=291015"/>
		<updated>2015-10-15T16:49:25Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Jyrall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
&lt;br /&gt;
Remena is widely worshiped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave though Remena does not favor those who cannot worship in tokens, always pay someone for their work, be fair in your dealings, do not hoard, commerce should always be done whenever and wherever possible, do not use paper money, always seek to uplift others so they may give worship.&lt;br /&gt;
&lt;br /&gt;
Remena has been said to curse the truly greedy and cruel to become the dragons that scourge the world.&lt;br /&gt;
&lt;br /&gt;
=Aðil=&lt;br /&gt;
Aðil is affections, songs, and clever schemes. Aðil is sometimes called a The Laughing One, and most of the laypeople of the cult are actors, paramours, and bards by trade. Aðil is very much  a favorite of large schemes and ruses. Aðil is believed to have made much of the social strata, but enjoys breaking much of it when it would suit a great scheme. Aðil does not prefer weddings or drunken debauchery over one another, and both are great.&lt;br /&gt;
&lt;br /&gt;
The Laughing One is a favorite among young adults and the nobility. Worship is often given with plays, recitals, and performances of great affection.&lt;br /&gt;
&lt;br /&gt;
=Vévur=&lt;br /&gt;
Vévur is an act of creation. Sometimes known as Great Designer, or The Architect, Vévur is the bringer of life as well. Most of the church call life &amp;quot;lice&amp;quot; as a mocking of Calmainn. The relationship between the followers is not always on good terms. Vévur gives great inspiration to those who are blessed with talents of creation. Some people who are mutated are also called Vévur&#039;s Chosen.&lt;br /&gt;
&lt;br /&gt;
=Ponibus=&lt;br /&gt;
Ponibus is success, struggle, and change.&lt;br /&gt;
&lt;br /&gt;
=Jyrall=&lt;br /&gt;
Jyrall is exploration and the seeker of knowledge. Many call Jyrall The Unending Page, or The Stretching Infinite. Jyrall seeks to give the denizens of Acareyn knowledge. He strives for systems and knowledge. Opinions and society are his domain. He gave the people of Acareyn fire, villages, cities. He gave the animals a pecking order, and packs to keep their herds safe. Jyrall is always proactive, and works more diligently than the other gods to keep his influence felt. He lets the nobles rule through speech and wisdom; keeping the peace, his unending priority. Supposedly it is he who made the republics with Remena. He has a discord with Ponibus and fears the change that could be thrust violently upon his citizens.&lt;br /&gt;
&lt;br /&gt;
Jyrall loves most of his worshipers through the spreading of knowledge and science. Literacy is a key drive to understanding and development of ideas, and such his clergy are teachers, professors, and philosophers. Jyrall revels in the revealing of the unknown and forgotten. Jyrall also organizes all things very meticulously and likes for everything to be neat and tidy.&lt;br /&gt;
&lt;br /&gt;
Jyrall commands of his subjects; be not afraid for I will guide you, stay to your birthright, seek the unknowable, record all that happens so it may not be forgot, be humble in assumptions, and keep the world clean of distortions.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=290970</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=290970"/>
		<updated>2015-10-13T20:28:07Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Jyrall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
&lt;br /&gt;
Remena is widely worshiped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave though Remena does not favor those who cannot worship in tokens, always pay someone for their work, be fair in your dealings, do not hoard, commerce should always be done whenever and wherever possible, do not use paper money, always seek to uplift others so they may give worship.&lt;br /&gt;
&lt;br /&gt;
Remena has been said to curse the truly greedy and cruel to become the dragons that scourge the world.&lt;br /&gt;
&lt;br /&gt;
=Aðil=&lt;br /&gt;
Aðil is affections, songs, and clever schemes. Aðil is sometimes called a The Laughing One, and most of the laypeople of the cult are actors, paramours, and bards by trade. Aðil is very much  a favorite of large schemes and ruses. Aðil is believed to have made much of the social strata, but enjoys breaking much of it when it would suit a great scheme. Aðil does not prefer weddings or drunken debauchery over one another, and both are great.&lt;br /&gt;
&lt;br /&gt;
The Laughing One is a favorite among young adults and the nobility. Worship is often given with plays, recitals, and performances of great affection.&lt;br /&gt;
&lt;br /&gt;
=Vévur=&lt;br /&gt;
Vévur is an act of creation. Sometimes known as Great Designer, or The Architect, Vévur is the bringer of life as well. Most of the church call life &amp;quot;lice&amp;quot; as a mocking of Calmainn. The relationship between the followers is not always on good terms. Vévur gives great inspiration to those who are blessed with talents of creation. Some people who are mutated are also called Vévur&#039;s Chosen.&lt;br /&gt;
&lt;br /&gt;
=Ponibus=&lt;br /&gt;
Ponibus is success, struggle, and change.&lt;br /&gt;
&lt;br /&gt;
=Jyrall=&lt;br /&gt;
Jyrall is exploration and the seeker of knowledge. Many call Jyrall The Unending Page, or The Stretching Infinite. Jyrall seeks to give the denizens of Acareyn knowledge. He strives for systems and knowledge. Opinions and society are his domain. He gave the people of Acareyn fire, villages, cities. He gave the animals a pecking order, and packs to keep their herds safe. Jyrall is always proactive, and works more diligently than the other gods to keep his influence felt. He lets the nobles rule through speech and wisdom; keeping the peace, his unending priority. Supposedly it is he who made the republics with Remena. He has a discord with Ponibus and fears the change that could be thrust violently upon his citizens.&lt;br /&gt;
&lt;br /&gt;
Jyrall loves most of his worshippers through the spreading of knowledge and science&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Velka&amp;diff=289166</id>
		<title>Acareyn/Velka</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Velka&amp;diff=289166"/>
		<updated>2015-09-10T02:57:35Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: Created page with &amp;quot;Velka is the largest of the continents on Acareyn, though it is bisected by a large mountain range called The Teeth. Notable sites include: The Obliské, The Bone Prairie, Pas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Velka is the largest of the continents on Acareyn, though it is bisected by a large mountain range called The Teeth. Notable sites include: The Obliské, The Bone Prairie, Pastur&#039;s Fen, The Blaute, Lake Tév, Lake Neskull, The Klek River, The Bratt Forest, The Mardariate, Port Nephr, The Palm, The Claws, The Knuckle, The Noc Pass, The Straight of Delmek, and The Klek Pass.&lt;br /&gt;
&lt;br /&gt;
=Brynnyð=&lt;br /&gt;
[[Acareyn/Brynnyð|Brynnyð]] is the largest nation in the world. Over the course of the last Era, they have subsumed the Mixtec Empire, and the Hariklek states. In addition, after the Failed Rebellion in 4E306, Brynnyð took over a southern portion of RoinTév. Carmann&#039;s ambition set to steamroll through the rest of the continent, that is if it doesn&#039;t fall from within.&lt;br /&gt;
&lt;br /&gt;
=RoinTév=&lt;br /&gt;
[[Acareyn/RoinTév|RoinTév]] is&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=289165</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=289165"/>
		<updated>2015-09-10T02:18:08Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Jyrall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
&lt;br /&gt;
Remena is widely worshiped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave though Remena does not favor those who cannot worship in tokens, always pay someone for their work, be fair in your dealings, do not hoard, commerce should always be done whenever and wherever possible, do not use paper money, always seek to uplift others so they may give worship.&lt;br /&gt;
&lt;br /&gt;
Remena has been said to curse the truly greedy and cruel to become the dragons that scourge the world.&lt;br /&gt;
&lt;br /&gt;
=Aðil=&lt;br /&gt;
Aðil is affections, songs, and clever schemes. Aðil is sometimes called a The Laughing One, and most of the laypeople of the cult are actors, paramours, and bards by trade. Aðil is very much  a favorite of large schemes and ruses. Aðil is believed to have made much of the social strata, but enjoys breaking much of it when it would suit a great scheme. Aðil does not prefer weddings or drunken debauchery over one another, and both are great.&lt;br /&gt;
&lt;br /&gt;
The Laughing One is a favorite among young adults and the nobility. Worship is often given with plays, recitals, and performances of great affection.&lt;br /&gt;
&lt;br /&gt;
=Vévur=&lt;br /&gt;
Vévur is an act of creation. Sometimes known as Great Designer, or The Architect, Vévur is the bringer of life as well. Most of the church call life &amp;quot;lice&amp;quot; as a mocking of Calmainn. The relationship between the followers is not always on good terms. Vévur gives great inspiration to those who are blessed with talents of creation. Some people who are mutated are also called Vévur&#039;s Chosen.&lt;br /&gt;
&lt;br /&gt;
=Ponibus=&lt;br /&gt;
Ponibus is success, struggle, and change.&lt;br /&gt;
&lt;br /&gt;
=Jyrall=&lt;br /&gt;
Jyrall is exploration and the seeker of knowledge. Many call Jyrall The Unending Page, or The Stretching Infinite. Jyrall seeks to give the denizens of Acareyn knowledge. He strives for systems and knowledge. Opinions and society are his domain. He gave the people of Acareyn fire, villages, cities. He gave the animals a pecking order, and packs to keep their herds safe.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=289164</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=289164"/>
		<updated>2015-09-10T01:58:59Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Remena */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
&lt;br /&gt;
Remena is widely worshiped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave though Remena does not favor those who cannot worship in tokens, always pay someone for their work, be fair in your dealings, do not hoard, commerce should always be done whenever and wherever possible, do not use paper money, always seek to uplift others so they may give worship.&lt;br /&gt;
&lt;br /&gt;
Remena has been said to curse the truly greedy and cruel to become the dragons that scourge the world.&lt;br /&gt;
&lt;br /&gt;
=Aðil=&lt;br /&gt;
Aðil is affections, songs, and clever schemes. Aðil is sometimes called a The Laughing One, and most of the laypeople of the cult are actors, paramours, and bards by trade. Aðil is very much  a favorite of large schemes and ruses. Aðil is believed to have made much of the social strata, but enjoys breaking much of it when it would suit a great scheme. Aðil does not prefer weddings or drunken debauchery over one another, and both are great.&lt;br /&gt;
&lt;br /&gt;
The Laughing One is a favorite among young adults and the nobility. Worship is often given with plays, recitals, and performances of great affection.&lt;br /&gt;
&lt;br /&gt;
=Vévur=&lt;br /&gt;
Vévur is an act of creation. Sometimes known as Great Designer, or The Architect, Vévur is the bringer of life as well. Most of the church call life &amp;quot;lice&amp;quot; as a mocking of Calmainn. The relationship between the followers is not always on good terms. Vévur gives great inspiration to those who are blessed with talents of creation. Some people who are mutated are also called Vévur&#039;s Chosen.&lt;br /&gt;
&lt;br /&gt;
=Ponibus=&lt;br /&gt;
Ponibus is success, struggle, and change.&lt;br /&gt;
&lt;br /&gt;
=Jyrall=&lt;br /&gt;
Jyrall is exploration and the seeker of knowledge.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287885</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287885"/>
		<updated>2015-08-25T23:35:08Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Thread of Cosmos, Draer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
==Miracles==&lt;br /&gt;
Pray to the Gods and you may just get your wish. Hopefully. Miracle practitioners are the main way the Gods directly influence their followers. Often times a person who works such acts is called a saint, but even they can&#039;t always be as reliable as they like. As such miracle working is possibly the worst understood aspect of magic, with some debating that it isn&#039;t truly so. Miracles generally affect a small area or locale of people and make their lives just a little bit better.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer are even said to be the ones that make the stars twinkle and fall from the sky. Draer also has a slight aspect of telling the future through certain omens in the sky as they think they are written.&lt;br /&gt;
&lt;br /&gt;
Example Spells: Foresight, Gust, Sky Message, Starfall, Doom, Electrify, Phantom Hand.&lt;br /&gt;
&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians generally right wrongs and are very popular with the downtrodden.&lt;br /&gt;
&lt;br /&gt;
Example spells: All Healing, Detection, Banish, Turn Undead, Unsummon, Purify, Detect Evil, Derive, Smite.&lt;br /&gt;
&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward in all things. It is through Sora that all things occur.&lt;br /&gt;
&lt;br /&gt;
==Thread of Unknown, Präd==&lt;br /&gt;
Präd is the thread of the Unknown. It governs the mists, the dark, and secrets. Magicians specializing in it end the Day, blind the wise, and find the unknown. Not all objects are unknown, but interestingly, Präd is relative. Secrets known to more than one person are still deep in Präd, but not to the people that know it.&lt;br /&gt;
&lt;br /&gt;
Example spells: Obscure, Great Fog, Shadow walk, Bind, Daggers, Reveal, Invisibility, Illuminate.&lt;br /&gt;
&lt;br /&gt;
==Thread of Destruction, Isos==&lt;br /&gt;
Isos is destruction in all its forms. Isos holds inherently that all objects have an amount of potential of destruction that can be unlocked. Most popularly is destruction through fire, but other effects can be achieved. Mountains can explode violently through volcanism, glaciers can be dissolved by Day, and men can be murdered.&lt;br /&gt;
&lt;br /&gt;
Example spells include: Combust, Fireball, Eruption, Brighten, Quake, Typhoon.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287884</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287884"/>
		<updated>2015-08-25T23:25:11Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Miracles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
==Miracles==&lt;br /&gt;
Pray to the Gods and you may just get your wish. Hopefully. Miracle practitioners are the main way the Gods directly influence their followers. Often times a person who works such acts is called a saint, but even they can&#039;t always be as reliable as they like. As such miracle working is possibly the worst understood aspect of magic, with some debating that it isn&#039;t truly so. Miracles generally affect a small area or locale of people and make their lives just a little bit better.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians generally right wrongs and are very popular with the downtrodden.&lt;br /&gt;
&lt;br /&gt;
Example spells: All Healing, Detection, Banish, Turn Undead, Unsummon, Purify, Detect Evil, Derive, Smite.&lt;br /&gt;
&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward in all things. It is through Sora that all things occur.&lt;br /&gt;
&lt;br /&gt;
==Thread of Unknown, Präd==&lt;br /&gt;
Präd is the thread of the Unknown. It governs the mists, the dark, and secrets. Magicians specializing in it end the Day, blind the wise, and find the unknown. Not all objects are unknown, but interestingly, Präd is relative. Secrets known to more than one person are still deep in Präd, but not to the people that know it.&lt;br /&gt;
&lt;br /&gt;
Example spells: Obscure, Great Fog, Shadow walk, Bind, Daggers, Reveal, Invisibility, Illuminate.&lt;br /&gt;
&lt;br /&gt;
==Thread of Destruction, Isos==&lt;br /&gt;
Isos is destruction in all its forms. Isos holds inherently that all objects have an amount of potential of destruction that can be unlocked. Most popularly is destruction through fire, but other effects can be achieved. Mountains can explode violently through volcanism, glaciers can be dissolved by Day, and men can be murdered.&lt;br /&gt;
&lt;br /&gt;
Example spells include: Combust, Fireball, Eruption, Brighten, Quake, Typhoon.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287883</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287883"/>
		<updated>2015-08-25T23:03:31Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Ceremonial Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
==Miracles==&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians generally right wrongs and are very popular with the downtrodden.&lt;br /&gt;
&lt;br /&gt;
Example spells: All Healing, Detection, Banish, Turn Undead, Unsummon, Purify, Detect Evil, Derive, Smite.&lt;br /&gt;
&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward in all things. It is through Sora that all things occur.&lt;br /&gt;
&lt;br /&gt;
==Thread of Unknown, Präd==&lt;br /&gt;
Präd is the thread of the Unknown. It governs the mists, the dark, and secrets. Magicians specializing in it end the Day, blind the wise, and find the unknown. Not all objects are unknown, but interestingly, Präd is relative. Secrets known to more than one person are still deep in Präd, but not to the people that know it.&lt;br /&gt;
&lt;br /&gt;
Example spells: Obscure, Great Fog, Shadow walk, Bind, Daggers, Reveal, Invisibility, Illuminate.&lt;br /&gt;
&lt;br /&gt;
==Thread of Destruction, Isos==&lt;br /&gt;
Isos is destruction in all its forms. Isos holds inherently that all objects have an amount of potential of destruction that can be unlocked. Most popularly is destruction through fire, but other effects can be achieved. Mountains can explode violently through volcanism, glaciers can be dissolved by Day, and men can be murdered.&lt;br /&gt;
&lt;br /&gt;
Example spells include: Combust, Fireball, Eruption, Brighten, Quake, Typhoon.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287796</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287796"/>
		<updated>2015-08-23T02:04:35Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Thread of Knowledge, Chevo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians generally right wrongs and are very popular with the downtrodden.&lt;br /&gt;
&lt;br /&gt;
Example spells: All Healing, Detection, Banish, Turn Undead, Unsummon, Purify, Detect Evil, Derive, Smite.&lt;br /&gt;
&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward in all things. It is through Sora that all things occur.&lt;br /&gt;
&lt;br /&gt;
==Thread of Unknown, Präd==&lt;br /&gt;
Präd is the thread of the Unknown. It governs the mists, the dark, and secrets. Magicians specializing in it end the Day, blind the wise, and find the unknown. Not all objects are unknown, but interestingly, Präd is relative. Secrets known to more than one person are still deep in Präd, but not to the people that know it.&lt;br /&gt;
&lt;br /&gt;
Example spells: Obscure, Great Fog, Shadow walk, Bind, Daggers, Reveal, Invisibility, Illuminate.&lt;br /&gt;
&lt;br /&gt;
==Thread of Destruction, Isos==&lt;br /&gt;
Isos is destruction in all its forms. Isos holds inherently that all objects have an amount of potential of destruction that can be unlocked. Most popularly is destruction through fire, but other effects can be achieved. Mountains can explode violently through volcanism, glaciers can be dissolved by Day, and men can be murdered.&lt;br /&gt;
&lt;br /&gt;
Example spells include: Combust, Fireball, Eruption, Brighten, Quake, Typhoon.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287743</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287743"/>
		<updated>2015-08-22T00:21:31Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Thread of Time, Sora */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians practice healing and truesight.&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward in all things. It is through Sora that all things occur.&lt;br /&gt;
&lt;br /&gt;
==Thread of Unknown, Präd==&lt;br /&gt;
Präd is the thread of the Unknown. It governs the mists, the dark, and secrets. Magicians specializing in it end the Day, blind the wise, and find the unknown. Not all objects are unknown, but interestingly, Präd is relative. Secrets known to more than one person are still deep in Präd, but not to the people that know it.&lt;br /&gt;
&lt;br /&gt;
Example spells: Obscure, Great Fog, Shadow walk, Bind, Daggers, Reveal, Invisibility, Illuminate.&lt;br /&gt;
&lt;br /&gt;
==Thread of Destruction, Isos==&lt;br /&gt;
Isos is destruction in all its forms. Isos holds inherently that all objects have an amount of potential of destruction that can be unlocked. Most popularly is destruction through fire, but other effects can be achieved. Mountains can explode violently through volcanism, glaciers can be dissolved by Day, and men can be murdered.&lt;br /&gt;
&lt;br /&gt;
Example spells include: Combust, Fireball, Eruption, Brighten, Quake, Typhoon.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287742</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287742"/>
		<updated>2015-08-21T23:49:53Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Thread of Unknown, Präd */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians practice healing and truesight.&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward&lt;br /&gt;
==Thread of Unknown, Präd==&lt;br /&gt;
Präd is the thread of the Unknown. It governs the mists, the dark, and secrets. Magicians specializing in it end the Day, blind the wise, and find the unknown. Not all objects are unknown, but interestingly, Präd is relative. Secrets known to more than one person are still deep in Präd, but not to the people that know it.&lt;br /&gt;
&lt;br /&gt;
Example spells: Obscure, Great Fog, Shadow walk, Bind, Daggers, Reveal, Invisibility, Illuminate.&lt;br /&gt;
&lt;br /&gt;
==Thread of Destruction, Isos==&lt;br /&gt;
Isos is destruction in all its forms. Isos holds inherently that all objects have an amount of potential of destruction that can be unlocked. Most popularly is destruction through fire, but other effects can be achieved. Mountains can explode violently through volcanism, glaciers can be dissolved by Day, and men can be murdered.&lt;br /&gt;
&lt;br /&gt;
Example spells include: Combust, Fireball, Eruption, Brighten, Quake, Typhoon.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287741</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287741"/>
		<updated>2015-08-21T23:42:58Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Thread of Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians practice healing and truesight.&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward&lt;br /&gt;
==Thread of Unknown, Präd==&lt;br /&gt;
Präd is the thread of the Unknown. It governs the mists, the dark, and secrets. Magicians specializing in it end the Day, blind the wise, and find the unknown.&lt;br /&gt;
&lt;br /&gt;
==Thread of Destruction, Isos==&lt;br /&gt;
Isos is destruction in all its forms. Isos holds inherently that all objects have an amount of potential of destruction that can be unlocked. Most popularly is destruction through fire, but other effects can be achieved. Mountains can explode violently through volcanism, glaciers can be dissolved by Day, and men can be murdered.&lt;br /&gt;
&lt;br /&gt;
Example spells include: Combust, Fireball, Eruption, Brighten, Quake, Typhoon.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287569</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287569"/>
		<updated>2015-08-18T05:48:37Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
&lt;br /&gt;
Remena is widely worshiped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave though Remena does not favor those who cannot worship in tokens, always pay someone for their work, be fair in your dealings, do not hoard, commerce should always be done whenever and wherever possible, do not use paper money, always seek to uplift others so they may give worship.&lt;br /&gt;
&lt;br /&gt;
=Aðil=&lt;br /&gt;
Aðil is affections, songs, and clever schemes. Aðil is sometimes called a The Laughing One, and most of the laypeople of the cult are actors, paramours, and bards by trade. Aðil is very much  a favorite of large schemes and ruses. Aðil is believed to have made much of the social strata, but enjoys breaking much of it when it would suit a great scheme. Aðil does not prefer weddings or drunken debauchery over one another, and both are great.&lt;br /&gt;
&lt;br /&gt;
The Laughing One is a favorite among young adults and the nobility. Worship is often given with plays, recitals, and performances of great affection.&lt;br /&gt;
&lt;br /&gt;
=Vévur=&lt;br /&gt;
Vévur is an act of creation. Sometimes known as Great Designer, or The Architect, Vévur is the bringer of life as well. Most of the church call life &amp;quot;lice&amp;quot; as a mocking of Calmainn. The relationship between the followers is not always on good terms. Vévur gives great inspiration to those who are blessed with talents of creation. Some people who are mutated are also called Vévur&#039;s Chosen.&lt;br /&gt;
&lt;br /&gt;
=Ponibus=&lt;br /&gt;
Ponibus is success, struggle, and change.&lt;br /&gt;
&lt;br /&gt;
=Jyrall=&lt;br /&gt;
Jyrall is exploration and the seeker of knowledge.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287567</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287567"/>
		<updated>2015-08-18T03:00:25Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
&lt;br /&gt;
Remena is widely worshiped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave though Remena does not favor those who cannot worship in tokens, always pay someone for their work, be fair in your dealings, do not hoard, commerce should always be done whenever and wherever possible, do not use paper money, always seek to uplift others so they may give worship.&lt;br /&gt;
&lt;br /&gt;
=Aðil=&lt;br /&gt;
Aðil is affections, songs, and clever schemes. Aðil is sometimes called a The Laughing One, and most of the laypeople of the cult are actors, paramours, and bards by trade. Aðil is very much  a favorite of large schemes and ruses. Aðil is believed to have made much of the social strata, but enjoys breaking much of it when it would suit a great scheme. Aðil does not prefer weddings or drunken debauchery over one another, and both are great.&lt;br /&gt;
&lt;br /&gt;
The Laughing One is a favorite among young adults and the nobility. Worship is often given with plays, recitals, and performances of great affection.&lt;br /&gt;
&lt;br /&gt;
=Vévur=&lt;br /&gt;
Vévur is an act of creation. Sometimes known as Great Designer, or The Architect, Vévur is the bringer of life as well. Most of the church call life &amp;quot;lice&amp;quot; as a mocking of Calmainn. The relationship between the followers is not always on good terms. Vévur gives great inspiration to those who are blessed with talents of creation. Some people who are mutated are also called Vévur&#039;s Chosen.&lt;br /&gt;
&lt;br /&gt;
=Ponibus=&lt;br /&gt;
Ponibus is success and struggle.&lt;br /&gt;
&lt;br /&gt;
=Dyster=&lt;br /&gt;
Dyster is destruction, those who fear Dyster know many of the names like The All-Flame, and The Breaker. &lt;br /&gt;
&lt;br /&gt;
=Jyrall=&lt;br /&gt;
Jyrall is exploration and the seeker of knowledge.&lt;br /&gt;
&lt;br /&gt;
=Stög=&lt;br /&gt;
Stög is the changer.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287375</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287375"/>
		<updated>2015-08-16T04:24:13Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Thread of Unknown, */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians practice healing and truesight.&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward&lt;br /&gt;
==Thread of Unknown, Präd==&lt;br /&gt;
Präd is the thread of the Unknown. It governs the mists, the dark, and secrets. Magicians specializing in it end the Day, blind the wise, and find the unknown.&lt;br /&gt;
&lt;br /&gt;
==Thread of Creation==&lt;br /&gt;
Red&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287358</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287358"/>
		<updated>2015-08-16T00:07:59Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Spontaneous Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somaticism, arcane language and optionally a focus item.&lt;br /&gt;
&lt;br /&gt;
Magicians generally focus their study and ability on one thread of the Aetherworld&lt;br /&gt;
==Thread of Life, Roir==&lt;br /&gt;
Roir is the thread of the Aetherworld responsible for Life. Its magicians practice spells that soothe beasts, grow plants, wells flow, and rain fall. &lt;br /&gt;
==Thread of Cosmos, Draer==&lt;br /&gt;
Draer is the thread of the Aetherworld responsible for the Cosmos. It is the sky, the wind, and lightning. The magicians of Draer summon such things, and some say can even turn Noc into Day.&lt;br /&gt;
==Thread of Knowledge, Chevo==&lt;br /&gt;
Chevo is the thread of the Aetherworld responsible for Truth. Truth is inherent in all things. It is the way things should be. Its magicians practice healing and truesight.&lt;br /&gt;
==Thread of Earth, Acar==&lt;br /&gt;
Acar is the thread of Acareyn itself. It focuses on metals and the ground of the world.&lt;br /&gt;
==Thread of Time, Sora==&lt;br /&gt;
Sora is the thread of time and death. It steadily marches forward&lt;br /&gt;
==Thread of Unknown, ==&lt;br /&gt;
Grey&lt;br /&gt;
==Thread of Creation==&lt;br /&gt;
Red&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287339</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287339"/>
		<updated>2015-08-15T17:55:25Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Ritualism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a large amount of time and willpower. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somatism, arcane language and optionally a focus item.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287314</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287314"/>
		<updated>2015-08-15T14:40:52Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. There are two main ways of performing magic; Ceremonial, and Spontaneous casting.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a good amount of time and repetition. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;br /&gt;
&lt;br /&gt;
=Spontaneous Magic=&lt;br /&gt;
Casting Spontaneous Magic is not a skill that one can simply learn, only true magicians can perform such spells. Spontaneous Magic is cast with a mix of somatism, arcane language and optionally a focus item.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287223</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287223"/>
		<updated>2015-08-14T09:00:17Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Aðil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
==Worship==&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
==Strictures==&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
==Worship==&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
==Strictures==&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
==Worship==&lt;br /&gt;
Remena is widely worshiped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
==Strictures==&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave though Remena does not favor those who cannot worship in tokens, always pay someone for their work, be fair in your dealings, do not hoard, commerce should always be done whenever and wherever possible, do not use paper money, always seek to uplift others so they may give worship.&lt;br /&gt;
&lt;br /&gt;
=Aðil=&lt;br /&gt;
Aðil is affections, songs, and clever schemes. Aðil is sometimes called a The Laughing One, and most of the laypeople of the cult are actors, paramours, and bards by trade. Aðil is very much  a favorite of large schemes and ruses. Aðil is believed to have made much of the social strata, but enjoys breaking much of it when it would suit a great scheme. Aðil does not prefer weddings or drunken debauchery over one another, and both are great.&lt;br /&gt;
==Worship==&lt;br /&gt;
The Laughing One is a favorite among young adults and the nobility. Worship is often given with plays, recitals, and performances of great affection.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287181</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287181"/>
		<updated>2015-08-13T04:33:09Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
==Worship==&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
==Strictures==&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
==Worship==&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
==Strictures==&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
==Worship==&lt;br /&gt;
Remena is widely worshiped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
==Strictures==&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave though Remena does not favor those who cannot worship in tokens, always pay someone for their work, be fair in your dealings, do not hoard, commerce should always be done whenever and wherever possible, do not use paper money, always seek to uplift others so they may give worship.&lt;br /&gt;
&lt;br /&gt;
=Aðil=&lt;br /&gt;
Aðil is affections, songs, and schemes. Aðil is sometimes called a The Laughing One, and most of the laypeople of the cult are actors, paramours, and bards by trade. Aðil is very much  a favorite of large schemes and ruses. Aðil is believed to have made much of the social strata, but enjoys breaking much of it when it would suit a great scheme. Aðil does not prefer weddings or drunken debauchery over one another, and both are great.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287168</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287168"/>
		<updated>2015-08-12T23:31:26Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3) or Warhammer Fantasy Role Play. It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Continents|Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/History|History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Creatures|Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar, and barbarous Orcs.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Races|Races]]&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic users are those afflicted with the ability to wield the threads of magic without the use of ritual circles or magical components. Magicians are not always a respected sort, and most wander the lands honing and practicing their craft, but there are some colleges. Most magicians stick to a style revolving around the many threads of magic. Most magicians would also seek a writ that they are allowed to practice their art so they are not recognized as a witch. While some don&#039;t like magicians, no one likes a witch.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic|Magic]]&lt;br /&gt;
==Deities==&lt;br /&gt;
The Deities of Acareyn are powerful beings that have been mysteriously absent for the past Era. Though the churches still have some power, the people haven&#039;t experienced a personal visitation for hundreds of years.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Deities|Deities]]&lt;br /&gt;
==Belief==&lt;br /&gt;
Belief is a powerful thing. It is why some topics are taboo, as widespread belief would only make the issue worse. Belief is inflationary however, not something that can make or undo facts. A folk legend may tell of a dragon that resides in the local swamps, but if that was just a ruse, then there won&#039;t be a dragon. If there was a giant alligator however, and someone made it out to be larger and bigger, that they could swear it was a dragon, that may turn into a dragon.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Belief|Belief]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287106</id>
		<title>Acareyn/Deities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Deities&amp;diff=287106"/>
		<updated>2015-08-12T05:38:03Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: Created page with &amp;quot;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, bu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most Gods do not have a codified doctrine, so heresy in some form is common. Some heresies are more acceptable than others and so a church or cult may tolerate some things, but others are truly barbaric and worthy of burning at the stake.&lt;br /&gt;
&lt;br /&gt;
=Calmainn=&lt;br /&gt;
Calmainn is the God of existence, and is sometimes called The Great Being, or The All Body. Worship of Calmainn is widespread, even under different names. Some associate the God with all Acareyn. The main creation myth has it that Calmainn was the most of the Gods, until at some point that Calmainn made the Body of Acareyn. The skin is the land, blood became the oceans, breathe became the wind, eyes Day and Noc, bones the mountains, marrow the magma, and organs the metals. Calmainn is said to resting or hibernating after this act, and the coma leaves the God restless, causing earthquakes and eruptions. Some even say that Calmainn dislike the creatures that disturb Acareyn, and that the God will eventually destroy all civilization.&lt;br /&gt;
==Worship==&lt;br /&gt;
Calmainn only takes the worship of sacrifice and feasting. When it comes to sacrifice, most choose to give cereals and a herd animal. They are either left to rot undisturbed by other creatures in the fields, or burnt, and the ashes spread around the harvested land. Feasting is also seen as a way to celebrate Calmainn, and most cultures have a holy week dedicated to feasting with his blessing to live on the Gods body&lt;br /&gt;
==Strictures==&lt;br /&gt;
Calmainn keeps very simple strictures; do not desecrate the Body, do not make your own Bodies, do not build too large a city, and do not take to excess from the Body.&lt;br /&gt;
&lt;br /&gt;
=Hashtur=&lt;br /&gt;
Hashtur represents death, and it&#039;s steady march forward through time. Hastur is sometimes called the Dead Father, and the Time Herder. Hashtur shepherds all the souls of the dead to their respective realms, but all the dead do belong to the God. All the dead are truly the God&#039;s children, and love and pride are feelings that most who were by the Window have said they felt when they saw the Time Herder. While Hashtur is undeniably a nice God, most do not want to give worship as dieing is something most don&#039;t want to partake in.&lt;br /&gt;
==Worship==&lt;br /&gt;
Hashtur takes his worship in grief, and thanks from afar. Namely the tears of the bereaved are believed to be the best worship and almost sacred. Thanks are given when his presence needs to be respected and thanked for not intervening. This namely happens after a notable birth or close call with death.&lt;br /&gt;
==Strictures==&lt;br /&gt;
Hashtur has many strictures, though some are more loose than the others. From most to least important; do not tear me from my children with Necromancy, do not curse me for death for I merely keep it in check, be fruitful and give me many more children, always bury the dead and do not disturb them until their progeny or brothers and sisters have died, do not take your own life for I wish to hear of your death and life story, and cry for the dead for their story is definitely one worth doing so.&lt;br /&gt;
&lt;br /&gt;
=Remena=&lt;br /&gt;
Remena is fairness, justice, oaths and truths. Some refer to Remena as The Difference. Remena is sometimes seen as the grand arbiter of all life, and she resolves all the problems we may encounter with each other. While some Gods curse the mortals to inequity Remena sees this as cruel, and The Difference strives to make everything truly equal. Priests of Remena often act as lawyers and judges to the common man. This does not endear them to nobles in most cases of law. &lt;br /&gt;
==Worship==&lt;br /&gt;
Remena is widely worshipped by all through very simple practices. Most cultures have a habit of overspending by a penny to make up the difference in any transaction. This is called Remena&#039;s tax by the church, and most view it as a sign of good business. It acts as a simple reminder that neither party is better than the other, and that every bit counts. Coins can also be personalized with a motif, signature, or coat of arms of yours, to be used for contracts and agreements. A debtor may give their creditor a coin as a guarantee to their word, and is binding to Remena to do so. These coins may also indicate the status of your word. A lead or tin coin isn&#039;t very binding, copper is fine, silver better, gold is good, and a coin fashioned from aluminum or platinum or even a gem is almost divine.&lt;br /&gt;
==Strictures==&lt;br /&gt;
Remena&#039;s strictures are very to the point, and black and white; do not take a slave or not pay someone for their work, be fair in your dealings&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Continents&amp;diff=287097</id>
		<title>Acareyn/Continents</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Continents&amp;diff=287097"/>
		<updated>2015-08-12T02:56:30Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Velka=&lt;br /&gt;
[[Acareyn/Velka|Velka]] is the premiere continent of the setting, with many real world analogues and a developed history. It extends all the way to the north into the Noc Wastes and features a central mountain range known as The Teeth. The southernmost point is the Delmek Strait is formed by The Bone Prairie and The Twins in Kasmr. It is home to Humans, Dwarfs, &#039;Sar, and Orcs. To the west lies the The Great Tall Ocean. To the northeast to the southeast are the Bay of Eyes, Sea of Claws, and The Forsaken Sea. Nations large and small vie for power on this rich continent.&lt;br /&gt;
&lt;br /&gt;
=Kasmr=&lt;br /&gt;
[[Acareyn/Kasmr|Kasmr]] is the southernmost continent, it wraps around the Ever Day for 2/3 of the globe. Kasmr is home to the largest desert in the world, Tantarus, which holds many great ruins in the western lobe. The &#039;Sar call The Great Marsh in the eastern lobe their home. Everflow is a lake in the far south which carves Meton&#039;s Maw from the central lobe. The Twins rise up in the north of the western lobe to form the Delmek Strait.&lt;br /&gt;
&lt;br /&gt;
=Ilthamr=&lt;br /&gt;
[[Acareyn/Ilthamr|Ilthamr]] is a large archipelago east of The Forsaken Sea, north of Kasmr. It is home to the mysterious Synod. There are many ruins on the archipelago, which are not Synod in origin, or so so they say. Nonetheless, many have taken up residence here as an important stop for trading vessels.&lt;br /&gt;
&lt;br /&gt;
=Strum=&lt;br /&gt;
[[Acareyn/Strum|Strum]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Continents&amp;diff=287094</id>
		<title>Acareyn/Continents</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Continents&amp;diff=287094"/>
		<updated>2015-08-12T02:06:24Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: Created page with &amp;quot;Velka is the premiere continent of the setting, with many real world analogues and a developed history.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Velka is the premiere continent of the setting, with many real world analogues and a developed history.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287091</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287091"/>
		<updated>2015-08-12T00:17:41Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells.&lt;br /&gt;
&lt;br /&gt;
=Ceremonial Magic=&lt;br /&gt;
This form of magic can be done by anyone with the right know-how, materials, and determination. They are not always predictable, effective or immediate in their application. They take preparation, and some have a very limited scope.&lt;br /&gt;
&lt;br /&gt;
==Ritualism==&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a good amount of time and repetition. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
==Shamanism==&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
==Alchemy==&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287090</id>
		<title>Acareyn/Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn/Magic&amp;diff=287090"/>
		<updated>2015-08-12T00:04:53Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: Created page with &amp;quot;Magic is the weaving of the threads of the world and aether to make spells. Magic can be done in a multitude of ways, and also includes Ritualism, Shamanism, and Alchemy.  =Ri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is the weaving of the threads of the world and aether to make spells. Magic can be done in a multitude of ways, and also includes Ritualism, Shamanism, and Alchemy.&lt;br /&gt;
&lt;br /&gt;
=Ritualism=&lt;br /&gt;
Ritualism is the art of preparing grand spells that change vast and important things in the world. Rituals generally use a circle, but they are not necessary. Most rituals are also never undertaken alone and require a good amount of time and repetition. Material components are almost always necessary in some form or function, but not every ritual would destroy the objects unless the ritual calls for their destruction.&lt;br /&gt;
&#039;&#039;&#039;NEVER STOP A RITUAL BEFORE IT IS COMPLETED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rituals can be done by anyone with the proper knowledge. For instance, a group of villagers are afraid of a blight attacking their harvest, and so they gather in the middle of town in a great circle with hands ajoined. They offer up part of the early harvest in burnt offerings to Calmainn, and recite prayers so that Calmainn&#039;s body would remain strong against the blight. The local priest of the order would lead them in this ritual for a couple of hours to make sure everything was done right and in a way accordant to Calmainn.&lt;br /&gt;
&lt;br /&gt;
=Shamanism=&lt;br /&gt;
Shamanism is an art that is still not that well known. It is mostly a more barbarous form of Ritualism, in that it doesn&#039;t require a circle, but rather it uses the body as the vessel to affect things. Shamanism always requires a component to be destroyed to gather the &amp;quot;spirits&amp;quot; into the body to affect the change that was desired. Somatic and verbal components are probably the most important aspects to shamanism, and require long bouts of dancing and singing, generally in tongues.&lt;br /&gt;
&lt;br /&gt;
A town is suffering from a drought brought about by a long summer. Some of the towns burghers are afraid that with the water rationing they won&#039;t be able to sustain their orchards and herds. The town Guild Master, Arhara, has heard rumors of a shaman that brings the waters with him wherever he may go, Arhara sought him out and found him living in a cave. Arhara swore as payment to the greasy man, his daughter&#039;s hand in marriage and 100 gold pieces. The shaman agreed, and after the wedding ceremony and payment the next day, began a dance and song that lasted 14 hours. He began to cry blood and walked around the town and the surrounding areas, leaving a trail of behind him. A week later, a great storm brewed over the marked areas and half a meter of water flooded the lands, destroying the town and orchards, drowning the poor cattle. The town&#039;s inhabitants led by Arhara hunted the shaman, but alas, he absconded with his wife and payment, never to be seen again - An old song of Arhara.&lt;br /&gt;
&lt;br /&gt;
=Alchemy=&lt;br /&gt;
Alchemy is the most studied of all the practices. Alchemy applies itself rigorously like a true science. A simple circle is not enough for an alchemist to work his craft. He needs diagrams and secret symbols as his markings in and out the many shapes. The ingredients are also very important, and are always consumed and meted out a new substance. To activate the circle, the practitioner needs to envision what the circle does, and what he will do with the ingredient. They then channel the idea and touch the circle. Within seconds the change is affected.&lt;br /&gt;
&lt;br /&gt;
A church&#039;s most prized stained glass window was broken by some heretic vandals. The local alchemist, a staunch supporter of the church, offers his services to repair the glass window. Repairs are simple enough to anybody who could call themselves an alchemist. He needs the whole window to be extracted and all of the broken pieces to be assembled into a circle large enough to house the original window. A image of what the window looked like before it was destroyed and some surplus materials to fill in any gaps. The alchemist touches the circle and the pieces come together back into its pristine form once again. Now it just has to be placed back into the frame.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287087</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287087"/>
		<updated>2015-08-11T21:07:56Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* The World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3). It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Continents|Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/History|History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Creatures|Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar, and barbarous Orcs.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Races|Races]]&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic users are those afflicted with the ability to wield the threads of magic without the use of ritual circles or magical components. Magicians are not always a respected sort, and most wander the lands honing and practicing their craft, but there are some colleges. Most magicians stick to a style revolving around the many threads of magic. Most magicians would also seek a writ that they are allowed to practice their art so they are not recognized as a witch. While some don&#039;t like magicians, no one likes a witch.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic|Magic]]&lt;br /&gt;
==Deities==&lt;br /&gt;
The Deities of Acareyn are powerful beings that have been mysteriously absent for the past Era. Though the churches still have some power, the people haven&#039;t experienced a personal visitation for hundreds of years.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Deities|Deities]]&lt;br /&gt;
==Belief==&lt;br /&gt;
Belief is a powerful thing. It is why some topics are taboo, as widespread belief would only make the issue worse. Belief is inflationary however, not something that can make or undo facts. A folk legend may tell of a dragon that resides in the local swamps, but if that was just a ruse, then there won&#039;t be a dragon. If there was a giant alligator however, and someone made it out to be larger and bigger, that they could swear it was a dragon, that may turn into a dragon.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Belief|Belief]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287086</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287086"/>
		<updated>2015-08-11T21:06:27Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* The Otherworld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3). It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
[[Acareyn/Continents|Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
[[Acareyn/History|History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
[[Acareyn/Creatures|Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar, and barbarous Orcs.&lt;br /&gt;
[[Acareyn/Races|Races]]&lt;br /&gt;
&lt;br /&gt;
=The Aether=&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic users are those afflicted with the ability to wield the threads of magic without the use of ritual circles or magical components. Magicians are not always a respected sort, and most wander the lands honing and practicing their craft, but there are some colleges. Most magicians stick to a style revolving around the many threads of magic. Most magicians would also seek a writ that they are allowed to practice their art so they are not recognized as a witch. While some don&#039;t like magicians, no one likes a witch.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic|Magic]]&lt;br /&gt;
==Deities==&lt;br /&gt;
The Deities of Acareyn are powerful beings that have been mysteriously absent for the past Era. Though the churches still have some power, the people haven&#039;t experienced a personal visitation for hundreds of years.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Deities|Deities]]&lt;br /&gt;
==Belief==&lt;br /&gt;
Belief is a powerful thing. It is why some topics are taboo, as widespread belief would only make the issue worse. Belief is inflationary however, not something that can make or undo facts. A folk legend may tell of a dragon that resides in the local swamps, but if that was just a ruse, then there won&#039;t be a dragon. If there was a giant alligator however, and someone made it out to be larger and bigger, that they could swear it was a dragon, that may turn into a dragon.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Belief|Belief]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287085</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287085"/>
		<updated>2015-08-11T21:05:08Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* The Otherworld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3). It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
[[Acareyn/Continents|Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
[[Acareyn/History|History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
[[Acareyn/Creatures|Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar, and barbarous Orcs.&lt;br /&gt;
[[Acareyn/Races|Races]]&lt;br /&gt;
&lt;br /&gt;
=The Otherworld=&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic users are those afflicted with the ability to wield the threads of magic without the use of ritual circles or magical components. Magicians are not always a respected sort, and most wander the lands honing and practicing their craft, but there are some colleges. Most magicians stick to a style revolving around the many threads of magic. Most magicians would also seek a writ that they are allowed to practice their art so they are not recognized as a witch. While some don&#039;t like magicians, no one likes a witch.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic|Magic]]&lt;br /&gt;
==Deities==&lt;br /&gt;
The Deities of Acareyn are powerful beings that have been mysteriously absent for the past Era. Though the churches still have some power, the people haven&#039;t experienced a personal visitation for hundreds of years.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Deities|Deities]]&lt;br /&gt;
==Belief==&lt;br /&gt;
Belief is a powerful thing. It is why some topics are taboo, as widespread belief would only make the issue worse. Belief is inflationary however, not something that can make or undo facts. A folk legend may tell of a dragon that resides in the local swamps, but if that was just a ruse, then there won&#039;t be a dragon. If there was a giant alligator however, and someone made it out to be larger and bigger, that they could swear it was a dragon, that may turn into a dragon.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Belief|Belief]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287084</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287084"/>
		<updated>2015-08-11T21:04:37Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* The Otherworld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3). It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
[[Acareyn/Continents|Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
[[Acareyn/History|History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
[[Acareyn/Creatures|Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar, and barbarous Orcs.&lt;br /&gt;
[[Acareyn/Races|Races]]&lt;br /&gt;
&lt;br /&gt;
=The Otherworld=&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
Magic users are those afflicted with the ability to wield the threads of magic without the use of ritual circles or magical components. Magicians are not always a respected sort, and most wander the lands honing and practicing their craft, but there are some colleges. Most magicians stick to a style revolving around the many threads of magic. Most magicians would also seek a writ that they are allowed to practice their art so they are not recognized as a witch. While some don&#039;t like magicians, no one likes a witch.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic|Magic]]&lt;br /&gt;
==Deities==&lt;br /&gt;
The Deities of Acareyn are powerful beings that have been mysteriously absent for the past Era. Though the churches still have some power, the people haven&#039;t experienced a personal visitation for hundreds of years.&lt;br /&gt;
[[Acareyn/Deities|Deities]]&lt;br /&gt;
&lt;br /&gt;
==Belief==&lt;br /&gt;
Belief is a powerful thing. It is why some topics are taboo, as widespread belief would only make the issue worse. Belief is inflationary however, not something that can make or undo facts. A folk legend may tell of a dragon that resides in the local swamps, but if that was just a ruse, then there won&#039;t be a dragon. If there was a giant alligator however, and someone made it out to be larger and bigger, that they could swear it was a dragon, that may turn into a dragon.&lt;br /&gt;
[[Acareyn/Belief|Belief]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287081</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287081"/>
		<updated>2015-08-11T19:22:35Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* The Otherworld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3). It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
[[Acareyn/Continents|Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
[[Acareyn/History|History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
[[Acareyn/Creatures|Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar, and barbarous Orcs.&lt;br /&gt;
[[Acareyn/Races|Races]]&lt;br /&gt;
&lt;br /&gt;
=The Otherworld=&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic|Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Deities|Deities]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Belief|Belief]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287080</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287080"/>
		<updated>2015-08-11T19:21:10Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3). It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
[[Acareyn/Continents|Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
[[Acareyn/History|History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
[[Acareyn/Creatures|Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar, and barbarous Orcs.&lt;br /&gt;
[[Acareyn/Races|Races]]&lt;br /&gt;
&lt;br /&gt;
=The Otherworld=&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic|Magic]]&lt;br /&gt;
[[Acareyn/Deities|Deities]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287079</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287079"/>
		<updated>2015-08-11T19:20:30Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3). It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
[[Acareyn/Continents|Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
[[Acareyn/History|History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
[[Acareyn/Creatures|Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar.&lt;br /&gt;
[[Acareyn/Races|Races]]&lt;br /&gt;
&lt;br /&gt;
=The Otherworld=&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic|Magic]]&lt;br /&gt;
[[Acareyn/Deities|Deities]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287075</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287075"/>
		<updated>2015-08-11T17:19:43Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS (TL3). It has its own Gods and nations. So far the most fleshed out area is the Eastern side of the continent of Velka. Acareyn is an attempt to blend low fantasy medieval themes with a indiana-jones-esque level of discovery and real palpable drama akin to the early A Song of Ice and Fire books. There are monsters, but for good reason, they evolved or were created, but not by something unknown, and the unknown should be terrifying, not something that should be everywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
The primary feature of Acareyn is the Sun and Moon (Day and Noc, respectively, in the setting) have been torn from their positions as we would know them. This happened some 5000 years ago and was well documented. This tear causes the Noc sky to sometimes shimmer with light like an aurora. As well the polar areas are no longer habitable as the north is plagued by Noc&#039;s dark shadows, and the south is blasted with blinding light that bleaches the world.&lt;br /&gt;
&lt;br /&gt;
This feature however causes massive shifts to the weather from year to year and season to season as day and night cycles vary. One day could last 4 hours and the next 12. Key word here is could.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
There are 7 continents on Acareyn. Velka, the largest continent has been throughly mapped and is home to the largest empires. Kasmr is the southernmost continent and has a myriad of strange geology. Esamr is a tall domninating continent prone to great storms of wind. Strum is a small continent in the north that has many rich lands and barbaric people. Ilthamr is an island archipelago with many ruined cities, home to the Synod. Hafjik is the home to the adventurous Halflings, and old grand machinations of the dead race. Drake is a volcanic island chain, sometimes called the rebellious one.&lt;br /&gt;
[[Acareyn/Continents]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acareyn&#039;s history is filled with fables and legends. The gods create avatars and interact with the people and make governments to rule them. The nobles are ambitious and rebellious. The land is full of mysteries and ruins of peoples long dead.&lt;br /&gt;
[[Acareyn/History]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
There are all matter of fantastic monsters and beasts that call Acareyn home. Wyverns and Dragons, Ghosts, Griphons, and terrifying Wyrms.&lt;br /&gt;
[[Acareyn/Creatures]]&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
There are 6 discovered races. The enigmatic Synod, the endeavoring Humans, adventurous Halflings, druidic Dwarves, and reptillian &#039;Sar.&lt;br /&gt;
[[Acareyn/Races]]&lt;br /&gt;
&lt;br /&gt;
=The Otherworld=&lt;br /&gt;
&lt;br /&gt;
[[Acareyn/Magic]]&lt;br /&gt;
[[Acareyn/Deities]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287019</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287019"/>
		<updated>2015-08-10T22:36:13Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS. It has its own Gods deities and nations. So far the most fleshed out area is the Eastern side of the continent of Velka.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Deities]]&lt;br /&gt;
&lt;br /&gt;
=The World=&lt;br /&gt;
[[Acareyn_Continents]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_History]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Creatures]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Races]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Magic]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn&amp;diff=287018</id>
		<title>Acareyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn&amp;diff=287018"/>
		<updated>2015-08-10T22:34:41Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: Retardedbomb moved page Acareyn to Acareyn:Main Page: i oopsed on page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Acareyn:Main Page]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287017</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287017"/>
		<updated>2015-08-10T22:34:41Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: Retardedbomb moved page Acareyn to Acareyn:Main Page: i oopsed on page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS. It has its own Gods deities and nations. So far the most fleshed out area is the Eastern side of the continent of Velka.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Deities]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Continents]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_History]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Creatures]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Races]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Magic]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287016</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287016"/>
		<updated>2015-08-10T22:29:33Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS. It has its own Gods deities and nations. So far the most fleshed out area is the Eastern side of the continent of Velka.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Deities]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Continents]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_History]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Creatures]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Races]]&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Magic]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287015</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287015"/>
		<updated>2015-08-10T22:27:06Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS. It has its own Gods deities and nations. So far the most fleshed out area is the Eastern side of the continent of Velka.&lt;br /&gt;
&lt;br /&gt;
[[Acareyn_Deities]]&lt;br /&gt;
[[Acareyn_Continents]]&lt;br /&gt;
[[Acareyn_History]]&lt;br /&gt;
[[Acareyn_Creatures]]&lt;br /&gt;
[[Acareyn_Races]]&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287014</id>
		<title>Acareyn:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Acareyn:Main_Page&amp;diff=287014"/>
		<updated>2015-08-10T22:15:34Z</updated>

		<summary type="html">&lt;p&gt;Retardedbomb: Created page with &amp;quot;Acareyn is a low fantasy medieval world setting for use with GURPS. It has its own Gods deities and nations. So far the most fleshed out area is the Eastern side of the contin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acareyn is a low fantasy medieval world setting for use with GURPS. It has its own Gods deities and nations. So far the most fleshed out area is the Eastern side of the continent of Velka.&lt;/div&gt;</summary>
		<author><name>Retardedbomb</name></author>
	</entry>
</feed>