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	<updated>2026-04-06T23:48:28Z</updated>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Whispers_through_the_Black_Gate&amp;diff=76255</id>
		<title>Whispers through the Black Gate</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Whispers_through_the_Black_Gate&amp;diff=76255"/>
		<updated>2019-08-07T12:52:18Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Whispers.jpg|caption=With this potent ritual, a ghost can be raised and spoken with. Sometimes, however, it calls up ... something else.|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Season|Winter|30}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{regio|Winter}} This ritual can only be cast at sunset.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
During the ritual, the ritualists must clearly name a single dead character. Under normal circumstances, at the completion of the ritual a spirit will be summoned. If a spirit appears, it may be:&lt;br /&gt;
&lt;br /&gt;
* the spirit of the dead character, who may be questioned for up to ten minutes. They know whatever they knew while they were alive. This outcome is most likely when attempting to summon the recently deceased.&lt;br /&gt;
* a different spirit, who may be questioned for up to ten minutes. It is believed that such spirits represent dead people who had a connection of some sort to the deceased (however tenuous).&lt;br /&gt;
* a dangerous spirit or spirits that may attempt to harm the ritualists spiritually or even physically.&lt;br /&gt;
__TOC__&lt;br /&gt;
Spirits summoned by this ritual are only aware of the ritualists who performed the ritual. Under normal circumstances it will not leave the regio where the ritual was performed and any interaction must take place there.&lt;br /&gt;
&lt;br /&gt;
The ritual may fail to summon anything at all. If this happens, no mana is spent but anything else expended in the summoning (potions, once-per-day items, the ability of the coven to perform rituals together) are still expended. &lt;br /&gt;
&lt;br /&gt;
The casters cannot predict in advance with absolute certainty which will appear. The longer it has been since the named character died, the more likely it is that something other than that character&#039;s spirit will appear or that the ritual will simply fail. If the ritual is performed using the name of someone who is not dead, or it is not clear who is intended to be summoned, the ritual is most likely to fail or result in a hostile spirit. &lt;br /&gt;
&lt;br /&gt;
It can be risky to summon someone who has been dead longer than a year. Certain items connected to the spirit in some fashion make this a less risky proposition. It is not possible to use just any item in this manner however; the [[detect magic]] spell will explicitly indicate if an item can be used as a focus for Whispers through the Black Gate, and who will be summoned if it is used in this fashion. Such items are generally usable only once however.&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
You may call an additional spirit by increasing the magnitude of the spell by 15 for each additional spirits. All spirits appear simultaneously and depart simultaneously.&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
The ritualists may consume up to 5 measures of liao as part of the ritual. Every measure consumed in this way reduces the magnitude of the ritual by 2.&lt;br /&gt;
&lt;br /&gt;
===OOC Elements===&lt;br /&gt;
If you plan to perform this ritual, you will need to let PD know at least an hour in advance, or longer if we need to track the player of a dead character down ourselves. If we are unable to obtain the physrep, or they do not wish to be summoned, one of the other outcomes will occur. If we &#039;&#039;are&#039;&#039; able to obtain the physrep then the first option will almost certainly occur.&lt;br /&gt;
&lt;br /&gt;
Dusk usually runs from half an hour before sunset, to half an hour after.  If players wish to physrep their dead characters, they should report to Monster half an hour before this period.   Please check in GOD for the correct time for dusk for this event.&lt;br /&gt;
&lt;br /&gt;
The player of a character who died while part of a [[Bands#Sects|sect]] bonded to a [[Litany of the Labyrinth]] will receive a slightly different briefing when playing their ghost. It is important that the player make sure the person briefing them knows this special circumstance exists.&lt;br /&gt;
&lt;br /&gt;
Only items that explicitly mention they are a focus for this ritual can be used to help summon a long-dead character. It is still possible to attempt to call such a character without a focus, but it is significantly more risky to do so. The likelihood that the ritual will produce no effect, or summon an unexpected or dangerous spirit, increases the longer it has been since the target died.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This powerful ritual eases open the door of death for a short time, raising the spirit of a recently deceased person. In some ways, this ritual represents little more than a more than an advanced form of [[Voice for the dead]]; in other ways it is a profound alteration of the natural order. Priests and magicians alike are fascinated by the magic this ritual represents.&lt;br /&gt;
&lt;br /&gt;
A spirit summoned with this ritual can be questioned about anything it knew when it was alive; it seems to possess all the memories and the personality of a deceased individual. Sometimes the spirit is unaware that it has died, especially if that death took place very suddenly or happened while the target was asleep. More often though, the spirit knows it has died and under what circumstances. Regardless, the spirit cannot speak about anything that has happened to it &#039;&#039;since&#039;&#039; it died. Attempts to learn more about the Labyrinth of Ages or the Howling Abyss have simply served to frustrate arcanists and theologians alike.&lt;br /&gt;
&lt;br /&gt;
The spirit is only aware of the ritualists who performed the ritual; when it comes to questioning the dead, it is the magicians who must take the lead. Being able to see a departed loved-one, but unable to reach them, can be a profoundly upsetting experience for the living, and for the spirit once it realises a beloved spouse or child is present, but they they cannot see or hear them. &lt;br /&gt;
&lt;br /&gt;
A conjured spirit appears to be at least slightly corporeal; it seems to possess a pseudo-body and if it is struck firmly it can be dispelled back to wherever it came from. Most spirits cannot physically interact with the living; only in the case of the rare [[Malign Spiritual Presences|malignant spirit]] have there been any reports of attacks and wounds on ritualists.&lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;is&#039;&#039; possible for a priest to use the [[exorcism]] ceremony to dismiss a spirit prematurely. In the case of most spirits called by this ritual, a single does of liao is usually sufficient; more malign or dangerous spirits may require a more potent exorcism however. &lt;br /&gt;
&lt;br /&gt;
The most common use for this ritual is to call up the spirit of a murder victim to question them about the circumstances of their deaths. In such circumstances a magistrate is often present, but the ritualists must perform any interrogation themselves. The majority of magistrates treat the witness statements of the dead much as they would the living; they know there is no requirement that the conjured spirit tell the truth about what happened, and even though departed the spirit is likely to share the same motivations and prejudices it had when alive.&lt;br /&gt;
&lt;br /&gt;
The ritual is expensive, and a little risky, but has also been used in the past to allow the living one final chance to speak to a departed loved one - or enemy - before the black gate closes forever. Likewise, it has been used on occasion to attempt to gather intelligence about a distant event or the plans of enemies, although such uses are frowned upon in general. During the [[Freedom Heresy]] the ruthless [[The League|League]] general Sagio de Temeschwar had the spirit of a deceased [[briar]] warrior called up and proceeded to torment the spirit by describing in intense detail the tortures he was inflicting on the briar&#039;s still-living wife. While the general did not in fact have the woman present, so effective was his performance that the weeping spirit disclosed several key facts about the secessionist&#039;s plans. In a final act of cruelty for which he was widely criticised, Sagio let the spirit depart in the belief that his wife was still suffering unspeakable agony. His acts also reignited discussion of whether the ritual calls an actual spirit from the Labyrinth, or simply an echo of the target.&lt;br /&gt;
&lt;br /&gt;
Sometimes this spirit calls up a malign spiritual presence that is a threat to the ritualists. Recorded incidents have included a mass possession by spirits that tried to drive a coven of [[Landskeeper|landskeepers]] to acts of monstrous [[Malign Spiritual Presences#Hatred|hatred]], a horrible shadowy spectre that killed two of the magicians responsible for raising it before it could be dismissed; and a band of restless spirits whose anguished cries inflicted crippling [[Calls#WEAKNESS|weakness]] on the coven.&lt;br /&gt;
&lt;br /&gt;
Occasionally the spirit that appears seems entirely unconnected to the target spirit. These events were dismissed as enigmatic anomalies until a [[Highguard|Highborn]] [[Highguard religious beliefs#Stewards of the dead|steward of the dead]] named Esther of Highcastle drew parallels between two incidents and public records of [[liao]] visions. Her theory was that some of these spirits were echoes of past lives, although she could offer little explanation as to how and why this could occur. In other circumstances, the spirits summoned represent the ghosts of dead people who had a close connection to the intended target, although again why the ritual sometimes produces the &amp;quot;wrong&amp;quot; spirit is not understood. For example, there has been one incident where it appears that the dead individual&#039;s father answered the call of the ritual, and another where a member of the target&#039;s coven appeared rather than the dead person themselves.&lt;br /&gt;
&lt;br /&gt;
Over the years, magicians have encountered the greatest difficulty calling forth [[paragons and exemplars]]. There are numerous explanations as to why the ritual often fails or produces unexpected results when used to try and call such spirits. First, many have been dead for considerable periods of time and the ritual becomes increasingly unreliable the longer someone has been dead if there is no appropriate focus - and such foci are very rare. Second, there is a belief that some of these spiritual inspirations &amp;quot;transcend&amp;quot; the bonds of death in some fashion. Finally, there is the unspoken awareness that some of these figures may not be entirely real, represent several distinct individuals, or simply have gone by different names when they were alive.&lt;br /&gt;
&lt;br /&gt;
The [[Axos|Axou]] &#039;&#039;necromantia&#039;&#039; are without a doubt the most successful users of this ritual. In particular, they are adept at tracking down and making use of focal items to summon long-dead individuals. They are known to create a special kind of focus - a &#039;&#039;lekythos&#039;&#039; - that can be used multiple times to summon the same spirit, but such things must apparently be created when the desired spirit is still alive. Even they, however, are reported to not entirely understand how the ritual works. They do agree with Imperial scholars that it is not sufficient to simply have an item connected to the deceased when performing this ritual: such items may help mollify a spirit, or smooth communication with it, but unless the item has a special supernatural connection divined with [[detect magic]], it is no guarantee the correct spirit will be summoned if the target has been dead for more than a year.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This ritual is usually accompanied by solemn music, incense and chants recounting as much detail as possible the life of the target spirit. It is usually accompanied by a design laid out on the ground, often with braziers or candles. at key points of the design. &lt;br /&gt;
&lt;br /&gt;
Fire and light often play a key role, serving as a beacon for the dead spirit to &#039;find the way&#039; back to the mortal realm. Similarly, some ritualists like to have things that belonged to the target in life, or people important to them  [[Imperial Orcs|Imperial orc]] [[Shamans|shaman]] ideally want to have someone from the same legion, while [[The Brass Coast|Freeborn]] ritualists prefer the presence of someone of the same family, especially a child or parent. Likewise, many [[Navarr]] include small amounts of blood in this ritual, the smell of which help attract the attention of the spirit and remind it of its life; [[The Marches|Marcher]] spirits might include an offering of food or drink, an action that leads to the ritual sometimes being referred to as &#039;&#039;The Feast for the Dead&#039;&#039;.. &lt;br /&gt;
&lt;br /&gt;
It is important to realise that the ritual is not technically complete when the spirit appears. Many ritualists consider it to be only half-way through at this point. The spirit must still be addressed, and agreeing in advance how this will happen can save time and prevent confusion. Some ritualists include an hourglass to track the amount of time available before the spirit must depart,&lt;br /&gt;
&lt;br /&gt;
At the end of the ritual, the spirit should be formally dismissed - sent back into the Labyrinth or the Abyss - and some ritualists believe that if the spirit is not treated well it is more likely to become one of the restless dead. The end of the ritual is often marked by the mournful tolling of bells, as the spirit departs.&lt;br /&gt;
&lt;br /&gt;
The rune [[Irremais]] and the constellation of [[The Door]] are often evoked with this ritual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- flavour. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Winter Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57405</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57405"/>
		<updated>2017-10-09T20:45:43Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
[[File:EmpireBanner.jpg|Empire]]&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from [http://www.profounddecisions.co.uk/ Profound Decisions], which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the [[Wiki Updates]] section for a list of what has changed since your last visit. For up to date in character information head to the [[recent history]] page.&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Game overview|The Game]]==&lt;br /&gt;
{{ThreeColIconImage|file=Warbeast.jpg|link=Game overview}}&lt;br /&gt;
Read our [[introduction to LRP]] if you&#039;re new to the hobby. Then take a look at the [[game overview]] to get an idea of what Empire is all about.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Nation overview|The Nations]]==&lt;br /&gt;
{{ThreeColIconImage|file=Brasscoast_Warriors.jpg |link=Nation overview}}&lt;br /&gt;
The Empire is composed of nine human [[the Nations|nations]] and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Lineage overview|Lineage]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gliska_Steining.jpg|link=Lineage overview}} &lt;br /&gt;
All human beings may choose one of the six [[Lineage overview|lineages]] if they are touched by the [[Realms]]. Read how each lineage can shape your character.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
 &amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire overview|The Empire]]==&lt;br /&gt;
{{ThreeColIconImage|file=Aedan_Myfanwy.jpg|link=Empire overview}}&lt;br /&gt;
Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about [[The Way|the Way of Virtue]], the unique Imperial Religion. &lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[World overview|The World]]==&lt;br /&gt;
{{ThreeColIconImage|file=Catrin_Splitroot.jpg|link=World overview|The World}}&lt;br /&gt;
The Empire is part of a rich and vibrant campaign setting that includes [[barbarian]] enemies, [[Foreign Nations|foreign powers]] and [[Realms|six magical realms]] as well as their [[Eternals|supernatural inhabitants]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire rules|The Rules]]==&lt;br /&gt;
{{ThreeColIconImage|file=Othersideofthefence.jpg|link=Empire rules|The Rules}}&lt;br /&gt;
Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to [[Characters|make a character]] and [[Playing the game|how the game works]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Othersideofthefence.jpg&amp;diff=57404</id>
		<title>File:Othersideofthefence.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Othersideofthefence.jpg&amp;diff=57404"/>
		<updated>2017-10-09T20:45:09Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: Matthew Pennington and Clare Evans watch through the sentinal gate.
{{Category:Photos:TomGarnett}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Matthew Pennington and Clare Evans watch through the sentinal gate.&lt;br /&gt;
{{Category:Photos:TomGarnett}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57403</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57403"/>
		<updated>2017-10-09T20:01:48Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
[[File:EmpireBanner.jpg|Empire]]&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from [http://www.profounddecisions.co.uk/ Profound Decisions], which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the [[Wiki Updates]] section for a list of what has changed since your last visit. For up to date in character information head to the [[recent history]] page.&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Game overview|The Game]]==&lt;br /&gt;
{{ThreeColIconImage|file=Warbeast.jpg|link=Game overview}}&lt;br /&gt;
Read our [[introduction to LRP]] if you&#039;re new to the hobby. Then take a look at the [[game overview]] to get an idea of what Empire is all about.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Nation overview|The Nations]]==&lt;br /&gt;
{{ThreeColIconImage|file=Brasscoast_Warriors.jpg |link=Nation overview}}&lt;br /&gt;
The Empire is composed of nine human [[the Nations|nations]] and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Lineage overview|Lineage]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gliska_Steining.jpg|link=Lineage overview}} &lt;br /&gt;
All human beings may choose one of the six [[Lineage overview|lineages]] if they are touched by the [[Realms]]. Read how each lineage can shape your character.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
 &amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire overview|The Empire]]==&lt;br /&gt;
{{ThreeColIconImage|file=Aedan_Myfanwy.jpg|link=Empire overview}}&lt;br /&gt;
Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about [[The Way|the Way of Virtue]], the unique Imperial Religion. &lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[World overview|The World]]==&lt;br /&gt;
{{ThreeColIconImage|file=Catrin_Splitroot.jpg|link=World overview|The World}}&lt;br /&gt;
The Empire is part of a rich and vibrant campaign setting that includes [[barbarian]] enemies, [[Foreign Nations|foreign powers]] and [[Realms|six magical realms]] as well as their [[Eternals|supernatural inhabitants]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire rules|The Rules]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gate_Ref.jpg|link=Empire rules|The Rules}}&lt;br /&gt;
Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to [[Characters|make a character]] and [[Playing the game|how the game works]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Aedan_Myfanwy.jpg&amp;diff=57402</id>
		<title>File:Aedan Myfanwy.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Aedan_Myfanwy.jpg&amp;diff=57402"/>
		<updated>2017-10-09T20:01:22Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: Two Thorns
{{Category:Photos:TomGarnett}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Two Thorns&lt;br /&gt;
{{Category:Photos:TomGarnett}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57401</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57401"/>
		<updated>2017-10-09T19:52:50Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
[[File:EmpireBanner.jpg|Empire]]&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from [http://www.profounddecisions.co.uk/ Profound Decisions], which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the [[Wiki Updates]] section for a list of what has changed since your last visit. For up to date in character information head to the [[recent history]] page.&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Game overview|The Game]]==&lt;br /&gt;
{{ThreeColIconImage|file=Warbeast.jpg|link=Game overview}}&lt;br /&gt;
Read our [[introduction to LRP]] if you&#039;re new to the hobby. Then take a look at the [[game overview]] to get an idea of what Empire is all about.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Nation overview|The Nations]]==&lt;br /&gt;
{{ThreeColIconImage|file=Brasscoast_Warriors.jpg |link=Nation overview}}&lt;br /&gt;
The Empire is composed of nine human [[the Nations|nations]] and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Lineage overview|Lineage]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gliska_Steining.jpg|link=Lineage overview}} &lt;br /&gt;
All human beings may choose one of the six [[Lineage overview|lineages]] if they are touched by the [[Realms]]. Read how each lineage can shape your character.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
 &amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire overview|The Empire]]==&lt;br /&gt;
{{ThreeColIconImage|file=Empress and Retinue.jpg|link=Empire overview}}&lt;br /&gt;
Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about [[The Way|the Way of Virtue]], the unique Imperial Religion. &lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[World overview|The World]]==&lt;br /&gt;
{{ThreeColIconImage|file=Catrin_Splitroot.jpg|link=World overview|The World}}&lt;br /&gt;
The Empire is part of a rich and vibrant campaign setting that includes [[barbarian]] enemies, [[Foreign Nations|foreign powers]] and [[Realms|six magical realms]] as well as their [[Eternals|supernatural inhabitants]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire rules|The Rules]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gate_Ref.jpg|link=Empire rules|The Rules}}&lt;br /&gt;
Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to [[Characters|make a character]] and [[Playing the game|how the game works]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Brasscoast_Warriors.jpg&amp;diff=57400</id>
		<title>File:Brasscoast Warriors.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Brasscoast_Warriors.jpg&amp;diff=57400"/>
		<updated>2017-10-09T19:52:17Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: {{Category:Photos:BethDooner}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category:Photos:BethDooner}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57399</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57399"/>
		<updated>2017-10-09T19:46:51Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
[[File:EmpireBanner.jpg|Empire]]&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from [http://www.profounddecisions.co.uk/ Profound Decisions], which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the [[Wiki Updates]] section for a list of what has changed since your last visit. For up to date in character information head to the [[recent history]] page.&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Game overview|The Game]]==&lt;br /&gt;
{{ThreeColIconImage|file=Warbeast.jpg|link=Game overview}}&lt;br /&gt;
Read our [[introduction to LRP]] if you&#039;re new to the hobby. Then take a look at the [[game overview]] to get an idea of what Empire is all about.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Nation overview|The Nations]]==&lt;br /&gt;
{{ThreeColIconImage|file=Smiling Marcher.jpeg |link=Nation overview}}&lt;br /&gt;
The Empire is composed of nine human [[the Nations|nations]] and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Lineage overview|Lineage]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gliska_Steining.jpg|link=Lineage overview}} &lt;br /&gt;
All human beings may choose one of the six [[Lineage overview|lineages]] if they are touched by the [[Realms]]. Read how each lineage can shape your character.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
 &amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire overview|The Empire]]==&lt;br /&gt;
{{ThreeColIconImage|file=Empress and Retinue.jpg|link=Empire overview}}&lt;br /&gt;
Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about [[The Way|the Way of Virtue]], the unique Imperial Religion. &lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[World overview|The World]]==&lt;br /&gt;
{{ThreeColIconImage|file=Catrin_Splitroot.jpg|link=World overview|The World}}&lt;br /&gt;
The Empire is part of a rich and vibrant campaign setting that includes [[barbarian]] enemies, [[Foreign Nations|foreign powers]] and [[Realms|six magical realms]] as well as their [[Eternals|supernatural inhabitants]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire rules|The Rules]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gate_Ref.jpg|link=Empire rules|The Rules}}&lt;br /&gt;
Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to [[Characters|make a character]] and [[Playing the game|how the game works]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Catrin_Splitroot.jpg&amp;diff=57398</id>
		<title>File:Catrin Splitroot.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Catrin_Splitroot.jpg&amp;diff=57398"/>
		<updated>2017-10-09T19:46:10Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: Catrin Splitroot as portrayed by Ellie Horton 
{{Category:Photos:TomGarnett}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Catrin Splitroot as portrayed by Ellie Horton &lt;br /&gt;
{{Category:Photos:TomGarnett}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Warbeast.jpg&amp;diff=57397</id>
		<title>File:Warbeast.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Warbeast.jpg&amp;diff=57397"/>
		<updated>2017-10-09T19:24:21Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: Dyoung uploaded a new version of &amp;amp;quot;File:Warbeast.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grendel Warbest&lt;br /&gt;
{{Category:Photos:TomGarnett}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57396</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57396"/>
		<updated>2017-10-09T19:21:58Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
[[File:EmpireBanner.jpg|Empire]]&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from [http://www.profounddecisions.co.uk/ Profound Decisions], which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the [[Wiki Updates]] section for a list of what has changed since your last visit. For up to date in character information head to the [[recent history]] page.&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Game overview|The Game]]==&lt;br /&gt;
{{ThreeColIconImage|file=Warbeast.jpg|link=Game overview}}&lt;br /&gt;
Read our [[introduction to LRP]] if you&#039;re new to the hobby. Then take a look at the [[game overview]] to get an idea of what Empire is all about.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Nation overview|The Nations]]==&lt;br /&gt;
{{ThreeColIconImage|file=Smiling Marcher.jpeg |link=Nation overview}}&lt;br /&gt;
The Empire is composed of nine human [[the Nations|nations]] and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Lineage overview|Lineage]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gliska_Steining.jpg|link=Lineage overview}} &lt;br /&gt;
All human beings may choose one of the six [[Lineage overview|lineages]] if they are touched by the [[Realms]]. Read how each lineage can shape your character.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
 &amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire overview|The Empire]]==&lt;br /&gt;
{{ThreeColIconImage|file=Empress and Retinue.jpg|link=Empire overview}}&lt;br /&gt;
Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about [[The Way|the Way of Virtue]], the unique Imperial Religion. &lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[World overview|The World]]==&lt;br /&gt;
{{ThreeColIconImage|file=Littlest Pathfinder.jpeg|link=World overview|The World}}&lt;br /&gt;
The Empire is part of a rich and vibrant campaign setting that includes [[barbarian]] enemies, [[Foreign Nations|foreign powers]] and [[Realms|six magical realms]] as well as their [[Eternals|supernatural inhabitants]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire rules|The Rules]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gate_Ref.jpg|link=Empire rules|The Rules}}&lt;br /&gt;
Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to [[Characters|make a character]] and [[Playing the game|how the game works]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Warbeast.jpg&amp;diff=57395</id>
		<title>File:Warbeast.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Warbeast.jpg&amp;diff=57395"/>
		<updated>2017-10-09T19:21:34Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: Grendel Warbest
{{Category:Photos:TomGarnett}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grendel Warbest&lt;br /&gt;
{{Category:Photos:TomGarnett}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57394</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Main_Page&amp;diff=57394"/>
		<updated>2017-10-09T19:15:48Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
[[File:EmpireBanner.jpg|Empire]]&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the Empire Wiki; here you will be able to find everything you need to know about Empire, the new live roleplaying game from [http://www.profounddecisions.co.uk/ Profound Decisions], which began Easter 2013. We often upload new content to the site, so if you are returning after a break then check the [[Wiki Updates]] section for a list of what has changed since your last visit. For up to date in character information head to the [[recent history]] page.&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Game overview|The Game]]==&lt;br /&gt;
{{ThreeColIconImage|file=Dead Warbeast.jpeg|link=Game overview}}&lt;br /&gt;
Read our [[introduction to LRP]] if you&#039;re new to the hobby. Then take a look at the [[game overview]] to get an idea of what Empire is all about.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Nation overview|The Nations]]==&lt;br /&gt;
{{ThreeColIconImage|file=Smiling Marcher.jpeg |link=Nation overview}}&lt;br /&gt;
The Empire is composed of nine human [[the Nations|nations]] and the Imperial Orcs. Each culture is detailed on the wiki including advice on costumes.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Lineage overview|Lineage]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gliska_Steining.jpg|link=Lineage overview}} &lt;br /&gt;
All human beings may choose one of the six [[Lineage overview|lineages]] if they are touched by the [[Realms]]. Read how each lineage can shape your character.&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
 &amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire overview|The Empire]]==&lt;br /&gt;
{{ThreeColIconImage|file=Empress and Retinue.jpg|link=Empire overview}}&lt;br /&gt;
Find out about the political structures of the Empire that will allow the players to shape the game world. Also here is information about [[The Way|the Way of Virtue]], the unique Imperial Religion. &lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[World overview|The World]]==&lt;br /&gt;
{{ThreeColIconImage|file=Littlest Pathfinder.jpeg|link=World overview|The World}}&lt;br /&gt;
The Empire is part of a rich and vibrant campaign setting that includes [[barbarian]] enemies, [[Foreign Nations|foreign powers]] and [[Realms|six magical realms]] as well as their [[Eternals|supernatural inhabitants]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
==[[Empire rules|The Rules]]==&lt;br /&gt;
{{ThreeColIconImage|file=Gate_Ref.jpg|link=Empire rules|The Rules}}&lt;br /&gt;
Empire uses a simple set of rules that are designed to be fun to play but easy to understand. The rules explain how to [[Characters|make a character]] and [[Playing the game|how the game works]].&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Gliska_Steining.jpg&amp;diff=57393</id>
		<title>File:Gliska Steining.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Gliska_Steining.jpg&amp;diff=57393"/>
		<updated>2017-10-09T19:15:10Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: Gilska Steining portrayed by Susan Cook
{{Category:Photos:BethDooner}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gilska Steining portrayed by Susan Cook&lt;br /&gt;
{{Category:Photos:BethDooner}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Distil_the_Serpent%27s_Stone&amp;diff=57392</id>
		<title>Distil the Serpent&#039;s Stone</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Distil_the_Serpent%27s_Stone&amp;diff=57392"/>
		<updated>2017-10-09T19:08:13Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Night|70}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} Performing this ritual requires one ingot and one measure of each of the eight [[Materials|special materials]], as well as a single ring of [[ilium]].&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Naga_Sphere.jpg|width=400|align=right}} &lt;br /&gt;
&lt;br /&gt;
During this ritual the four ingots and four measures of [[Materials|special material]], and the ring of ilium are combined to create an egg-sized mass of dark material known as a &#039;&#039;serpent&#039;s stone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The material is stable and permanent once created. It can be used &#039;&#039;once&#039;&#039; to perform one of the following powerful effects:&lt;br /&gt;
&lt;br /&gt;
* A [[Magical skills#Magician|magician]] can use the &#039;&#039;serpent&#039;s stone&#039;&#039; to temporarily boost a single [[Magical skills#Realm Lore|Realm Lore]] skill by 5 effective ranks for purposes of performing a single ritual, provided they already possess at least one innate skill rank of that Lore. These additional ranks do not grant any additional mastered rituals, and a character&#039;s total effective rank can never be more than three times their innate skill (the number of ranks of the appropriate Realm Lore they have gained by spending experience points). &lt;br /&gt;
* It can be used to transform up to thirty ingots or measures of any one of the eight [[Materials|special materials]] into thirty ingots or measures of any one of the other materials (except ilium) permanently.&lt;br /&gt;
* It can be used to remove poisons. It will immediately purify a single character any [[Calls#VENOM|venom]] they are suffering, and will cure any poison for which a cure exists, provided the patient is still alive.&lt;br /&gt;
* It can be used to remove [[curse|curses]] of magnitude 70 or lower that involve poison, sickness or physical debilitation. For example, it will remove the [[Curse of Decrepitude]] or the [[Curse of Gangrenous Flesh]].&lt;br /&gt;
&lt;br /&gt;
When used for any of these purposes, the &#039;&#039;serpent&#039;s stone&#039;&#039; is consumed and used up.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
This ritual is the current pinnacle of alchemical transformation. It seeks to create a perfected material, a substance of higher nature than the dross of the mundane world around it. To a degree it succeeds - the &#039;&#039;serpent&#039;s stone&#039;&#039; is able to purify almost any substance and remove almost all poisons as well as many curses. It hints at the possibility of true transformation, the ability to move beyond [[The Eight-spoked Wheel]] and [[The Retrograde Wheel]] to master the physical world. It even has the ability to greatly enhance ritual magic, offering raw power to any magician that can be channeled to create powerful effects.&lt;br /&gt;
&lt;br /&gt;
Some alchemists refer to the serpent&#039;s stone as the &#039;&#039;azoth&#039;&#039;, a theoretical or legendary material that provokes unexpected and miraculous changes in materials and individuals. This exotic liquid may be entirely conceptual, but the [[Eternals]] [[Soghter]] and [[Murit]] are often associated with it, and some alchemists believe that this ritual is the first step towards uncovering the nature of this awesome substance. These alchemists believe that mastery of the &#039;&#039;azoth&#039;&#039; would allow an alchemist complete mastery of the material world.&lt;br /&gt;
&lt;br /&gt;
This ritual is also ruinously expensive, and there are [[Groups#Covens|covens]] who have beggared themselves trying to discover the secret of the stone&#039;s transformative power..&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
This is an alchemical mystery, and almost always includes elements such as  fire; beakers, bowls and other pieces of alchemical equipment; water and other liquids, including blood (some ritualists use a little blood from one each of a human, a [[changeling]], a [[briar]], a [[naga]], a [[cambion]], a [[draughir]], and a [[merrow]]); charts and diagrams; and the other trappings of this ancient magical lore. The ritual requires the ritualists to combine eight ingots of special material and an ingot of ilium, and consequently a vessel such as a crucible or cauldron is often the central focus of the magic.&lt;br /&gt;
&lt;br /&gt;
Many ritualists wear masks or veils when they perform this ritual - not least because there are occasionally noxious byproducts of the transformation. This ritual is often performed in private; the serpent&#039;s stone is powerful, and can be a highly coveted treasure.&lt;br /&gt;
&lt;br /&gt;
The forces of the heavens are often referenced in alchemical rituals. If the theory that the stars represent in some way the tools of the Creator are true, then evoking the power of [[astronomancy]] seems entirely appropriate to the practice of enacting permanent transformation. The constellation of [[The Great Wyrm]] in particular is likely to be evoked. The names of the [[Eternals]] [[Murit]] and [[Soghter]] are sometimes used, especially in their aspects as the &#039;&#039;Azoth&#039;&#039;, a theoretical compound that provokes miraculous transformation.&lt;br /&gt;
&lt;br /&gt;
The rune [[Xun]] which represents transformation is usually evoked with this magic, although it is common to include [[Wyr]], [[Diras]] and even [[Zorech]] to show that this ritual is near the pinnacle of the study of Night magic; it is also a mystery, and the material it creates comes as much from secrets as the passion for alchemical mastery. Some alchemists also include [[Aesh]] for the power of the mind, or [[Cavul]] to represent the idea of purifying materials into higher forms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Night Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Naga_Sphere.jpg&amp;diff=57391</id>
		<title>File:Naga Sphere.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Naga_Sphere.jpg&amp;diff=57391"/>
		<updated>2017-10-09T18:57:45Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raelyn holdfast {{Category:Photos:TomGarnett}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Naga_Sphere.jpg&amp;diff=57390</id>
		<title>File:Naga Sphere.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Naga_Sphere.jpg&amp;diff=57390"/>
		<updated>2017-10-09T18:56:43Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: {{Category:Photos:TomGarnett}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category:Photos:TomGarnett}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternal&amp;diff=55699</id>
		<title>Eternal</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternal&amp;diff=55699"/>
		<updated>2017-09-09T11:24:05Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--- Explanation of what eternals are - powerful but not godlike inhabitants of the realms with stuff to offer the Empire. They&#039;re characters not mechanics.&lt;br /&gt;
&lt;br /&gt;
Explanation of what heralds are and what makes them special&lt;br /&gt;
&lt;br /&gt;
Communication with eternals, audiences and the spaces in between&lt;br /&gt;
&lt;br /&gt;
Killing eternals&lt;br /&gt;
&lt;br /&gt;
Design Goal&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[The World|The world]] of Empire is known to touch six other [[Realms|planes of existence]]. These are home to magical entities called eternals, some of whom are interested in the human world. Players - especially magicians - can meet and negotiate with the eternals. The eternals are not gods but posses magical powers that players will find useful. They have their own motivations and personalities, and characters will be able to bargain with them to advance their own agendas.&lt;br /&gt;
&lt;br /&gt;
===Eternals Interested in the Empire===&lt;br /&gt;
This list of eternals is not exhaustive; rather it lists some of those beings who have shown a special interest in the Empire since its formation.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Eternals of Spring&#039;&#039;&#039; || &#039;&#039;&#039;Known Interests&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Yaw&#039;nagrah]] || Fertility, diversity&lt;br /&gt;
|-&lt;br /&gt;
|[[Arhallogen]] || Survival, adaptation, poison, arachnids&lt;br /&gt;
|-&lt;br /&gt;
|[[Llofir]] || Fungus, rot, decay, collapse&lt;br /&gt;
|-&lt;br /&gt;
|[[Irra Harah]] || Youth, struggle, the weak&lt;br /&gt;
|-&lt;br /&gt;
|[[Siakha]] || Storms, destruction, predation, the sea&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The creature known as Capradan, the Horned Hunter, is a being of the Spring realm whose true nature is unclear. It is either a very potent herald or a lesser eternal concerned with primitive concepts of hunting and killing for sustenance.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eternals of Summer&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eleonaris]], Queen of the Fields of Glory&lt;br /&gt;
|Majesty, nobility, battle, victory&lt;br /&gt;
|-&lt;br /&gt;
|[[Eleonaris#Jaheris|Jaheris]], The Shadowed Prince&lt;br /&gt;
|Rivalry, betrayal, vengance&lt;br /&gt;
|-&lt;br /&gt;
|[[Hayaak]], the Gryphon King&lt;br /&gt;
|Wrath, vengeance, ferocity&lt;br /&gt;
|-&lt;br /&gt;
|[[Cathan Canae]], Queen of Ice and Darkness&lt;br /&gt;
|Might, winter, strength, durability&lt;br /&gt;
|-&lt;br /&gt;
|[[Barien]], the Iron Duke&lt;br /&gt;
|Challenges, worth, tests&lt;br /&gt;
|-&lt;br /&gt;
|[[Meraud]], the Golden Magician&lt;br /&gt;
|Magic, enchantment&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhianos]], Regent of the Eternal sea&lt;br /&gt;
|The sea, seafarers, adventure&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Adamant]], King of the Golden Deeps&lt;br /&gt;
|Stone, beauty, treasure, construction&lt;br /&gt;
|}&lt;br /&gt;
The creature known in the Empire as [[Aben-Nuath]] is believed to be a powerful herald, but it is not clear to whose &amp;quot;court&amp;quot; they belong, if any. They are usually described as &amp;quot;independent&amp;quot; in lists of such beings although there is much speculation. &lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eternals of Autumn&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The [[Lictors]]&lt;br /&gt;
|Binding, imprisonment, punishment, contracts&lt;br /&gt;
|-&lt;br /&gt;
|[[Estavus]]&lt;br /&gt;
|Crafting, building, artisans&lt;br /&gt;
|-&lt;br /&gt;
|[[Callidus]], Prince of the Argent Tontine&lt;br /&gt;
|Greed&lt;br /&gt;
|-&lt;br /&gt;
|[[Prospero]]&lt;br /&gt;
|Influence, favours, grudges&lt;br /&gt;
|-&lt;br /&gt;
|[[Ephisis]]&lt;br /&gt;
|Trade, mutually beneficial exchanges&lt;br /&gt;
|-&lt;br /&gt;
|[[Basileus Flint]]&lt;br /&gt;
|Intrigue, Espionage, Power&lt;br /&gt;
|-&lt;br /&gt;
|[[Mazen]] of the Many Faces&lt;br /&gt;
|Manipulation, Deception&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eternals of Winter&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorin]], the Tomb King&lt;br /&gt;
|Privation, strength from weakness&lt;br /&gt;
|-&lt;br /&gt;
|[[Kaela]]&lt;br /&gt;
|Entropy, despair, endings&lt;br /&gt;
|-&lt;br /&gt;
|[[The Thrice-cursed Court]]&lt;br /&gt;
|Curses, power at a price, spite&lt;br /&gt;
|-&lt;br /&gt;
|[[Wise Rangara]]&lt;br /&gt;
|Wisdom, tradition, &lt;br /&gt;
|-&lt;br /&gt;
|Agramant the [[Wendigo]]&lt;br /&gt;
|Hunger, cannibalism, madness, dread&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eternals of Day&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Leviathan]]&lt;br /&gt;
|History, foundations, causation&lt;br /&gt;
|-&lt;br /&gt;
|[[Phaleron]], the Great Library&lt;br /&gt;
|Knowledge, preservation&lt;br /&gt;
|-&lt;br /&gt;
|[[Sinokenon]], the Turning Mirror&lt;br /&gt;
|Hierarchy, connections, religion&lt;br /&gt;
|-&lt;br /&gt;
|[[Kimus]] of the Thousand Eyes&lt;br /&gt;
|Light, scrying, observation&lt;br /&gt;
|-&lt;br /&gt;
|[[Ylenrith]], the Swan&lt;br /&gt;
|Purity, mathematics, music&lt;br /&gt;
|-&lt;br /&gt;
|[[Roshanwe]], the Navigator&lt;br /&gt;
|Discovery, wisdom, truth&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Zakalwe]], the Strategist&lt;br /&gt;
|Conflict, logistics, strategy&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eternals of Night&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Janon]] the Shadowed Fire&lt;br /&gt;
|Passion, freedom&lt;br /&gt;
|-&lt;br /&gt;
|[[Lashonar]]&lt;br /&gt;
|Stories, confusion, speech that moves, oratory&lt;br /&gt;
|-&lt;br /&gt;
|[[Murit]] the Shaper&lt;br /&gt;
|Crafting, material transformation, the whole is different to the parts&lt;br /&gt;
|-&lt;br /&gt;
|[[Sadogua]], Brother of Wizards&lt;br /&gt;
|Magicians, magic, power, manipulation&lt;br /&gt;
|-&lt;br /&gt;
|[[Soghter]], Changer of the Ways&lt;br /&gt;
|Transitions, learning through experience&lt;br /&gt;
|-&lt;br /&gt;
|[[Sung]], the Rainbow Serpent&lt;br /&gt;
|Mysteries and enigmas&lt;br /&gt;
|-&lt;br /&gt;
|The [[Whisper Gallery]]&lt;br /&gt;
|Secrets, rumour, art&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;br /&gt;
[[Category:The World]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=55597</id>
		<title>Egregores</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=55597"/>
		<updated>2017-09-03T17:34:22Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Egregores==&lt;br /&gt;
*  &#039;&#039;&#039;Are the first point of contact for players in each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A source of plot in the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Get players involved in the plot and in the politics of the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Encourage the players to maintain the visual and thematic identity of each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Are the radio operator in each camp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation has a single egregore spirit, created through ritual magic to represents the personification of the nation. The spirit may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they act to encourage the players to maintain the visual and thematic identity of their nation. &lt;br /&gt;
&lt;br /&gt;
The egregores are an effective channel for plot writers to deliver plot &amp;quot;news&amp;quot; to the players about what is going on in their nation. They work particularly closely with the player support team to try to help players get involved in the plot and also involved in the politics of the nation. &lt;br /&gt;
&lt;br /&gt;
They are a point of contact for Profound Decisions crew for players in a nation and will have a covert radio. This radio is for emergency situations, for example, needing to contact first aid.&lt;br /&gt;
&lt;br /&gt;
Some of the egregores are able to referee [[Create bond|bindings]] and [[rituals]]. You can check with your egregore if they are able to do this. If you wish to approach your egregore for non-urgent out-of-character business, please respect their roleplay and the roleplay of the people they are interacting with. Do not interrupt people who are roleplaying with the egregore with an out-of-character question unless it is urgent. Obviously, for a genuine emergency, you should get their attention as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Egregores are not there to make decisions for the nation or provide leadership or direction. They may take a role in their nation&#039;s elections - they may even vote, but their role is to support the nation, not to lead it.&lt;br /&gt;
&lt;br /&gt;
Although any magician can open the [[Sentinel Gate]], to take an entire nation through requires an egregore to use their link to the nation to take them all through.&lt;br /&gt;
&lt;br /&gt;
Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence primarily derives from what they can achieve through roleplaying. They need to be in touch with the politics of their nation to be able to get new players involved in it. &lt;br /&gt;
&lt;br /&gt;
===Current Egregores===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Nation&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Egregore Name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;OOC names&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Brass Coast&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Brass_Coast_Egregore|Dust, Flame and Glass]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Linette Withers, James Fishwick, Oliver Cattes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dawn&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Dawn_Egregore|The Knight of Roses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Keeley Knight, Dan Sandbrook&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
     &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Highguard&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Highguard_Egregore|Escon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Matt Heath, Charlie Bretherick&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;     &lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Imperial_Orc_Egregore|Grud The Unshackled]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rich Aidley&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The League&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[League_Egregore|Guise]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rick Jackson, Jon Pam, Charlotte Barrett&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The Marches&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Marches_Egregore|Jack-of-the-Marches]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Kat Wheeler, Merlin Hartley&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Navarr&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Navarr_Egregore|Liaven]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Liz Duggan, Dave Young, Katie Rogers &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Urizen_Egregore|Menos]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Toni Badnall, Liam Spinnage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Varushka&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Varushka_Egregore|Mother Varushka]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dave Kibblewhite,Simon Childs&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Wintermark&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Wintermark_Egregore|Sulkavaris, Knower of Names]]  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Harry Morris, Al Bevan, Mike Rees, &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brass Coast===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassCoast.jpg |align=left|caption=Brass Coast: Linette Withers}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassBunni.jpg |align=left|caption=Brass Coast: James Fishwick}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Brass Coast Oliver Glass.jpg |align=left||width=400||caption=Brass Coast: Oliver Cattes}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dawn===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DawnEgregore.jpg|align=left|caption=Dawn: Keeley Knight}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Dawn Dan 2.jpg|align=left|caption=Dawn: Dan Sandbrook}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Highguard===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Matt 2.jpg|align=left|caption=Highguard: Matt Heath}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Charlie Portrait.jpg|align=left|caption=Highguard;Charlie Bretherick}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Imperial Orcs===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Imperial Orcs Ricky 2.jpg|align=left|caption=Imperial Orc: Ricky Hywel }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The League===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=Egregore League Rick Landscape.jpg|align=left|wisth=400|caption=League: Rick Jackson}}&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore League Jon 2.jpg|align=left|caption=League: Jon Pam}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Marches===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Kit-the-mummer.jpg|align=left|caption=Marchers: Kathryn Wheeler }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Navarr===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Navarr_Egregore_Liz.jpg|align=left|caption=Navarr: Liz }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DaveYoung.jpg|caption=Navarr:Dave Young|align=left}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Urizen===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Urizen Liam 2.jpg|align=left|caption=Urizen: Liam Spinage}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140526-7869.jpg|align=left|caption=Urizen: Toni Badnall}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Varushka===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140418-6032.jpg|align=left|caption=Varushka: Dave Kibblewhite}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Varushka Si 2.jpg|align=left|caption=Varushka: Si Childs}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wintermark===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=AlBevan.jpg|align=left|caption=Wintermark: Al Bevan}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Harry 2.jpg|align=left|caption=Wintermark: Harry Morris}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Mike Portrait.jpg|align=left|caption=Wintermark: Mike Rees}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Crew Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Egregores]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=55596</id>
		<title>Egregores</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=55596"/>
		<updated>2017-09-03T17:33:31Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Egregores==&lt;br /&gt;
*  &#039;&#039;&#039;Are the first point of contact for players in each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A source of plot in the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Get players involved in the plot and in the politics of the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Encourage the players to maintain the visual and thematic identity of each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Are the radio operator in each camp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation has a single egregore spirit, created through ritual magic to represents the personification of the nation. The spirit may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they act to encourage the players to maintain the visual and thematic identity of their nation. &lt;br /&gt;
&lt;br /&gt;
The egregores are an effective channel for plot writers to deliver plot &amp;quot;news&amp;quot; to the players about what is going on in their nation. They work particularly closely with the player support team to try to help players get involved in the plot and also involved in the politics of the nation. &lt;br /&gt;
&lt;br /&gt;
They are a point of contact for Profound Decisions crew for players in a nation and will have a covert radio. This radio is for emergency situations, for example, needing to contact first aid.&lt;br /&gt;
&lt;br /&gt;
Some of the egregores are able to referee [[Create bond|bindings]] and [[rituals]]. You can check with your egregore if they are able to do this. If you wish to approach your egregore for non-urgent out-of-character business, please respect their roleplay and the roleplay of the people they are interacting with. Do not interrupt people who are roleplaying with the egregore with an out-of-character question unless it is urgent. Obviously, for a genuine emergency, you should get their attention as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Egregores are not there to make decisions for the nation or provide leadership or direction. They may take a role in their nation&#039;s elections - they may even vote, but their role is to support the nation, not to lead it.&lt;br /&gt;
&lt;br /&gt;
Although any magician can open the [[Sentinel Gate]], to take an entire nation through requires an egregore to use their link to the nation to take them all through.&lt;br /&gt;
&lt;br /&gt;
Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence primarily derives from what they can achieve through roleplaying. They need to be in touch with the politics of their nation to be able to get new players involved in it. &lt;br /&gt;
&lt;br /&gt;
===Current Egregores===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Nation&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Egregore Name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;OOC names&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Brass Coast&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Brass_Coast_Egregore|Dust, Flame and Glass]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Linette Withers, James Fishwick, Oliver Cattes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dawn&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Dawn_Egregore|The Knight of Roses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Keeley Knight, Dan Sandbrook&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
     &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Highguard&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Highguard_Egregore|Escon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Matt Heath, Charlie Bretherick&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;     &lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Imperial_Orc_Egregore|Grud The Unshackled]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rich Aidleyl&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The League&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[League_Egregore|Guise]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rick Jackson, Jon Pam, Charlotte Barrett&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The Marches&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Marches_Egregore|Jack-of-the-Marches]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Kat Wheeler, Merlin Hartley&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Navarr&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Navarr_Egregore|Liaven]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Liz Duggan, Dave Young, Katie Rogers &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Urizen_Egregore|Menos]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Toni Badnall, Liam Spinnage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Varushka&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Varushka_Egregore|Mother Varushka]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dave Kibblewhite,Simon Childs&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Wintermark&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Wintermark_Egregore|Sulkavaris, Knower of Names]]  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Harry Morris, Al Bevan, Mike Rees, &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brass Coast===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassCoast.jpg |align=left|caption=Brass Coast: Linette Withers}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassBunni.jpg |align=left|caption=Brass Coast: James Fishwick}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Brass Coast Oliver Glass.jpg |align=left||width=400||caption=Brass Coast: Oliver Cattes}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dawn===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DawnEgregore.jpg|align=left|caption=Dawn: Keeley Knight}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Dawn Dan 2.jpg|align=left|caption=Dawn: Dan Sandbrook}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Highguard===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Matt 2.jpg|align=left|caption=Highguard: Matt Heath}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Charlie Portrait.jpg|align=left|caption=Highguard;Charlie Bretherick}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Imperial Orcs===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Imperial Orcs Ricky 2.jpg|align=left|caption=Imperial Orc: Ricky Hywel }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The League===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=Egregore League Rick Landscape.jpg|align=left|wisth=400|caption=League: Rick Jackson}}&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore League Jon 2.jpg|align=left|caption=League: Jon Pam}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Marches===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Kit-the-mummer.jpg|align=left|caption=Marchers: Kathryn Wheeler }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Navarr===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Navarr Rich 2.jpg|align=left|caption=Navarr: Rich Loveday}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Navarr_Egregore_Liz.jpg|align=left|caption=Navarr: Liz }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DaveYoung.jpg|caption=Navarr:Dave Young|align=left}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Urizen===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Urizen Liam 2.jpg|align=left|caption=Urizen: Liam Spinage}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140526-7869.jpg|align=left|caption=Urizen: Toni Badnall}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Varushka===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140418-6032.jpg|align=left|caption=Varushka: Dave Kibblewhite}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Varushka Si 2.jpg|align=left|caption=Varushka: Si Childs}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wintermark===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=AlBevan.jpg|align=left|caption=Wintermark: Al Bevan}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Harry 2.jpg|align=left|caption=Wintermark: Harry Morris}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Mike Portrait.jpg|align=left|caption=Wintermark: Mike Rees}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Crew Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Egregores]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr&amp;diff=55006</id>
		<title>Navarr</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr&amp;diff=55006"/>
		<updated>2017-08-14T17:44:39Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;“Actions have consequences.”&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Corran_Summer_Crow-.jpeg|align=left|width=400|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the great forests they call home, through the cold lands of Wintermark and Varushka, to the Marcher fens, the high mountains of Urizen and even the streets of the League - the Navarr are the great travellers and pioneers of the Empire. Direct and efficient, few know better than they how to use the lands of the Empire to survive - and to fight. Practical, adaptable and focused, they do what they need to do to succeed. Fierce in appearance and dress, they have made themselves the allies of everyone who stands with civilisation and the savage and relentless foes of any who oppose it.&lt;br /&gt;
&lt;br /&gt;
The Navarr are the blood that runs through the Empire’s veins. Spirited, they throw themselves wholeheartedly into the job of serving the Empire. They carry news, messages and even people with them as they travel. For those who dwell in inhospitable places, the Navarr may be the only Imperial contact they have. Vigilant, they roam through the wild places of the Empire and keep a constant watch for the dangers that lurk there. They serve as the Empire&#039;s scouts - their work keeps the roads open and their warnings ensure the armies are ready to face the threat.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Binding.jpg|align=right|width=500|}}&lt;br /&gt;
The Navarr display their fierce heritage in battle. Warriors explode from ambush, slaughtering enemies with barbed spears. Navarr warlocks fuel magic with the primal power of blood. But in peace they are a generous people, noted for their festivities and celebrations to which all are welcome. Throughout the Empire travellers may stumble across Navarr settlements, the steadings, which offer welcome shelter and respite.&lt;br /&gt;
&lt;br /&gt;
More than anyone else the Navarr know how fragile civilisation can be. Centuries ago their forebears dwelled in cities, but they were lost to war with the orcs and magic run amok. They carry the memory of that loss with them everywhere they travel, and though they still seek to reclaim the lands they lost, what drives them more is the need to ensure that it does not happen again. The Navarr know what happens to an Empire that believes itself invincible. They have lost one Empire - they are determined they will not lose another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;“Navarri fight as Thorn.”&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Five things about the Navarr==&lt;br /&gt;
*&#039;&#039;&#039;The Empire is our home.&#039;&#039;&#039; They travel the Empire carrying messages, information and people across the land.&lt;br /&gt;
*&#039;&#039;&#039;Survival is change.&#039;&#039;&#039; Their lifestyle is one of constant change as they travel the wilds, and they adapt accordingly.&lt;br /&gt;
*&#039;&#039;&#039;Actions have consequences.&#039;&#039;&#039; The Navarr take the long view; they are often magnanimous and see their actions in terms of the effects they will have in years to come, not just today.&lt;br /&gt;
*&#039;&#039;&#039;You cannot betray your enemies.&#039;&#039;&#039; The Navarr are fierce in battle; they don&#039;t let sentiment get in the way of finding practical solutions to their problems.&lt;br /&gt;
*&#039;&#039;&#039;Tread carefully in wild places.&#039;&#039;&#039; The Navarr are vigilant to the dangers of the world they travel through.&lt;br /&gt;
&lt;br /&gt;
==What the Navarr are not==&lt;br /&gt;
*&#039;&#039;&#039;They are not uncivilised or outcasts.&#039;&#039;&#039; They may not possess all the trappings of civilisation now, but they once did. They helped form the Empire and see themselves as an essential part of it . They are happy to use any practical innovation of the Empire, so long as they can travel with it. Their somewhat brutal practicality may shock members of other nations, but it&#039;s born out of necessity, not ignorance.&lt;br /&gt;
*&#039;&#039;&#039;They are not animists, nature worshippers or Celts.&#039;&#039;&#039; The Navarr are adept at living in the wilds but they do not romanticize that lifestyle and they take a dim view of those who do. Their culture bears a few similarities with some Celtic mythology, but there are no triple goddesses, no Wild Hunt, no wholesale-lifted Celtic myth. The Navarr have their own stories.&lt;br /&gt;
&lt;br /&gt;
==The nation==&lt;br /&gt;
{{CaptionedImage|file=NavarrGang.jpg|align=right||width=600}}&lt;br /&gt;
=== Core brief ===&lt;br /&gt;
* [[Navarr people|The people]]&lt;br /&gt;
* [[Navarr culture and customs|Culture and customs]]&lt;br /&gt;
* [[Navarr look and feel|Look and feel]]&lt;br /&gt;
&lt;br /&gt;
=== Further reading ===&lt;br /&gt;
* [[Navarr history|History]]&lt;br /&gt;
* [[Navarr leadership|Leadership]]&lt;br /&gt;
* [[Navarr military concerns|Military concerns]]&lt;br /&gt;
* [[Navarr economic interests|Economic interests]]&lt;br /&gt;
* [[Navarr religious beliefs|Religious beliefs]]&lt;br /&gt;
* [[Navarr magical traditions|Magical traditions]]&lt;br /&gt;
* [[Navarr hearth magic|Hearth magic]]&lt;br /&gt;
* [[Navarr lineage and species attitudes|Lineage and species attitudes]]&lt;br /&gt;
* [[Navarr territories|Territories]]&lt;br /&gt;
* [[Navarr children|Children]]&lt;br /&gt;
* [[Navarr music|Music]]&lt;br /&gt;
* [[Navarr costumes|Costumes]]&lt;br /&gt;
&lt;br /&gt;
* [[Thoughts on Navarri attitude]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Navarr| ]]&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{pdf}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Corran_Summer_Crow-.jpeg&amp;diff=55005</id>
		<title>File:Corran Summer Crow-.jpeg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Corran_Summer_Crow-.jpeg&amp;diff=55005"/>
		<updated>2017-08-14T17:39:34Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: Corran Summer Crow,(as portrayed by Dan MacMillan)

Category:Photos:BethDooner Image by BethDooner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corran Summer Crow,(as portrayed by Dan MacMillan)&lt;br /&gt;
&lt;br /&gt;
[[Category:Photos:BethDooner]] [[:Category:Photos:BethDooner|Image by BethDooner]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_Egregore&amp;diff=54655</id>
		<title>Navarr Egregore</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_Egregore&amp;diff=54655"/>
		<updated>2017-07-26T17:39:47Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Liaven==&lt;br /&gt;
&lt;br /&gt;
The Navarri [[egregores|Egregore]] is Liaven, who shares a place in the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]] with all of [[Navarr]]. Tell Liaven your stories, share how you dance your place in the Dance.&lt;br /&gt;
&lt;br /&gt;
In Spring, Liaven is youthful and energetic, with possibility and curiosity in every step. In Summer, Liaven is more tempered; there is work to be done and preparations to make. In Autumn, time has passed, Liaven knows the path and steps surely. In Winter, Liaven is knowing and steady still, hair grey but eyes bright. Time is short, and life is hard, but there is readiness for what comes next, a looking forward to when Spring comes to again and new life flows once more.&lt;br /&gt;
&lt;br /&gt;
Liaven is all of these things in time as each season comes and goes, a reminder that all seasons pass, and all passings can be adapted to. Liaven is always watching and wandering the Empire near and far, to wherever the Navarr roam. Liaven can be found equally at home in the deepest Forest or the most Urban maze, never forgetting the past, or the consequences of not remaining vigilant, the fate of the lost cities an ever present reminder of the cost of failure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;“Sit, share a fire, rest your feet and tell your story.&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current Hosts===&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Navarr Egregore Liz Duggan.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Rhiannon&#039;&#039;&#039;====&lt;br /&gt;
Rhiannon is currently a member of the Fleet Foot Striding, who walk the lands around and on the Trods between Liathaven and Miaren, but have some regular drop-offs though Wintermark and Marches as need arises.  A small group, they carry news and messages for the settlements and Wayhouses on their route. They were formed by a group of scouts and thorns who were part of a larger striding.  They are renowned by those who use their services for their quick delivery.  Rhiannon Fleet Foot, one of their Physicks, became the Navarr Egregore, Liaven, in 370YE.  She now travels the Empire as Liaven, but the Fleet Foot Striding will always take a message to her, if it is needed.  Unsurprisingly, they have travelled much more widely since Rhiannon&#039;s place in the Great Dance changed.  In the Summer of 378YE, Rhiannon gave up the egregore spirit to fulfill an oath.  She returned from Reikos in 379YE, and agreed to take up the egregore spirit again, having fulfilled her oath for the time being.     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{CaptionedImage|file=DaveYoung.jpg|align=left|width=300}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Tal&#039;&#039;&#039;====&lt;br /&gt;
Born in Liathaven, Tal is a member of the Dancewalker striding, who are based in Liaven&#039;s Dance .  While delivering a message, he became trapped behind Jotun lines.  Heroes of Anvil were despatched to rescue him, and he was brought back to Anvil.  He is a powerful Vate but is keen to scout when on the battlefield.  Although very driven, when he is relaxing Tal is happy to have a drink, a laugh or a fight with anyone. When Rhiannon left Anvil, the Egregore spirit filled Tal, finding a Spring Vate to embody at the time when the ancient ritual to rebuild to Trods had been found.  When Rhiannon returned to Anvil in 379YE, the Egregore spirit rejoined with both Tal and Rhiannon, although why it did this is still being debated by the Guides of the Navarr. &lt;br /&gt;
Tal and Rhiannon have a strong friendship, even though they have spent little time together, their Egregore duties meaning they are rarely together in the same place long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Egregores]]&lt;br /&gt;
[[Category: Navarr]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=54580</id>
		<title>Karsk</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=54580"/>
		<updated>2017-07-25T22:17:44Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Veresk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Karskregions.png|title=A war-torn land|caption=Regions of karsk|align=left|width=508}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the &amp;quot;&#039;&#039;bloated crows of Karsk, grown fat from human flesh and suffering.&#039;&#039;&amp;quot; At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the Imperial orcs joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars including the last scion of the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny]] mining family.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
After a period of escalating raids, barbarian orcs invaded Karsk from the north in 368YE. In a series of surprise attacks they overwhelmed the border fortresses and pushed deep into the heart of the territory. The ferocity and sheer numbers involved in the assault took the Varushkans by surprise, and before the Empire could organize an effective counter-attack, Karsk had fallen. &lt;br /&gt;
&lt;br /&gt;
The campaign against the orcs stretched on for several decades. A few vales held out against the barbarians, backed up by some Imperial forces, a [[Varushka Magical Traditions#Cabalists|cabal]] or two and a few fellowships of [[warden|wardens]]. Scattered reports revealed that the initial strong invasion quickly stalled. It soon became clear that the invading orcs were fighting among themselves, and with some of the few remaining indigenous orcish bandit tribes.&lt;br /&gt;
&lt;br /&gt;
Following major offensives in [[#Moresvah|Moresvah]] and [[#Nitrost|Nitrost]] a strike team assaulted the town of [[Karsk#The Ruins of Isember|Isember]] in [[#Lestasny|Lestasny]] during the Spring Equinox 378YE. A focal point for traitors aiding the Thule, victory resulted in the destruction of the town and drove Thule forces back into the eastern regions. Karsk was once again in Imperial hands - but the campaign was far from over. The Thule forces showed no sign of abandoning the territory. As the year lengthened, [[378YE_Summer_Solstice_winds_of_war#Amid_Ruined_hills|the barbarians regrouped]] and in Autumn [[378YE_Autumn_Equinox_winds_of_war#A_Tale_of_Fog_and_Ravens|launched a counter-offensive]]. During the Autumn Equinox, Nitrost was lost following a concerted Thule offensive, and with it Imperial control of the territory.&lt;br /&gt;
&lt;br /&gt;
Within three months, however, the tide of war had turned back the other way. A major campaign by Varushkan, Navarr and Urizen forces aided by powerful ritual magic forced the Thule back out of Nitrost, returning the territory to Imperial hands. During the Winter Solstice 378YE, Karsk was once again made part of Varushka - but this time there was a good deal more discussion in the [[Imperial Senate]], and some talk of granting it to the [[Imperial Orcs]] as their first territory.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
===The Roads of Karsk===&lt;br /&gt;
In Autumn 379YE, a [[Rebuild_the_roads_of_Karsk|major public work&#039;s project]] was [[commission|commissioned]] to restore the devastated [[Varushkan Road|roads]] of Karsk. As a consequence, the roads are in excellent repair and almost every major settlement in Karsk is now connected to them, and through them to the rest of the Empire. A great deal of white granite was invested in the project, and every seventh stone was carefully prepared to reinforce the warding [[Varushka hearth magic|hearth magic]]. This [[great work]] not only increases the [[prosperity]] of every [[mine]] and [[forest]] in Karsk, but also speeded the recovery of the war-torn land. As a consequence, the Varushkan nation was [[Crow_on_the_cradle#Supply|able]] to begin [[Raise_Varushkan_army|restoring]] the [[Crow_on_the_cradle#Armies|Iron Helms]] army - and to [[Imperial_army#Maximum numbers of Imperial Forces|support]] a third army, much earlier than might otherwise have been possible.&lt;br /&gt;
&lt;br /&gt;
===Ivarsgard===&lt;br /&gt;
Once a prosperous settlement on the shores of [[the Semmerlak]], in the centuries before the [[The_Orc_Rebellion|orc revolt]] the vale grew rich from the profits of it’s slave labor fueled mines and forests. After the rebellion, the vale closed its [[mine|mines]], [[forest|forests]], and [[business|timber yards]] and developed a new economy based on foreign trade with [[fleet|ships]] constructed with the last output of its slave-based industry. &lt;br /&gt;
&lt;br /&gt;
When the Thule barbarians invaded, Ivarsgard fell before their armies. The [[Varushka_leadership|Boyar]] and his [[Varushka_military_concerns|Schlacta]] stayed behind allowing a small group of survivors to escape across the Semmerlak. The lucky ones who managed to flee founded a new home, near [[Karov#Malimorza|Karotny]], establishing the outpost of Ugleyzastava on the eastern shores of the lake. Those less fortunate were taken by the Thule and, in a cruel twist of irony, forced into the re-opened mines and lumber yards by their new orc overlords. While the slaves were freed when Lestazny was liberated, the ruins of Ivarsgard remained uninhabited save by squatters and borderland bandits for some time. One of the first to return was the late Aleksandra Irinova Prochnost. The [[Mark_the_Flesh_Incorruptible|preserved remains]] of the revered wise one have been placed with great reverence in a simple bier in what will one day be the central square of the settlement.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Spring Equinox 380YE, Senator Maarit [[commission|commissioned]] a project to [[Construct_vale_in_Karsk|rebuild the vale of Ivarsgard]]. White granite and weirwood were provided, as well as money to cover labour costs, but the materials and funds were supplemented by volunteer labour. A number of displaced citizens of Karsk had taken refuge in the forests here and, following discussions with the exiled Boyar of Ivarsgard, agreed to help rebuild the vale in return for a place within its walls. A call has gone out for survivors of the fall of Ivarsgard to return and lend their strength to restoring the [[prosperity]] of the reborn vale. &lt;br /&gt;
&lt;br /&gt;
As the Summer Solstice draws near, Ivarsgard is connected to [[#The_Roads_of_Karsk|the roads of Karsk]], and protected by a sturdy wall. A basic quay has been laid in, as well as a number of buildings - including an armory. While many of the structures inside the walls are currently tents, they are being supplemented by more permanent structures as the prosperity of the area continues to grow..&lt;br /&gt;
&lt;br /&gt;
=== Kosti ===&lt;br /&gt;
A high-walled fortified town still holding for the Empire, in hope that one day Karsk will build a better reputation back in Empire control. Well-shielded wagon-trains barrel down the road from Triosk with supplies. &lt;br /&gt;
&lt;br /&gt;
=== Oloy ===&lt;br /&gt;
Once a great centre for the making of defensive talismans. Wise Volhov, natural amber and the silence of isolation combined to make great magics. It fell so fast, few survived and those who did tell of great magical treasures hurriedly hidden. The Thule magicians rapaciously stripped the area of resources, and one of the few to survive their attentions was the [[Karsk#Proritsatel Oloy|Proritsatel Oloy]]. Much depleted, it nonetheless will provide a bounty of crystal mana to a [[Varushka_magical_traditions#Volhov|volhov]] brave enough to seek it out.&lt;br /&gt;
&lt;br /&gt;
=== Veresk ===&lt;br /&gt;
The front of the barbarian advance, and a focus of Imperial scouting activity. Wardens watching the area reported incidents of orcs fighting orcs within the barbarian encampments there. Many of the permanent buildings of Veresk have been torn down, but the [[Karsk_spoils_of_war#Vereski_Stzena|Vereski Stzena]] still tend to the spiritual needs of the huddled survivors, too stubborn to leave their homes.&lt;br /&gt;
A recent addition to Veresk is the The Empress of all Goats Theatre, build by the Eternal [[Barien]] for Hubert Annanovich Gremani as a reward for completing a Challenge from the Iron Duke.&lt;br /&gt;
&lt;br /&gt;
=== Broken Barrow === &lt;br /&gt;
A scattered set of stone structures atop a mound. A great stone slab lies in two pieces on top of the central structures. Legend says that its a barrow, but it’s not clear who lay there - it appears empty. Others believe it might have been a settlement. It is not a place where Varushkans will linger after dark. Interestingly, scouts report that it appears to have been left alone by the barbarian invaders.&lt;br /&gt;
&lt;br /&gt;
===The Ruins of Isember ===&lt;br /&gt;
Grew rich off the back of orc slaves, hacking prime timber out of the rich forests overseen by hard-eyed schlacta. When the slaves were freed, and the mercenary spearmen left, the wolves in the forest grew bolder. Isember was in decline long before the orcs came, known as a violent place where anyone could carve out a new living for themselves, with no questions asked as to their background. Evidence came to light that many of the town’s inhabitants may have made bargains with the invaders, and that exiles and outlaws from across the Empire were coming here to fight under the Thule banners. In Spring 378YE a decisive battle was fought here, and the town of Isember largely ruined in what was a turning point in the war with the Thule. The people of Karsk show little interest in rebuilding it.&lt;br /&gt;
&lt;br /&gt;
One of the few structures still standing is the poorly-named [[Karsk_spoils_of_war#The_Sovereigns_Heart|Sovereigns Heart]], a hostelry that saw excellent [[business]] during the liberation of Karsk, primarily serving Imperial troops raiding the Thule. It proved especially popular with [[Imperial Orcs]] and [[Wintermark]] raiders alike. The precarious nature of the inn - right on the edge of Thule-claimed territory - added a certain dark desperation to the drinking and fighting that were a regular feature of a night spent here. It remains to be seen what effect a lasting [[Accept_Thule_peace_treaty|peace with the Thule]] will have on business here.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Branoc===&lt;br /&gt;
Hilly Branoc is the site of the sinister [[#broken barrow|broken barrow]]. The entire region has a bad reputation, as do several of the vales established here. During the war to liberate Karsk from the Thule, the introverted Varushkan folk of these vales fought under a single banner - and not always on the side of the Empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Crowslook===&lt;br /&gt;
A desolate hilly region, the site of many mines … and the site of vicious fighting with the Imperial orcs during the orc rebellion. This is the site of a powerful Winter [[regio]] raised by the Thule during the Winter of 376YE, and of the cursed [[Karsk_spoils_of_war#Moye_Mucheniye|Moye Mucheniye]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kopevnost===&lt;br /&gt;
Site of &#039;&#039;&#039;Kosti&#039;&#039;&#039;, a well built town with low walls in a defensible position. It was never captured by the Thule. The region has a long, gentle coast and has served in the past as a valuable place for food and supplies to be delivered to the defenders of Karsk. A recent murder here brought to light the presence of a [[Varushkan_Monster#Mora|mora]] in the heart of Kosti, and the [[Karsk_spoils_of_war#Travy_Mudrosti|Travy Mudrosti]] is the remnant of her tragic tale. The citizens of Kosti asked that the [[herb garden]] be added to the [[Karsk spoils of war|spoils of war]], no doubt concerned that any curse she may have left might fall on one of their families.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Krevsaty===&lt;br /&gt;
The rolling hills of Krevsaty is the site of the remains of the settlement of [[#Oloy|Oloy]]. The Thule are believed to have a large camp there, extracting as much ambergelt as possible from the surrounding areas. Some scouts suggest they have enslaved a number of talismancers captured when Krevasty fell to the barbarians. The region is the base of operations of a powerful Thule [[Thule#Thule#Warriors_of_the_Thule|warlock]] practitioner of Spring ritual magic. Along the northern border with neighbouring [[Volodmartz]] lies the [[Karsk_spoils_of_war#Krevsaty_Yelta|Krevsaty Yelta]], one of the richest [[Materials#Ambergelt|ambergelt]] [[forest|forests]] in Karsk - and one that has managed to remain largely untouched by the barbarians. With Krevasty in Thule hands it is difficult to reach overland, but the long route through Volodmartz still allows the bounty of ambergelt to be claimed by those brave enough to pass through trackless hills and forests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Lestasny===&lt;br /&gt;
In the south of Lestazny stands the rebuilt vale of &#039;&#039;&#039;[[#Ivarsgard|Ivarsgard]]&#039;&#039;&#039; - a newly restored haven for settlers in Karsk, along the northern shores of [[the Semmerlak]]. Previously this forested region was the location of the town of &#039;&#039;&#039;[[#The Ruins of Isember|Isember]]&#039;&#039;&#039;; a wretched hive of scum and villainy.  A great distance to the east of the ruins of Isember lie the [[Karsk_spoils_of_war#Mir_Mozga|Mir Mozga]] - a barren stretch of pines, surprisingly rich in [[Materials#Dragonbone|dragonbone]]. The [[forest]] has been ignored by the Thule, for some reason; scouts speak of being watched, but with no sign of any living creatures larger than a squirrel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Moresvah===&lt;br /&gt;
Reasonably hilly and has [[the Semmerlak|a long, rocky coast]]; it was one of the last regions to be taken by the Thule. For many years defenders from the three largest mining families - the Malinov, the Sloev and the Pravin - held out and fought the Thule using the isolated mines and networks of tunnels to avoid capture. Following their liberation by Imperial forces in Winter 377YE the three families broke into their reserves of equipment and materials to offer valuable [[Casualties#Resupply|resources]] to the armies fighting the Thule here.&lt;br /&gt;
&lt;br /&gt;
Not every mine in Moresvah was so lucky - the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny Zheleza]] for example was thoroughly plundered by the barbarians during the occupation. This did not stop the Sloev family attempting to take control of the mine in Spring 378YE, but tey abruptly withdrew their petition and the mine ultimately fell under the jurisdiction of the [[Imperial Military Council|military council]] as a [[Spoils of war|spoil of war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Nitrost===&lt;br /&gt;
A hilly region, where the ruins of Veresk stand – those buildings that have not been torn down by the invaders have been damaged during the internecine fighting between orc bands. With the region returned to Imperial hands, the slow business of rebuilding can begin. Not everyone wishes to remain in Nitrost, however. The [[Varushka_military_concerns|schlacta]] known as [[Karsk_spoils_of_war#Slava.27s_Schlacta|Slava&#039;s Schlacta]] saw their vale overrun by Thule and lost their boyar in the recent war of liberation. With their homes gone, most are looking for a new captain to lead them against the enemies of Varushka.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the beginning of Autumn 379YE, Imperial forces control the regions of Kopevnost, Moresvah, Lestasny, Nitrost, Crowslook, and Branoc. The Thule still control Krevasty. The territory is under Imperial control. &lt;br /&gt;
* A list of the [[spoils of war]], allocated by the [[Imperial Military Council|Military Council]] at the Summer Solstice 378YE can be found [[Karsk spoils of war|here]].&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Under_the_red_sky&amp;diff=54506</id>
		<title>Under the red sky</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Under_the_red_sky&amp;diff=54506"/>
		<updated>2017-07-23T23:08:34Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Tharim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:381YE]][[Category:Recent History]][[Category: Summer Soltice81YE]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The white skinned herald stumbled down the dark corridor in the dank castle. The smell of mould hardly seemed to bother him anymore. It was better than the alternative. He shuddered, remembering his former life in the frozen donjon below he ground. Tharim was not the worst master and although he served the court, he would rather serve the Bound King than the other two – not that he would dare say &#039;&#039;that&#039;&#039; out loud. Not where &#039;&#039;anyone&#039;&#039; could hear him.&lt;br /&gt;
&lt;br /&gt;
When he arrived there was a heated argument underway in Tharim’s throne room. Surat’s growling voice could be heard, echoing across the chambers. He had arrived in the middle, and it did not look like it would be a short conversation. All three of them were present.&lt;br /&gt;
&lt;br /&gt;
Skathe, sat to one side in the guise of a delicate, winsome lass. Before her, a pile of magazines spread out across a low table of polished bone. The covers were adorned with pictures of skulls and bones. She did not appear to be reading them, simply studying them, her black eyes unblinking.&lt;br /&gt;
&lt;br /&gt;
Tharim, as always, sat in his throne, manipulating small pieces of jewellery, turning them in his arthritic fingers, glaring at Surat.&lt;br /&gt;
&lt;br /&gt;
The Charred Knight strode back and forth with a gobbet of venison in one hand shouting obscenities at the other two as he did so.&lt;br /&gt;
&lt;br /&gt;
The herald clutched the scrap of paper in his hand, and tried to make him as small as possible. Tharim ignored his entrance.  &lt;br /&gt;
&lt;br /&gt;
Surat, however, turned and glared at him. The only thing that made him more afraid than being under the gaze of Surat was the wry smile with which Skathe was favouring him. He collapsed prone before the frozen throne, his eyes closed, thrusting out the piece of paper, an offering to his liege.&lt;br /&gt;
&lt;br /&gt;
Tharim dropped the rings he was examining. They rolled here and there on the stone floor, and one of his broken servants scuttled out from the side of the throne to collect them. He indicated that the herald should hold the letter for him to read. The herald rose, presenting the letter, gritting his teeth as he used every iota of will to keep the parchment steady. His lord read it carefully, a slow, bitter smile spreading across his cold face as he did so. &lt;br /&gt;
&lt;br /&gt;
Without warning, the note was snatched from his hand by a mailed fist. Surat read it aloud, his burnt face a mask of contemt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They want another meeting! You are certainly popular at the moment, aren&#039;t you? Ha! I see that they wish to take on some of your curse, even! How fortunate are you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Skulking in the shadows again?&amp;quot; Skathe swept the magazines from her table onto the floor. &amp;quot;They are happy enough to trade for our winter&#039;s blood,and take our gifts when it suits them, spurning us should we be so gauche as to ask for recompense. Never do they think to ask what price &#039;&#039;we&#039;&#039; might be for our beneficence! I think it is time for the court to meet with the Empire, to make some things clear to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good,&amp;quot; Surat spat meat across the room as he spoke. It steamed where it lay. &amp;quot;I would like to meet this Empress of Flowers or whoever she sees fit sending to speak to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tharim looked at the two members of his court.  He was not going to get away with meeting without them.  &amp;quot;Very well, tell them we shall parley if they wish.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The herald nodded and then turned away, shuffling backwards down the long corridor, hearing the bitter, mocking, hateful laughter of the three echo in his ears behind him.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[eternals]] are prominent supernatural beings who inhabit magical realms beyond the reach of the mortal world and whose abilities rival that of the more powerful ritual teams in the Empire as a result of their magical abilities and dominion over their realms. Dealings with them can bring many benefits - but it can also carry some risk... For those who are prepared to deal with them - the first challenge is to make contact - for all eternals are bound by magic to their realm and can never leave it. &lt;br /&gt;
&lt;br /&gt;
The simplest way to make contact is to ask a herald to convey your message to their master - but that is only useful if you can find the right herald. An easier route is to ask a herald to take a message to an eternal they do not serve - but many will refuse to serve as a courier for another power and some will be angered by such a request.&lt;br /&gt;
&lt;br /&gt;
Magic offer other means - there are codified rituals that some Imperial magicians have created that allow them to communicate with a named eternal. Rituals like [[Missive for Sadogua]] are part of Imperial lore , where as others are only taught to the most trusted of mages. Few of these rituals guarantee a reply however. &lt;br /&gt;
&lt;br /&gt;
The most certain route is to request the aid of the six [[Archmage|Archmagi]] who represent the Empire to the eternals, and the eternals to the Empire. Each possesses the power of [[Archmage#Plenipotentiary|plenipotentiary]] - the power to send a formal message to one of the eternals of their realm each summit. Such a message is guaranteed to reach the eternal - and almost guaranteed to bring a reply. No eternal who wishes to maintain relations with the Empire will fail to respond to the missive - even if those relations are currently strained.&lt;br /&gt;
&lt;br /&gt;
The nature of the plenipotentiary missive is such that it serves as a powerful invitation making it easier for the eternal to respond. An eternal who is sent a missive by an archmage of the [[Imperial Conclave]] is able to enter the Hall of Worlds at the next summit regardless of any state of emnity that may exist. It is not unknown for an eternal to take the opportunity to appear with their entourage in the Hall of Worlds in parlay, though most choose a more low-key response. A peaceful response is not the only option however though it is exceptionally rare for an eternal to respond with force.&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
During the Spring Equinox, five of the Imperial Archmagi used their power of plenipotentiary to contact eternals. Eternals do not always respond publicly to plenipotentiary messages, but in this case each of the five has chosen to make an open, formal response.&lt;br /&gt;
&lt;br /&gt;
Magicians of the Empire who are politically active have many ways of being appraised of these messages. In cases where the eternal requests a formal [[Archmage#Parley|parley]] the civil service plays a role in publicizing and arranging the meeting. In other cases, creatures of the realm about their business in the mortal world will mention the upcoming meeting - or may deliver formal messages to powerful or influential magicians directly.&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=100}}&lt;br /&gt;
===Llofir===&lt;br /&gt;
Rosamund Holt, Archmage of Spring, has contacted The Quiet One,  [[Llofir]].&lt;br /&gt;
&lt;br /&gt;
Two months before the Summer Solstice, two heralds of Llofir - small rotting creatures with mushrooms growing out of their flesh - appear in the Hall of Worlds. Eventually a civil servant appears and they are able to pass on their message, that Lofir declines to appear for formal parlay with the Spring Archmage, however, they have agreed to send messenger heralds to the Hall of Worlds to speak to the Archmage around one hour after midday on the Saturday.&lt;br /&gt;
{{CaptionedImage|file=SummerRune.jpg|align=right|width=100}}&lt;br /&gt;
===Barien===&lt;br /&gt;
Solomon of the Shattered Tower, Archmage of Summer, has contacted the Iron Duke, [[Barien]] to speak about the arrangement of a large tournament to see which Eternal shall have the patronage of the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]].&lt;br /&gt;
&lt;br /&gt;
[[Barien#Castellan|Castellan]] has agreed that she will meet personally with Solomon on the Saturday of the Summer Solstice, to discuss the matter over drinks and a light lunch. Barien has sent word that the challenge has been accepted by the Nobles of the Summer Realm but they refuse to partake of such a challenge before the Autumn Equinox - as they must have time to allow each of them to chose their champions and prepare fully for this conflict.&lt;br /&gt;
&lt;br /&gt;
Barien has confirmed  that the following Eternals will be sending heralds to find champions. [[Eleonaris]], Queen of the Fields of Glory.  &#039;&#039;&#039;Jaheris&#039;&#039;&#039;, Prince of the Shadowed Forest, [[Cathan Canae]], Queen of Ice and Darkness, [[Meraud]], the Golden Magician, [[Rhianos]], Regent of the Eternal sea and [[Adamant]], King of the Golden Deeps. Barien himself is remaining neutral in this matter and there has been no responce from [[Hayaak]] or others in the realm.&lt;br /&gt;
&lt;br /&gt;
The icy winds that were damaging the [[Varushka|Varushkan]] vale of  [[Miekarova#Srodkoja|Volchitrava]] have stopped and there seems to be no sign of [[Cathan Canae|Cathan Canae&#039;s]] anger at this moment.&lt;br /&gt;
&lt;br /&gt;
This is not a formal request for parley - it is advance warning that the Eternals of Summer intends to send representatives to speak to the people of the Empire and to chose or test champions. Castellan will have more details although it is clear that the Summer Realm plan to be proactive over the season in finding and supporting champions. &lt;br /&gt;
{{CaptionedImage|file=WinterRUne.jpg|align=right|width=100}}&lt;br /&gt;
&lt;br /&gt;
===Tharim===&lt;br /&gt;
Syrus Skybreaker, Archmage of Winter, has sent a second plenipotentiary message to [[The_Thrice-cursed_Court#Tharim|Tharim]], the Bound King of [[the Thrice-cursed Court]].&lt;br /&gt;
&lt;br /&gt;
Unlike the previous muted response, Shakle, a herald of Tharim has come to speak to the civil service personally. The herald has conformed that a full formal parlay with The Three will take place at midnight on the Friday night of the summit.&lt;br /&gt;
&lt;br /&gt;
Tharim, the Bound King has agreed to speak about other things but especially involving the forging of chains to take on part of his curse. [[The_Thrice-cursed_Court#Skathe|Skathe]], The Hag Queen has sent a cryptic message that she is interested in speaking about fashion as part of this parlay. [[The_Thrice-cursed_Court#Surut|Surut]], the Charred Prince has requested a representative of the [[Empress_Lisabetta|Imperatrix Lisabetta]] who he would like to speak to in a formal capacity. Whatever their real purpose it is clear is that this time the Court wish to address as many of the Empire as will listen.&lt;br /&gt;
&lt;br /&gt;
Any magician of the Empire may attend, but it is at the discretion of the Winter Archmage who may speak during a formal parley.  &lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=100}}&lt;br /&gt;
&lt;br /&gt;
===Roshanwe===&lt;br /&gt;
Gancius Dellamotte di Sarvos, Archamge of Day has contacted the Navigator, [[Roshanwe]] and invited her to meet with the Empire.&lt;br /&gt;
&lt;br /&gt;
One month before the Solstice, three thin-lipped humanoids with fish like features enter the Hall of the Worlds to speak to the civil service. Two of them wear long white robes and have their faces cowled, the third wears chainmail and plate under a long white tabard and bares a two handed sword strapped to their back.  They bring a simple message, &amp;quot;The Mariner will be arriving to speak to the Mages of the Empire at five o&#039;clock of the Saturday of the Summer Solstice  to discuss matters arising from the recently held Symposium.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Mariner is a common epithet for Roshanwe, so it may be that the eternal intends to appear in person - but identity can be fluid in the realms so it may indicate that some major herald will come forth to discuss matters instead. Whatever happens it seems clear that while this may not be a formal parley, Roshnwe is taking the Archmage&#039;s invitation very seriously.&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=100}}&lt;br /&gt;
===Lashonar===&lt;br /&gt;
Elyssiathain of Endsmeet, Archmage of Night, has sent a message to the Guardian of the Southern Skies, [[Lashonar]].&lt;br /&gt;
&lt;br /&gt;
One month before the Summer Solstice, flocks of brightly coloured parrots are seen across the Empire, landing nearby large groups and proclaiming in song that the Conscience of Kings will be happy to face the challenge of music and song proposed for the Winter Solstice. &lt;br /&gt;
&lt;br /&gt;
In a more subdued meeting, two almost-human looking heralds in traditional brass coast grab approach the civil service in Anvil. They bring two things from Lashonar. The first is a message that he will arrive in the hall of worlds at around 3 o&#039;clock on the Saturday of the Summer Solstice.  The second is a small note, written to Murit that is being returned apparently unopened and unread.&lt;br /&gt;
&lt;br /&gt;
It is clear that Lashonar is taking this challenge very seriously and is sending heralds to the hall of worlds to discuss terms.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Day !! Time !! Eternal !! Realm !! Meeting&lt;br /&gt;
|-&lt;br /&gt;
| Friday || Midnight|| Thrice Cursed Court || Winter || Parley&lt;br /&gt;
|-&lt;br /&gt;
| Saturday || 1pm || Llofir || Spring || Heralds&lt;br /&gt;
|-&lt;br /&gt;
| Saturday || 3pm || Lashonar || Night || Heralds&lt;br /&gt;
|-&lt;br /&gt;
| Saturday || 5pm || Roshanwe || Day || Meeting&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Pay_in_blood&amp;diff=54440</id>
		<title>Pay in blood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Pay_in_blood&amp;diff=54440"/>
		<updated>2017-07-23T16:45:00Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:381YE]][[Category:Recent History]][[Category: Summer Solstice 381YE]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;The great beast pursued them down the corridor, ichor dripping from it&#039;s jaws, it&#039;s terrible eyes filled with rage. The two ran for their lives, Mila at the front and her guide a heartbeat behind her... could they make it to freedom?!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Darko stopped his mock run and his story with it - ostensibly to draw breath. He looked around at the sea of young faces seated before him, wrapt in shadows discarded by the dying sun. The silence commanded their attention; every tongue was still, every eye was on him. It was time for the finale.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;With a great roar the beast leapt into the air and pounced on the lad. He was seized in those terrible jaws - and the monster shook him so violently that his neck snapped like kindling. Dead before he could utter a scream.&amp;quot; There was a low moan of terror from the assembled children so the storyteller took the opportunity to remind everyone present that the same gruesome fate would await any one of them should they wander abroad at night. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;As soon as Milla saw what had happened, the clever Volhov stopped in her tracks. She cast her fear aside and turned to face the terrible creature. As she did so the Masquerade that had hidden the young lad&#039;s milk white skin and sharp teeth faded leaving his lineage plain for all to see. Demon Beast! - she cried - you swore an oath to protect the draughir of this vale. Now one lays slain by your own hand!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Darko mimed the Volhov&#039;s motions as he raced to the end of his story. This was one of his best tales, but he didn&#039;t want to be on the road again before the bad weather passed, so he needed to make this good.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The beast shook and screamed - but it knew in that moment that the sly Volhov had tricked it! The argument, the pursuit, the lad&#039;s death - all by clever Mila&#039;s design - to trick the creature into breaking it&#039;s oath. As it screamed - it shook so violently that the fur flew from it - and then an instant later, it lay stone dead. Mila had defeated the terrible Skinchanger of Bogdan&#039;s Vale and saved the people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He straightened up, letting the tension of his story fall from him. A moment later the kids were on their feet, clamouring round him, begging him for another story. &amp;quot;Tomorrow, tomorrow!&amp;quot; he cried laughing with honest joy. A hard rain had been falling all day - it would be a blessed relief to perform here for a few days.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Shortly after the Spring Equinox, magicians across the Empire begin to report problems performing [[rituals|ritual magic]]. It soon becomes apparent that it is only [[Spring_ritual|Spring rituals]] that are affected and only those that are attempted using a [[regio]]. Magicians in [[Urizen]] quickly identify that their Spring regios have lost their power entirely. [[Call Winged Messenger|Winged messengers]] fly back and forth across the Empire but this communion only confirms the worst. All the regios of the Empire have been affected - no Imperial magician is able to call on the power of the regio to power a Spring ritual.&lt;br /&gt;
&lt;br /&gt;
Initially, magicians are at a loss to explain the phenomena. If this is some fell [[curse]] it is not revealed by the [[Wisdom of the Balanced Blade]] - indeed it seems impossible to discern with &#039;&#039;any&#039;&#039; form of magical divination. Eventually though, historians pouring over books of magic discover a description of a similar event from the reign of [[Empress Deanne]]. Apparently, during her reign, a [[Archmage#Parlay|formal parlay]] between the [[Archmage]] of Winter and representatives of the [[eternals|eternal]] [[Wendigo]] (then under enmity for ... well the usual reasons) was disrupted by [[Highguard|Highborn]] [[magister|magisters]]. In the excitement, both representatives of the eternal were destroyed.&lt;br /&gt;
&lt;br /&gt;
Within a week of their destruction, Imperial magicians found it impossible to access the power of Winter regio. The magicians of the time tried everything imaginable to resolve the problem - but there was simply nothing that could be done but endure the loss. Even those regio in foreign lands were closed to them... though they functioned as normal for others. &lt;br /&gt;
&lt;br /&gt;
The catastrophic state persisted for a year before it finally abated. Eventually the power of the regio returned four seasons later as if nothing had happened. The research carried out at the time indicated that that this was the &amp;quot;terrible price&amp;quot; paid by the Empire for disrupting a formal parlay. The reports say that the year was plagued by reports of a surge in activity by agents of the Howler in the Wastes although whether that was a result of the magical effect or just Wendigo causing trouble was never established with any certainty.&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
Citizens of the Empire have lost the ability to draw on the power of Spring regio. The regio are still there, as are the [[operate portal|portals]] at their hearts which can be used freely, but Imperial citizens cannot access their power to work ritual magic. &lt;br /&gt;
&lt;br /&gt;
This has two primary effects. &lt;br /&gt;
&lt;br /&gt;
Firstly, no Imperial citizen can [[Regio#Using_Regio|draw on the power of a regio]] to enhance their ability to perform Spring rituals.&lt;br /&gt;
&lt;br /&gt;
Secondly, no Imperial citizen can use the [[Regio#The_Imperial_Regio|Imperia regio]] to target a Spring ritual into an Imperial [[territory]], nor use a regio in a territory to invoke Spring magic to effect the entire territory. This has profound impact on the ability of Imperial magicians to use rituals such as [[Foam and Spittle of the Furious Sea]], [[Forge the Wooden Fastness]], [[Rivers of Life]], [[Rivers Run Red]], [[Thunderous Tread of the Trees]], [[Mountain Remembers Its Youth]], [[Thunderous Deluge]], [[The Dance of Navarr and Thorn]], and [[Hallow of the Green World]]. In effect, these rituals have become impossible to perform.&lt;br /&gt;
&lt;br /&gt;
These disadvantages apply to Imperial magicians &#039;&#039;everywhere&#039;&#039; - even regio in conquered territories such as [[Liathaven]] are affected. However, they &#039;&#039;only&#039;&#039; apply to Imperial citizens - nothing will prevent a [[coven]] of [[Thule]] (for example) from using a spring regio inside the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
Furthermore, these disadvantages apply to &#039;&#039;any&#039;&#039; attempt to use a regio. For example, the [[Cyclic_magic#Magic|ritual targeting]] ability of the [[Urizen_military_concerns#Citadel_Guard|Citadel Guard]] to focus a Spring ritual into a territory as if it were at a Spring regio there will not overcome this problem. Using a ritual such as [[Align the Celestial Net]] to transform a regio into a Spring regio will not work. Any object or magical effect that allows a ritual to be performed as if a coven were at a strong Spring regio will fail. And so forth.&lt;br /&gt;
&lt;br /&gt;
How long this problem will persist is unknown at this time. It is likewise also unknown if there are any actions the Empire can take to reduce or remove the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While the Imperial regio at Anvil allows magicians to empower any of the six realms, for purposes of trying to perform Spring magic it is treated as a Spring regio.&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=54404</id>
		<title>Egregores</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=54404"/>
		<updated>2017-07-23T11:02:36Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Egregores==&lt;br /&gt;
*  &#039;&#039;&#039;Are the first point of contact for players in each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A source of plot in the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Get players involved in the plot and in the politics of the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Encourage the players to maintain the visual and thematic identity of each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Are the radio operator in each camp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation has a single egregore spirit, created through ritual magic to represents the personification of the nation. The spirit may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they act to encourage the players to maintain the visual and thematic identity of their nation. &lt;br /&gt;
&lt;br /&gt;
The egregores are an effective channel for plot writers to deliver plot &amp;quot;news&amp;quot; to the players about what is going on in their nation. They work particularly closely with the player support team to try to help players get involved in the plot and also involved in the politics of the nation. &lt;br /&gt;
&lt;br /&gt;
They are a point of contact for Profound Decisions crew for players in a nation and will have a covert radio. This radio is for emergency situations, for example, needing to contact first aid.&lt;br /&gt;
&lt;br /&gt;
Some of the egregores are able to referee [[Create bond|bindings]] and [[rituals]]. You can check with your egregore if they are able to do this. If you wish to approach your egregore for non-urgent out-of-character business, please respect their roleplay and the roleplay of the people they are interacting with. Do not interrupt people who are roleplaying with the egregore with an out-of-character question unless it is urgent. Obviously, for a genuine emergency, you should get their attention as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Egregores are not there to make decisions for the nation or provide leadership or direction. They may take a role in their nation&#039;s elections - they may even vote, but their role is to support the nation, not to lead it.&lt;br /&gt;
&lt;br /&gt;
Although any magician can open the [[Sentinel Gate]], to take an entire nation through requires an egregore to use their link to the nation to take them all through.&lt;br /&gt;
&lt;br /&gt;
Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence primarily derives from what they can achieve through roleplaying. They need to be in touch with the politics of their nation to be able to get new players involved in it. &lt;br /&gt;
&lt;br /&gt;
===Current Egregores===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Nation&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Egregore Name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;OOC names&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Brass Coast&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Brass_Coast_Egregore|Dust, Flame and Glass]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Linette Withers, James Fishwick, Oliver Cattes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dawn&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Dawn_Egregore|The Knight of Roses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Keeley Knight, Dan Sandbrook&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
     &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Highguard&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Highguard_Egregore|Escon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Matt Heath, Charlie Bretherick&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;     &lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Imperial_Orc_Egregore|Grud The Unshackled]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Ricky Hywel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The League&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[League_Egregore|Guise]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rick Jackson, Jon Pam, Charlotte Barrett&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The Marches&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Marches_Egregore|Jack-of-the-Marches]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Kat Wheeler&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Navarr&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Navarr_Egregore|Liaven]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rich Loveday, Liz, Dave Young &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Urizen_Egregore|Menos]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Toni Badnall, Liam Spinnage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Varushka&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Varushka_Egregore|Mother Varushka]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dave Kibblewhite,Simon Childs&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Wintermark&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Wintermark_Egregore|Sulkavaris, Knower of Names]]  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Harry Morris, Al Bevan, Mike Rees, &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brass Coast===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassCoast.jpg |align=left|caption=Brass Coast: Linette Withers}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassBunni.jpg |align=left|caption=Brass Coast: James Fishwick}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Brass Coast Oliver Glass.jpg |align=left||width=400||caption=Brass Coast: Oliver Cattes}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dawn===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DawnEgregore.jpg|align=left|caption=Dawn: Keeley Knight}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Dawn Dan 2.jpg|align=left|caption=Dawn: Dan Sandbrook}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Highguard===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Matt 2.jpg|align=left|caption=Highguard: Matt Heath}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Charlie Portrait.jpg|align=left|caption=Highguard;Charlie Bretherick}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Imperial Orcs===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Imperial Orcs Ricky 2.jpg|align=left|caption=Imperial Orc: Ricky Hywel }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The League===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=Egregore League Rick Landscape.jpg|align=left|wisth=400|caption=League: Rick Jackson}}&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore League Jon 2.jpg|align=left|caption=League: Jon Pam}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Marches===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Kit-the-mummer.jpg|align=left|caption=Marchers: Kathryn Wheeler }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Navarr===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Navarr Rich 2.jpg|align=left|caption=Navarr: Rich Loveday}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Navarr_Egregore_Liz.jpg|align=left|caption=Navarr: Liz }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DaveYoung.jpg|caption=Navarr:Dave Young|align=left}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Urizen===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Urizen Liam 2.jpg|align=left|caption=Urizen: Liam Spinage}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140526-7869.jpg|align=left|caption=Urizen: Toni Badnall}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Varushka===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140418-6032.jpg|align=left|caption=Varushka: Dave Kibblewhite}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Varushka Si 2.jpg|align=left|caption=Varushka: Si Childs}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wintermark===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=AlBevan.jpg|align=left|caption=Wintermark: Al Bevan}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Harry 2.jpg|align=left|caption=Wintermark: Harry Morris}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Mike Portrait.jpg|align=left|caption=Wintermark: Mike Rees}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Crew Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Egregores]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_Egregore&amp;diff=54403</id>
		<title>Navarr Egregore</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_Egregore&amp;diff=54403"/>
		<updated>2017-07-23T11:01:00Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Liaven==&lt;br /&gt;
&lt;br /&gt;
The Navarri [[egregores|Egregore]] is Liaven, who shares a place in the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]] with all of [[Navarr]]. Tell Liaven your stories, share how you dance your place in the Dance.&lt;br /&gt;
&lt;br /&gt;
In Spring, Liaven is youthful and energetic, with possibility and curiosity in every step. In Summer, Liaven is more tempered; there is work to be done and preparations to make. In Autumn, time has passed, Liaven knows the path and steps surely. In Winter, Liaven is knowing and steady still, hair grey but eyes bright. Time is short, and life is hard, but there is readiness for what comes next, a looking forward to when Spring comes to again and new life flows once more.&lt;br /&gt;
&lt;br /&gt;
Liaven is all of these things in time as each season comes and goes, a reminder that all seasons pass, and all passings can be adapted to. Liaven is always watching and wandering the Empire near and far, to wherever the Navarr roam. Liaven can be found equally at home in the deepest Forest or the most Urban maze, never forgetting the past, or the consequences of not remaining vigilant, the fate of the lost cities an ever present reminder of the cost of failure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;“Sit, share a fire, rest your feet and tell your story.&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Current Hosts===&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Navarr Egregore Liz Duggan.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rhiannon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rhiannon is currently a member of the Fleet Foot Striding, who walk the lands around and on the Trods between Liathaven and Miaren, but have some regular drop-offs though Wintermark and Marches as need arises.  A small group, they carry news and messages for the settlements and Wayhouses on their route. They were formed by a group of scouts and thorns who were part of a larger striding.  They are renowned by those who use their services for their quick delivery.  Rhiannon Fleet Foot, one of their Physicks, became the Navarr Egregore, Liaven, in 370YE.  She now travels the Empire as Liaven, but the Fleet Foot Striding will always take a message to her, if it is needed.  Unsurprisingly, they have travelled much more widely since Rhiannon&#039;s place in the Great Dance changed.  In the Summer of 378YE, Rhiannon gave up the egregore spirit to fulfill an oath.  She returned from Reikos in 379YE, and agreed to take up the egregore spirit again, having fulfilled her oath for the time being.     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=DaveYoung.jpg|align=left|width=300}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Born in Liathaven, Tal is a member of the Dancewalker striding, who are based in Liaven&#039;s Dance .  While delivering a message, he became trapped behind Jotun lines.  Heroes of Anvil were despatched to rescue him, and he was brought back to Anvil.  He is a powerful Vate but is keen to scout when on the battlefield.  Although very driven, when he is relaxing Tal is happy to have a drink, a laugh or a fight with anyone. When Rhiannon left Anvil, the Egregore spirit filled Tal, finding a Spring Vate to embody at the time when the ancient ritual to rebuild to Trods had been found.  When Rhiannon returned to Anvil in 379YE, the Egregore spirit rejoined with both Tal and Rhiannon, although why it did this is still being debated by the Guides of the Navarr. &lt;br /&gt;
Tal and Rhiannon have a strong friendship, even though they have spent little time together, their Egregore duties meaning they are rarely together in the same place long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Egregores]]&lt;br /&gt;
[[Category: Navarr]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=54354</id>
		<title>Egregores</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=54354"/>
		<updated>2017-07-18T20:19:12Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Egregores==&lt;br /&gt;
*  &#039;&#039;&#039;Are the first point of contact for players in each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A source of plot in the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Get players involved in the plot and in the politics of the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Encourage the players to maintain the visual and thematic identity of each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Are the radio operator in each camp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation has a single egregore spirit, created through ritual magic to represents the personification of the nation. The spirit may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they act to encourage the players to maintain the visual and thematic identity of their nation. &lt;br /&gt;
&lt;br /&gt;
The egregores are an effective channel for plot writers to deliver plot &amp;quot;news&amp;quot; to the players about what is going on in their nation. They work particularly closely with the player support team to try to help players get involved in the plot and also involved in the politics of the nation. &lt;br /&gt;
&lt;br /&gt;
They are a point of contact for Profound Decisions crew for players in a nation and will have a covert radio. This radio is for emergency situations, for example, needing to contact first aid.&lt;br /&gt;
&lt;br /&gt;
Some of the egregores are able to referee [[Create bond|bindings]] and [[rituals]]. You can check with your egregore if they are able to do this. If you wish to approach your egregore for non-urgent out-of-character business, please respect their roleplay and the roleplay of the people they are interacting with. Do not interrupt people who are roleplaying with the egregore with an out-of-character question unless it is urgent. Obviously, for a genuine emergency, you should get their attention as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Egregores are not there to make decisions for the nation or provide leadership or direction. They may take a role in their nation&#039;s elections - they may even vote, but their role is to support the nation, not to lead it.&lt;br /&gt;
&lt;br /&gt;
Although any magician can open the [[Sentinel Gate]], to take an entire nation through requires an egregore to use their link to the nation to take them all through.&lt;br /&gt;
&lt;br /&gt;
Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence primarily derives from what they can achieve through roleplaying. They need to be in touch with the politics of their nation to be able to get new players involved in it. &lt;br /&gt;
&lt;br /&gt;
===Current Egregores===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Nation&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Egregore Name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;OOC names&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Brass Coast&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Brass_Coast_Egregore|Dust, Flame and Glass]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Linette Withers, James Fishwick, Oliver Cattes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dawn&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Dawn_Egregore|The Knight of Roses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Keeley Knight, Dan Sandbrook&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
     &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Highguard&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Highguard_Egregore|Escon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Matt Heath, Charlie Bretherick&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;     &lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Imperial_Orc_Egregore|Grud The Unshackled]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Ricky Hywel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The League&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[League_Egregore|Guise]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rick Jackson, Jon Pam, Charlotte Barrett&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The Marches&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Marches_Egregore|Jack-of-the-Marches]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Kat Wheeler&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Navarr&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Navarr_Egregore|Liaven]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rich Loveday, Liz, Dave Young &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Urizen_Egregore|Menos]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Toni Badnall, Liam Spinnage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Varushka&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Varushka_Egregore|Mother Varushka]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dave Kibblewhite,Simon Childs&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Wintermark&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Wintermark_Egregore|Sulkavaris, Knower of Names]]  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Harry Morris, Al Bevan, Mike Rees, &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brass Coast===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassCoast.jpg |align=left|caption=Brass Coast: Linette Withers}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassBunni.jpg |align=left|caption=Brass Coast: James Fishwick}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Brass Coast Oliver Glass.jpg |align=left||width=400||caption=Brass Coast: Oliver Cattes}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dawn===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DawnEgregore.jpg|align=left|caption=Dawn: Keeley Knight}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Dawn Dan 2.jpg|align=left|caption=Dawn: Dan Sandbrook}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Highguard===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Matt 2.jpg|align=left|caption=Highguard: Matt Heath}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Charlie Portrait.jpg|align=left|caption=Highguard;Charlie Bretherick}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Imperial Orcs===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Imperial Orcs Ricky 2.jpg|align=left|caption=Imperial Orc: Ricky Hywel }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The League===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=Egregore League Rick Landscape.jpg|align=left|wisth=400|caption=League: Rick Jackson}}&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore League Jon 2.jpg|align=left|caption=League: Jon Pam}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Marches===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Kit-the-mummer.jpg|align=left|caption=Marchers: Kathryn Wheeler }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Navarr===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Navarr Rich 2.jpg|align=left|caption=Navarr: Rich Loveday}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Navarr_Egregore_Liz.jpg|align=left|caption=Navarr: Liz }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Urizen===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Urizen Liam 2.jpg|align=left|caption=Urizen: Liam Spinage}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140526-7869.jpg|align=left|caption=Urizen: Toni Badnall}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Varushka===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140418-6032.jpg|align=left|caption=Varushka: Dave Kibblewhite}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Varushka Si 2.jpg|align=left|caption=Varushka: Si Childs}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wintermark===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=AlBevan.jpg|align=left|caption=Wintermark: Al Bevan}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Harry 2.jpg|align=left|caption=Wintermark: Harry Morris}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Mike Portrait.jpg|align=left|caption=Wintermark: Mike Rees}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Crew Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Egregores]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Dyoung/Navarrintroduction&amp;diff=53966</id>
		<title>User:Dyoung/Navarrintroduction</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Dyoung/Navarrintroduction&amp;diff=53966"/>
		<updated>2017-07-05T14:01:40Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
===Creating a new Navarri===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s face it, the wiki is big and people don&#039;t want to have to read it all.  So here are some of my key points on creating a navarr character for the first time.&lt;br /&gt;
&lt;br /&gt;
Seriously, if you&#039;re a new player, don&#039;t worry about skills to much.  You don&#039;t have to spend all your points at first, and if you chose wrong then mail pd after your first evnet and ask to change them.   Let&#039;s face it, you can&#039;t powergame it, and it&#039;ll probably come down to what you want to play, what weaposn you have, which coven you join etc.  Concentrate on concept, not skills.&lt;br /&gt;
&lt;br /&gt;
==Question One:  Steading or Striding==&lt;br /&gt;
This is probably the defining nature of a Navarri character.  There is no god or bad about them, but it is their lifestyle choice for the moment.&lt;br /&gt;
 &lt;br /&gt;
A striding walks the trods (the magical ley lines of spring energy that by walking helps draw power from the Vallorn)&lt;br /&gt;
They have a purely nomadic culture and constantly walk, for ritual purporses.   Some stridings will walk through the darkest more dangerous places, others will walk trade routes and deal with people as they meet them.  Neither is better than the other, but it will affect the type of character you play.  In a book or film, a dark and edgy introvert may be a cool character... in LRP isn&#039;t not so cool.  If you&#039;re dark and edgy and keep to yourself and hate people... um.. people won&#039;t speak to you.  This is a social hobby.&lt;br /&gt;
&lt;br /&gt;
A steading is a static community.  These are often Wayhouses that help the wanderers on teh trods.  But also walled towns or outposts in the most remote areas, or trading hubs on the borders of many nations.   Again, it&#039;s not better or worse than a striding and if you want to be a isolationist in the wilds, then you could be in an outpost on the border of Vallorn territory which fights against husks and ettercaps every day to survive.&lt;br /&gt;
&lt;br /&gt;
==Question Two:  Which Territory do you come from==&lt;br /&gt;
&lt;br /&gt;
Territory makes a difference.  Now, you could have joined navarr from another nation, but most Navarri were brought up in one of the 5 territories.  3 of which are Imperial held.&lt;br /&gt;
Think about your kit, and your outlook when you chose where you&#039;re from.&lt;br /&gt;
&lt;br /&gt;
===Miaren===&lt;br /&gt;
This is the centre of the Navrri nation.  It is full of lush forests and is the only territoy without a Vallorn.  The Navarr from here may be intersted in history (since there is the ruins of the ancient civvilisation) or they are good a trade, craft, and the equivalent.  Herbs and Forests are ripe here.  The Navarr from Miaren have less of a surivalist outlook, and therefore breed good politicians, thinkers and the alike - due to the nature of the area.  &lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Miaren&lt;br /&gt;
&lt;br /&gt;
===Hercynia===&lt;br /&gt;
The cold and brutal forests of Hercynia are ones of Hardship. This is a place where the hardiest Navarr are from.   They are used to scant resources and having to make do with what they can.  The coldness of the area means that people of it have to work hard and do with little.  They tend to be the bluntest on the Navarr and have less time for niceities than some of the other areas.  &lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Hercynia&lt;br /&gt;
&lt;br /&gt;
===Therunin===&lt;br /&gt;
The swamps of therunin are known for their foul monsters and trechurous terrain.  Although the Vallorn is in the area, it is the creatures of Terunin that are the issue.  Therunin breeds cunning fighters and people who are good at surviving and hiding.  They are used to creatures who use poison and combat them regularly.&lt;br /&gt;
PLOT:  A large group of Foreign Orcs from the Barrens were recently in Theruinin in the Lower Tarn Valley.  They have recenty started leaving, but it is possible that you have an interest in what they are up to.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Therunin&lt;br /&gt;
&lt;br /&gt;
===Brocelidnne===&lt;br /&gt;
The largest known Vallorn, and the heart of the Teruniel Empire.  There is only one safe area in the vallorn controlled areas of Broceliende - The Brock - the rest of the area is too perilous to travel for more than a day.  To the east are the two Navarr controlled areas. Boar&#039;s Dell and Elereal.  It is here that most of the trade in the area happens.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Broc%C3%A9liande&lt;br /&gt;
&lt;br /&gt;
===Liathaven===&lt;br /&gt;
Liathaven was invaded about 30 years ago by the Jotun Orcs.  It is a dark and thick forest with dangerous creatures and split down the middle by the Vallorn.  The Jotun held the north side and the Navarr the south.  In the last few years the Navarr fought back against hte Jotun, using fear tactcis to scare off the ORcs.  This worked to a part, and they did great damage to the orc armies.  They also enlarged this army with the people of Liathaven. The Orcs retalisated moving in large amounts of troops and killing / and torturing anyone of fighting age or above.  Only the children were spared and they were taken as Thralls.&lt;br /&gt;
PLOT:   There are now no people left in Liathaven other than the Army annd PCs.  If you were from Liathaven, being refugees travelling to Anvil would be a good introduction.. or having joined up with the Black Thorns (Navarr army) to leave the area.&lt;br /&gt;
&lt;br /&gt;
==Question Three:  Which of the Archetypes do you want to play==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to have a set archetype, but it helps you get into character.  They are also set roles in society and people will include these people and seek them out.  Each one has it&#039;s own oath and this oath alters what they do day to day.  It is rare for people to have sworn more than one oath other than the Brand Oath.  These are things you have dedicated your life too - and it&#039;s har to dedicate to multiple things well.  People who have sworn multiple are often mediocre at them all.&lt;br /&gt;
&lt;br /&gt;
===Brand===&lt;br /&gt;
Taking a Brand is a serious understaking.  The Brand&#039;s are the leaders of the nations.  They have taken an oath to lead and be responsbile for others in the nation.  Be that their striding/steading or whether that is for the whole of Navarr.   A Brand is a selfless task, they have dedicated themselves to the people they protect/serve.&lt;br /&gt;
The Brand&#039;s Council meets to discuss things within the nation.  BRands often have sworn a second oath, normally the Thorn or Vate oath&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Brand&lt;br /&gt;
&lt;br /&gt;
===Thorn===&lt;br /&gt;
The Thorns are the warriors of the nation. Be that fighters or battle mages.  They have sworn an oath to always be ready to rpotect the people and the community.  The Thorns are the ones who will tkae the major role in battle, who will advice teh generals and fight to protect.  Again, it is about giving your life to protect others, not looking for personal glory.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Thorn&lt;br /&gt;
&lt;br /&gt;
===Vate===&lt;br /&gt;
Vates are those who have sworn an oath to use their magic selflessly.  The Vates are the only people in the nation who are considered learned enough to deal with Eternals. Vates are often ritual magicians since these are the ones that need to deal with Eternals the most.  It is rare to fight a Vate who has not mastered the ability to heal in some way.&lt;br /&gt;
Non-Vates should not deal with Eternals (or heralds) without the guidance of a Vate.  The use of ritual magic by non vates is also frowned upon.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_magical_traditions&lt;br /&gt;
&lt;br /&gt;
===Guide===&lt;br /&gt;
Guides are the priests in the nation.  Some of them have congregrations and have a seat on the national assembly of the synod.  But others just make sure they they actively guide people.  Generally a guide will follow one of the virtues (it is normally only politically active guides who will follow the Way as a whole) annd people will seek them out when they wish advice.  A good guide is one that find people who need their advice and lets them know what to do to find their place in teh Great Dance.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_religious_beliefs&lt;br /&gt;
&lt;br /&gt;
===Broker===&lt;br /&gt;
A broker is not an oath, but they are a known role in the nation.  Brokers do what they can to get money and / or resources and are the best traders in the nation.  Brokers often show their prosperity by trying to provide for others and a Broker who has sworn the Brand oath would do just that.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_economic_interests#Brokers&lt;br /&gt;
&lt;br /&gt;
===Herbalist/Healer===&lt;br /&gt;
There are a lot of herbalists and chirigun&#039;s in the nation and many dedicate their lives to healing the sick or just healing those who need their support in battle.  It is important to make sure that people are protected for the Navarri life style is not an easy one.&lt;br /&gt;
&lt;br /&gt;
==Question Four:  Are you human or do you have any Lineage==&lt;br /&gt;
&lt;br /&gt;
You can have a lineage, or be human.  &lt;br /&gt;
You cannot be a Navarri Orc.   The Navarr have very little prejudice against most lineage so knock yourself out.&lt;br /&gt;
&lt;br /&gt;
===Briars: ===&lt;br /&gt;
Don&#039;t play a briar if you want political power in Navarr, or if you want an easy ride.    The majority of Navarr do not trust Briars, they do not hate them or want them dead normally, but they are too close to Spring magic and should they die in a Vallorn area they can become Dryads, horrible creatures that kill many of the Navarri people.   There are many emotions that people show to Briars.. pity, hatred, fear...  It is not the easy option to play.  &lt;br /&gt;
Also, don&#039;t feel bad with this attitude to briars.  People playing briars have made this decision to play one in the Navarr.  If you&#039;re nice to them, then you are actually ruining their roleplay. &lt;br /&gt;
&lt;br /&gt;
==Question 5:  What skills should I take?==&lt;br /&gt;
&lt;br /&gt;
Okay, so this is totally up to personal choice.  But this is what I would think.&lt;br /&gt;
1)  Do you want to take part in the battles / skrimishes.&lt;br /&gt;
2)  What do I want to do in Anvil&lt;br /&gt;
&lt;br /&gt;
===Question 5a:  What skills should i take for the battlefield?===&lt;br /&gt;
&lt;br /&gt;
Skills, really don&#039;t matter too much.  &lt;br /&gt;
*Anyone can wear armour, &lt;br /&gt;
*Anyone can use a buckler&lt;br /&gt;
*Anyone can use a one-handed weapon&lt;br /&gt;
*Anyone can roleplay being a guide and give advice&lt;br /&gt;
*Anyone can be a broker and deal with money&lt;br /&gt;
&lt;br /&gt;
However, the Empire game is in two part.  On the battlefield/skirmish area and in Anvil.  I would want to have stuff to do in both bits.   You don&#039;t need skills to do this but it helps.&lt;br /&gt;
&lt;br /&gt;
===On the the Battlefield===&lt;br /&gt;
Weaponmaster - allows you to use big weapons&lt;br /&gt;
Shield - allows you to use a large shield&lt;br /&gt;
Archery - allows you to use a bow&lt;br /&gt;
Without these skills you can&#039;t use the abilities - so they&#039;re pretty key&lt;br /&gt;
&lt;br /&gt;
Hero points are cool.  You don&#039;t get many but you get the ability to heal yourself, heal others, cut through limbs etc.&lt;br /&gt;
Extra hits and extra fortitude, I wouldn&#039;t buy as a first thing as my first character.  It makes you better, but doesn&#039;t mean you can DO more.&lt;br /&gt;
&lt;br /&gt;
Magician&lt;br /&gt;
The ability to paralyse, entangle, heal, shatter etc.  They are all cool.  There are no fireballs in Empire, so it&#039;s all about having a staff or wand (or rod) and being able to do one or two cool things.  But, you can&#039;t wear armour if you want to cast.&lt;br /&gt;
&lt;br /&gt;
Physician &lt;br /&gt;
Being able to heal people on the battlefield is good.  Using herbs to get people up is amazing and you get quite a few of them.  Makes you proper useful on a field but yu don&#039;t have to get too close to the danger &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Questions 5b:  What skills should I take for life in Anvil?===&lt;br /&gt;
&lt;br /&gt;
Again, you don&#039;t need skills to roleplay.  There is very little in Anvil you need to do to hafve a skill.  BUT - somethings help.&lt;br /&gt;
&lt;br /&gt;
Ritual Magic:&lt;br /&gt;
Lots of Covens will be happy to have a new member.  Yoou don&#039;t need to go as part of a Coven, you can just go and find one at the first Standing.  I suggest you don&#039;t chose your rituals until yo uahve a coven and they will give you advice. No point chosing ones that other people can already do or that youi&#039;ll never be able to cast.&lt;br /&gt;
&lt;br /&gt;
Another thing aboout being a magician is you can also go to the Hall of Worlds.  This allows you to interact with conclave and maybe with Eternals.&lt;br /&gt;
&lt;br /&gt;
Making stuff:&lt;br /&gt;
Everyone likes people who can make stuff.  FInd some brokers and let them know, or work with other brokers to sell and get the resources you need.  Potions, magical armour, poisons or even banners.  These things are often expensive.  And you can probably not make artissan stuff without multiple people working together.&lt;br /&gt;
&lt;br /&gt;
Priest Skills:&lt;br /&gt;
Honestly, hallow is an amazing skill. You can make items with have a name and have roleplaying affects for people. You will need Liou (so you need a congregation).  There are other affects too - but bbasically you get to create roleplaying affets.  (but named items is the best one imho - cos you can give someone their father&#039;s sword)&lt;br /&gt;
&lt;br /&gt;
==Question 6:  What resource should I take?==&lt;br /&gt;
&lt;br /&gt;
===Farms and Businesses. ===&lt;br /&gt;
These give you money.  Money allows you to buy cake and beer in the IC bars.  That&#039;s quite cool if you like beer in IC bars  Think about what your business is, it gives you sometbign to talk about.&lt;br /&gt;
&lt;br /&gt;
===Forests/Mines: ===&lt;br /&gt;
These give you the stuff to make artisan goods.  Genearlly if there are a group of you, taking a selection to allow brokers/ artisans to get stuff is a good strategy.  Not very exciting - but does allow you to make cool stuff.&lt;br /&gt;
&lt;br /&gt;
===Mana Site:===&lt;br /&gt;
If you want to do rituals - manasites are where it&#039;s at.  A mana site will give you 7 crystals.  That&#039;s a single rank 14 mastered ritual a weekend.  Oka,y genearlly you&#039;ll do things with a coven.. but if you don&#039;t want to rely on them and be a burdon - bring the mana.  If you&#039;re a warrior it&#039;s also good cos it&#039;s better to pay ritualists with to cast rituals on you.&lt;br /&gt;
&lt;br /&gt;
===Military Unit:===&lt;br /&gt;
It allows you to support the armies, or support spy networks.  You get a downtime action that allows you to either get stuff by paid work or by supportin the Empire and maybe gettign guerdon (pay for supporting the right armies)&lt;br /&gt;
&lt;br /&gt;
===Congregation: ===&lt;br /&gt;
If you take this , you have votes in teh synod and automatic political power.  Genearlly if you&#039;re a guide who wants to create auras you need liou which is the other things this gives you.&lt;br /&gt;
&lt;br /&gt;
===Fleet: ===&lt;br /&gt;
All the Navarr teritoriees are landloced so this is an odd choice.  It&#039;s a versitle option that alows you to do different things though, so some peopel choose it.&lt;br /&gt;
&lt;br /&gt;
===Herb Garden: ===&lt;br /&gt;
Does what it says on the tin.  good if you are a chirigun/apothecary.   also if you want to make potions/poisons to sell.  you get a fair amount so it means you can be pretty useful&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Dyoung/Navarrintroduction&amp;diff=53965</id>
		<title>User:Dyoung/Navarrintroduction</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Dyoung/Navarrintroduction&amp;diff=53965"/>
		<updated>2017-07-05T14:01:24Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
===Creating a new Navarri===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s face it, the wiki is big and people don&#039;t want to have to read it all.  So here are some of my key points on creating a navarr character for the first time.&lt;br /&gt;
&lt;br /&gt;
Seriously, if you&#039;re a new player, don&#039;t worry about skills to much.  You don&#039;t have to spend all your points at first, and if you chose wrong then mail pd after your first evnet and ask to change them.   Let&#039;s face it, you can&#039;t powergame it, and it&#039;ll probably come down to what you want to play, what weaposn you have, which coven you join etc.  Concentrate on concept, not skills.&lt;br /&gt;
&lt;br /&gt;
==Question One:  Steading or Striding==&lt;br /&gt;
This is probably the defining nature of a Navarri character.  There is no god or bad about them, but it is their lifestyle choice for the moment.&lt;br /&gt;
 &lt;br /&gt;
A striding walks the trods (the magical ley lines of spring energy that by walking helps draw power from the Vallorn)&lt;br /&gt;
They have a purely nomadic culture and constantly walk, for ritual purporses.   Some stridings will walk through the darkest more dangerous places, others will walk trade routes and deal with people as they meet them.  Neither is better than the other, but it will affect the type of character you play.  In a book or film, a dark and edgy introvert may be a cool character... in LRP isn&#039;t not so cool.  If you&#039;re dark and edgy and keep to yourself and hate people... um.. people won&#039;t speak to you.  This is a social hobby.&lt;br /&gt;
&lt;br /&gt;
A steading is a static community.  These are often Wayhouses that help the wanderers on teh trods.  But also walled towns or outposts in the most remote areas, or trading hubs on the borders of many nations.   Again, it&#039;s not better or worse than a striding and if you want to be a isolationist in the wilds, then you could be in an outpost on the border of Vallorn territory which fights against husks and ettercaps every day to survive.&lt;br /&gt;
&lt;br /&gt;
==Question Two:  Which Territory do you come from==&lt;br /&gt;
&lt;br /&gt;
Territory makes a difference.  Now, you could have joined navarr from another nation, but most Navarri were brought up in one of the 5 territories.  3 of which are Imperial held.&lt;br /&gt;
Think about your kit, and your outlook when you chose where you&#039;re from.&lt;br /&gt;
&lt;br /&gt;
===Miaren===&lt;br /&gt;
This is the centre of the Navrri nation.  It is full of lush forests and is the only territoy without a Vallorn.  The Navarr from here may be intersted in history (since there is the ruins of the ancient civvilisation) or they are good a trade, craft, and the equivalent.  Herbs and Forests are ripe here.  The Navarr from Miaren have less of a surivalist outlook, and therefore breed good politicians, thinkers and the alike - due to the nature of the area.  &lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Miaren&lt;br /&gt;
&lt;br /&gt;
===Hercynia===&lt;br /&gt;
The cold and brutal forests of Hercynia are ones of Hardship. This is a place where the hardiest Navarr are from.   They are used to scant resources and having to make do with what they can.  The coldness of the area means that people of it have to work hard and do with little.  They tend to be the bluntest on the Navarr and have less time for niceities than some of the other areas.  &lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Hercynia&lt;br /&gt;
&lt;br /&gt;
===Therunin===&lt;br /&gt;
The swamps of therunin are known for their foul monsters and trechurous terrain.  Although the Vallorn is in the area, it is the creatures of Terunin that are the issue.  Therunin breeds cunning fighters and people who are good at surviving and hiding.  They are used to creatures who use poison and combat them regularly.&lt;br /&gt;
PLOT:  A large group of Foreign Orcs from the Barrens were recently in Theruinin in the Lower Tarn Valley.  They have recenty started leaving, but it is possible that you have an interest in what they are up to.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Therunin&lt;br /&gt;
&lt;br /&gt;
===Brocelidnne===&lt;br /&gt;
The largest known Vallorn, and the heart of the Teruniel Empire.  There is only one safe area in the vallorn controlled areas of Broceliende - The Brock - the rest of the area is too perilous to travel for more than a day.  To the east are the two Navarr controlled areas. Boar&#039;s Dell and Elereal.  It is here that most of the trade in the area happens.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Broc%C3%A9liande&lt;br /&gt;
&lt;br /&gt;
===Liathaven===&lt;br /&gt;
Liathaven was invaded about 30 years ago by the Jotun Orcs.  It is a dark and thick forest with dangerous creatures and split down the middle by the Vallorn.  The Jotun held the north side and the Navarr the south.  In the last few years the Navarr fought back against hte Jotun, using fear tactcis to scare off the ORcs.  This worked to a part, and they did great damage to the orc armies.  They also enlarged this army with the people of Liathaven. The Orcs retalisated moving in large amounts of troops and killing / and torturing anyone of fighting age or above.  Only the children were spared and they were taken as Thralls.&lt;br /&gt;
PLOT:   There are now no people left in Liathaven other than the Army annd PCs.  If you were from Liathaven, being refugees travelling to Anvil would be a good introduction.. or having joined up with the Black Thorns (Navarr army) to leave the area.&lt;br /&gt;
&lt;br /&gt;
==Question Three:  Which of the Archetypes do you want to play==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to have a set archetype, but it helps you get into character.  They are also set roles in society and people will include these people and seek them out.  Each one has it&#039;s own oath and this oath alters what they do day to day.  It is rare for people to have sworn more than one oath other than the Brand Oath.  These are things you have dedicated your life too - and it&#039;s har to dedicate to multiple things well.  People who have sworn multiple are often mediocre at them all.&lt;br /&gt;
&lt;br /&gt;
===Brand===&lt;br /&gt;
Taking a Brand is a serious understaking.  The Brand&#039;s are the leaders of the nations.  They have taken an oath to lead and be responsbile for others in the nation.  Be that their striding/steading or whether that is for the whole of Navarr.   A Brand is a selfless task, they have dedicated themselves to the people they protect/serve.&lt;br /&gt;
The Brand&#039;s Council meets to discuss things within the nation.  BRands often have sworn a second oath, normally the Thorn or Vate oath&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Brand&lt;br /&gt;
&lt;br /&gt;
===Thorn===&lt;br /&gt;
The Thorns are the warriors of the nation. Be that fighters or battle mages.  They have sworn an oath to always be ready to rpotect the people and the community.  The Thorns are the ones who will tkae the major role in battle, who will advice teh generals and fight to protect.  Again, it is about giving your life to protect others, not looking for personal glory.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Thorn&lt;br /&gt;
&lt;br /&gt;
===Vate===&lt;br /&gt;
Vates are those who have sworn an oath to use their magic selflessly.  The Vates are the only people in the nation who are considered learned enough to deal with Eternals. Vates are often ritual magicians since these are the ones that need to deal with Eternals the most.  It is rare to fight a Vate who has not mastered the ability to heal in some way.&lt;br /&gt;
Non-Vates should not deal with Eternals (or heralds) without the guidance of a Vate.  The use of ritual magic by non vates is also frowned upon.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_magical_traditions&lt;br /&gt;
&lt;br /&gt;
===Guide===&lt;br /&gt;
Guides are the priests in the nation.  Some of them have congregrations and have a seat on the national assembly of the synod.  But others just make sure they they actively guide people.  Generally a guide will follow one of the virtues (it is normally only politically active guides who will follow the Way as a whole) annd people will seek them out when they wish advice.  A good guide is one that find people who need their advice and lets them know what to do to find their place in teh Great Dance.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_religious_beliefs&lt;br /&gt;
&lt;br /&gt;
===Broker===&lt;br /&gt;
A broker is not an oath, but they are a known role in the nation.  Brokers do what they can to get money and / or resources and are the best traders in the nation.  Brokers often show their prosperity by trying to provide for others and a Broker who has sworn the Brand oath would do just that.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_economic_interests#Brokers&lt;br /&gt;
&lt;br /&gt;
===Herbalist/Healer===&lt;br /&gt;
There are a lot of herbalists and chirigun&#039;s in the nation and many dedicate their lives to healing the sick or just healing those who need their support in battle.  It is important to make sure that people are protected for the Navarri life style is not an easy one.&lt;br /&gt;
&lt;br /&gt;
==Question Four:  Are you human or do you have any Lineage==&lt;br /&gt;
&lt;br /&gt;
You can have a lineage, or be human.  &lt;br /&gt;
You cannot be a Navarri Orc.   The Navarr have very little prejudice against most lineage so knock yourself out.&lt;br /&gt;
&lt;br /&gt;
===Briars: ===&lt;br /&gt;
Don&#039;t play a briar if you want political power in Navarr, or if you want an easy ride.    The majority of Navarr do not trust Briars, they do not hate them or want them dead normally, but they are too close to Spring magic and should they die in a Vallorn area they can become Dryads, horrible creatures that kill many of the Navarri people.   There are many emotions that people show to Briars.. pity, hatred, fear...  It is not the easy option to play.  &lt;br /&gt;
Also, don&#039;t feel bad with this attitude to briars.  People playing briars have made this decision to play one in the Navarr.  If you&#039;re nice to them, then you are actually ruining their roleplay. &lt;br /&gt;
&lt;br /&gt;
==Question 5:  What skills should I take?==&lt;br /&gt;
&lt;br /&gt;
Okay, so this is totally up to personal choice.  But this is what I would think.&lt;br /&gt;
1)  Do you want to take part in the battles / skrimishes.&lt;br /&gt;
2)  What do I want to do in Anvil&lt;br /&gt;
&lt;br /&gt;
===Question 5a:  What skills should i take for the battlefield?===&lt;br /&gt;
&lt;br /&gt;
Skills, really don&#039;t matter too much.  &lt;br /&gt;
*Anyone can wear armour, &lt;br /&gt;
*Anyone can use a buckler&lt;br /&gt;
*Anyone can use a one-handed weapon&lt;br /&gt;
*Anyone can roleplay being a guide and give advice&lt;br /&gt;
*Anyone can be a broker and deal with money&lt;br /&gt;
&lt;br /&gt;
However, the Empire game is in two part.  On the battlefield/skirmish area and in Anvil.  I would want to have stuff to do in both bits.   You don&#039;t need skills to do this but it helps.&lt;br /&gt;
&lt;br /&gt;
===On the the Battlefield===&lt;br /&gt;
Weaponmaster - allows you to use big weapons&lt;br /&gt;
Shield - allows you to use a large shield&lt;br /&gt;
Archery - allows you to use a bow&lt;br /&gt;
Without these skills you can&#039;t use the abilities - so they&#039;re pretty key&lt;br /&gt;
&lt;br /&gt;
Hero points are cool.  You don&#039;t get many but you get the ability to heal yourself, heal others, cut through limbs etc.&lt;br /&gt;
Extra hits and extra fortitude, I wouldn&#039;t buy as a first thing as my first character.  It makes you better, but doesn&#039;t mean you can DO more.&lt;br /&gt;
&lt;br /&gt;
Magician&lt;br /&gt;
The ability to paralyse, entangle, heal, shatter etc.  They are all cool.  There are no fireballs in Empire, so it&#039;s all about having a staff or wand (or rod) and being able to do one or two cool things.  But, you can&#039;t wear armour if you want to cast.&lt;br /&gt;
&lt;br /&gt;
Physician &lt;br /&gt;
Being able to heal people on the battlefield is good.  Using herbs to get people up is amazing and you get quite a few of them.  Makes you proper useful on a field but yu don&#039;t have to get too close to the danger &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Questions 5b:  What skills should I take for life in Anvil?===&lt;br /&gt;
&lt;br /&gt;
Again, you don&#039;t need skills to roleplay.  There is very little in Anvil you need to do to hafve a skill.  BUT - somethings help.&lt;br /&gt;
&lt;br /&gt;
Ritual Magic:&lt;br /&gt;
Lots of Covens will be happy to have a new member.  Yoou don&#039;t need to go as part of a Coven, you can just go and find one at the first Standing.  I suggest you don&#039;t chose your rituals until yo uahve a coven and they will give you advice. No point chosing ones that other people can already do or that youi&#039;ll never be able to cast.&lt;br /&gt;
&lt;br /&gt;
Another thing aboout being a magician is you can also go to the Hall of Worlds.  This allows you to interact with conclave and maybe with Eternals.&lt;br /&gt;
&lt;br /&gt;
Making stuff:&lt;br /&gt;
Everyone likes people who can make stuff.  FInd some brokers and let them know, or work with other brokers to sell and get the resources you need.  Potions, magical armour, poisons or even banners.  These things are often expensive.  And you can probably not make artissan stuff without multiple people working together.&lt;br /&gt;
&lt;br /&gt;
Priest Skills:&lt;br /&gt;
Honestly, hallow is an amazing skill. You can make items with have a name and have roleplaying affects for people. You will need Liou (so you need a congregation).  There are other affects too - but bbasically you get to create roleplaying affets.  (but named items is the best one imho - cos you can give someone their father&#039;s sword)&lt;br /&gt;
&lt;br /&gt;
==Question 6:  What resource should I take?==&lt;br /&gt;
&lt;br /&gt;
===Farms and Businesses. ===&lt;br /&gt;
These give you money.  Money allows you to buy cake and beer in the IC bars.  That&#039;s quite cool if you like beer in IC bars  Think about what your business is, it gives you sometbign to talk about.&lt;br /&gt;
&lt;br /&gt;
===Forests/Mines: ===&lt;br /&gt;
These give you the stuff to make artisan goods.  Genearlly if there are a group of you, taking a selection to allow brokers/ artisans to get stuff is a good strategy.  Not very exciting - but does allow you to make cool stuff.&lt;br /&gt;
&lt;br /&gt;
===Mana Site:===&lt;br /&gt;
If you want to do rituals - manasites are where it&#039;s at.  A mana site will give you 7 crystals.  That&#039;s a single rank 14 mastered ritual a weekend.  Oka,y genearlly you&#039;ll do things with a coven.. but if you don&#039;t want to rely on them and be a burdon - bring the mana.  If you&#039;re a warrior it&#039;s also good cos it&#039;s better to pay ritualists with to cast rituals on you.&lt;br /&gt;
&lt;br /&gt;
===Military Unit:===&lt;br /&gt;
It allows you to support the armies, or support spy networks.  You get a downtime action that allows you to either get stuff by paid work or by supportin the Empire and maybe gettign guerdon (pay for supporting the right armies)&lt;br /&gt;
&lt;br /&gt;
===Congregation: ===&lt;br /&gt;
 If you take this , you have votes in teh synod and automatic political power.  Genearlly if you&#039;re a guide who wants to create auras you need liou which is the other things this gives you.&lt;br /&gt;
&lt;br /&gt;
===Fleet: ===&lt;br /&gt;
All the Navarr teritoriees are landloced so this is an odd choice.  It&#039;s a versitle option that alows you to do different things though, so some peopel choose it.&lt;br /&gt;
&lt;br /&gt;
===Herb Garden: ===&lt;br /&gt;
Does what it says on the tin.  good if you are a chirigun/apothecary.   also if you want to make potions/poisons to sell.  you get a fair amount so it means you can be pretty useful&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Dyoung/Navarrintroduction&amp;diff=53964</id>
		<title>User:Dyoung/Navarrintroduction</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Dyoung/Navarrintroduction&amp;diff=53964"/>
		<updated>2017-07-05T13:55:28Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
===Creating a new Navarri===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s face it, the wiki is big and people don&#039;t want to have to read it all.  So here are some of my key points on creating a navarr character for the first time.&lt;br /&gt;
&lt;br /&gt;
Seriously, if you&#039;re a new player, don&#039;t worry about skills to much.  You don&#039;t have to spend all your points at first, and if you chose wrong then mail pd after your first evnet and ask to change them.   Let&#039;s face it, you can&#039;t powergame it, and it&#039;ll probably come down to what you want to play, what weaposn you have, which coven you join etc.  Concentrate on concept, not skills.&lt;br /&gt;
&lt;br /&gt;
==Question One:  Steading or Striding==&lt;br /&gt;
This is probably the defining nature of a Navarri character.  There is no god or bad about them, but it is their lifestyle choice for the moment.&lt;br /&gt;
 &lt;br /&gt;
A striding walks the trods (the magical ley lines of spring energy that by walking helps draw power from the Vallorn)&lt;br /&gt;
They have a purely nomadic culture and constantly walk, for ritual purporses.   Some stridings will walk through the darkest more dangerous places, others will walk trade routes and deal with people as they meet them.  Neither is better than the other, but it will affect the type of character you play.  In a book or film, a dark and edgy introvert may be a cool character... in LRP isn&#039;t not so cool.  If you&#039;re dark and edgy and keep to yourself and hate people... um.. people won&#039;t speak to you.  This is a social hobby.&lt;br /&gt;
&lt;br /&gt;
A steading is a static community.  These are often Wayhouses that help the wanderers on teh trods.  But also walled towns or outposts in the most remote areas, or trading hubs on the borders of many nations.   Again, it&#039;s not better or worse than a striding and if you want to be a isolationist in the wilds, then you could be in an outpost on the border of Vallorn territory which fights against husks and ettercaps every day to survive.&lt;br /&gt;
&lt;br /&gt;
==Question Two:  Which Territory do you come from==&lt;br /&gt;
&lt;br /&gt;
Territory makes a difference.  Now, you could have joined navarr from another nation, but most Navarri were brought up in one of the 5 territories.  3 of which are Imperial held.&lt;br /&gt;
Think about your kit, and your outlook when you chose where you&#039;re from.&lt;br /&gt;
&lt;br /&gt;
===Miaren===&lt;br /&gt;
This is the centre of the Navrri nation.  It is full of lush forests and is the only territoy without a Vallorn.  The Navarr from here may be intersted in history (since there is the ruins of the ancient civvilisation) or they are good a trade, craft, and the equivalent.  Herbs and Forests are ripe here.  The Navarr from Miaren have less of a surivalist outlook, and therefore breed good politicians, thinkers and the alike - due to the nature of the area.  &lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Miaren&lt;br /&gt;
&lt;br /&gt;
===Hercynia===&lt;br /&gt;
The cold and brutal forests of Hercynia are ones of Hardship. This is a place where the hardiest Navarr are from.   They are used to scant resources and having to make do with what they can.  The coldness of the area means that people of it have to work hard and do with little.  They tend to be the bluntest on the Navarr and have less time for niceities than some of the other areas.  &lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Hercynia&lt;br /&gt;
&lt;br /&gt;
===Therunin===&lt;br /&gt;
The swamps of therunin are known for their foul monsters and trechurous terrain.  Although the Vallorn is in the area, it is the creatures of Terunin that are the issue.  Therunin breeds cunning fighters and people who are good at surviving and hiding.  They are used to creatures who use poison and combat them regularly.&lt;br /&gt;
PLOT:  A large group of Foreign Orcs from the Barrens were recently in Theruinin in the Lower Tarn Valley.  They have recenty started leaving, but it is possible that you have an interest in what they are up to.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Therunin&lt;br /&gt;
&lt;br /&gt;
===Brocelidnne===&lt;br /&gt;
The largest known Vallorn, and the heart of the Teruniel Empire.  There is only one safe area in the vallorn controlled areas of Broceliende - The Brock - the rest of the area is too perilous to travel for more than a day.  To the east are the two Navarr controlled areas. Boar&#039;s Dell and Elereal.  It is here that most of the trade in the area happens.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Broc%C3%A9liande&lt;br /&gt;
&lt;br /&gt;
===Liathaven===&lt;br /&gt;
Liathaven was invaded about 30 years ago by the Jotun Orcs.  It is a dark and thick forest with dangerous creatures and split down the middle by the Vallorn.  The Jotun held the north side and the Navarr the south.  In the last few years the Navarr fought back against hte Jotun, using fear tactcis to scare off the ORcs.  This worked to a part, and they did great damage to the orc armies.  They also enlarged this army with the people of Liathaven. The Orcs retalisated moving in large amounts of troops and killing / and torturing anyone of fighting age or above.  Only the children were spared and they were taken as Thralls.&lt;br /&gt;
PLOT:   There are now no people left in Liathaven other than the Army annd PCs.  If you were from Liathaven, being refugees travelling to Anvil would be a good introduction.. or having joined up with the Black Thorns (Navarr army) to leave the area.&lt;br /&gt;
&lt;br /&gt;
==Question Three:  Which of the Archetypes do you want to play==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to have a set archetype, but it helps you get into character.  They are also set roles in society and people will include these people and seek them out.  Each one has it&#039;s own oath and this oath alters what they do day to day.  It is rare for people to have sworn more than one oath other than the Brand Oath.  These are things you have dedicated your life too - and it&#039;s har to dedicate to multiple things well.  People who have sworn multiple are often mediocre at them all.&lt;br /&gt;
&lt;br /&gt;
===Brand===&lt;br /&gt;
Taking a Brand is a serious understaking.  The Brand&#039;s are the leaders of the nations.  They have taken an oath to lead and be responsbile for others in the nation.  Be that their striding/steading or whether that is for the whole of Navarr.   A Brand is a selfless task, they have dedicated themselves to the people they protect/serve.&lt;br /&gt;
The Brand&#039;s Council meets to discuss things within the nation.  BRands often have sworn a second oath, normally the Thorn or Vate oath&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Brand&lt;br /&gt;
&lt;br /&gt;
===Thorn===&lt;br /&gt;
The Thorns are the warriors of the nation. Be that fighters or battle mages.  They have sworn an oath to always be ready to rpotect the people and the community.  The Thorns are the ones who will tkae the major role in battle, who will advice teh generals and fight to protect.  Again, it is about giving your life to protect others, not looking for personal glory.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Thorn&lt;br /&gt;
&lt;br /&gt;
===Vate===&lt;br /&gt;
Vates are those who have sworn an oath to use their magic selflessly.  The Vates are the only people in the nation who are considered learned enough to deal with Eternals. Vates are often ritual magicians since these are the ones that need to deal with Eternals the most.  It is rare to fight a Vate who has not mastered the ability to heal in some way.&lt;br /&gt;
Non-Vates should not deal with Eternals (or heralds) without the guidance of a Vate.  The use of ritual magic by non vates is also frowned upon.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_magical_traditions&lt;br /&gt;
&lt;br /&gt;
===Guide===&lt;br /&gt;
Guides are the priests in the nation.  Some of them have congregrations and have a seat on the national assembly of the synod.  But others just make sure they they actively guide people.  Generally a guide will follow one of the virtues (it is normally only politically active guides who will follow the Way as a whole) annd people will seek them out when they wish advice.  A good guide is one that find people who need their advice and lets them know what to do to find their place in teh Great Dance.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_religious_beliefs&lt;br /&gt;
&lt;br /&gt;
===Broker===&lt;br /&gt;
A broker is not an oath, but they are a known role in the nation.  Brokers do what they can to get money and / or resources and are the best traders in the nation.  Brokers often show their prosperity by trying to provide for others and a Broker who has sworn the Brand oath would do just that.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_economic_interests#Brokers&lt;br /&gt;
&lt;br /&gt;
===Herbalist/Healer===&lt;br /&gt;
There are a lot of herbalists and chirigun&#039;s in the nation and many dedicate their lives to healing the sick or just healing those who need their support in battle.  It is important to make sure that people are protected for the Navarri life style is not an easy one.&lt;br /&gt;
&lt;br /&gt;
==Question Four:  Are you human or do you have any Lineage==&lt;br /&gt;
&lt;br /&gt;
You can have a lineage, or be human.  &lt;br /&gt;
You cannot be a Navarri Orc.   The Navarr have very little prejudice against most lineage so knock yourself out.&lt;br /&gt;
&lt;br /&gt;
===Briars: ===&lt;br /&gt;
Don&#039;t play a briar if you want political power in Navarr, or if you want an easy ride.    The majority of Navarr do not trust Briars, they do not hate them or want them dead normally, but they are too close to Spring magic and should they die in a Vallorn area they can become Dryads, horrible creatures that kill many of the Navarri people.   There are many emotions that people show to Briars.. pity, hatred, fear...  It is not the easy option to play.  &lt;br /&gt;
Also, don&#039;t feel bad with this attitude to briars.  People playing briars have made this decision to play one in the Navarr.  If you&#039;re nice to them, then you are actually ruining their roleplay. &lt;br /&gt;
&lt;br /&gt;
==Question 5:  What skills should I take?==&lt;br /&gt;
&lt;br /&gt;
Okay, so this is totally up to personal choice.  But this is what I would think.&lt;br /&gt;
1)  Do you want to take part in the battles / skrimishes.&lt;br /&gt;
2)  What do I want to do in Anvil&lt;br /&gt;
&lt;br /&gt;
===Question 5a:  What skills should i take for the battlefield?===&lt;br /&gt;
&lt;br /&gt;
Skills, really don&#039;t matter too much.  &lt;br /&gt;
*Anyone can wear armour, &lt;br /&gt;
*Anyone can use a buckler&lt;br /&gt;
*Anyone can use a one-handed weapon&lt;br /&gt;
*Anyone can roleplay being a guide and give advice&lt;br /&gt;
*Anyone can be a broker and deal with money&lt;br /&gt;
&lt;br /&gt;
However, the Empire game is in two part.  On the battlefield/skirmish area and in Anvil.  I would want to have stuff to do in both bits.   You don&#039;t need skills to do this but it helps.&lt;br /&gt;
&lt;br /&gt;
===On the the Battlefield===&lt;br /&gt;
Weaponmaster - allows you to use big weapons&lt;br /&gt;
Shield - allows you to use a large shield&lt;br /&gt;
Archery - allows you to use a bow&lt;br /&gt;
Without these skills you can&#039;t use the abilities - so they&#039;re pretty key&lt;br /&gt;
&lt;br /&gt;
Hero points are cool.  You don&#039;t get many but you get the ability to heal yourself, heal others, cut through limbs etc.&lt;br /&gt;
Extra hits and extra fortitude, I wouldn&#039;t buy as a first thing as my first character.  It makes you better, but doesn&#039;t mean you can DO more.&lt;br /&gt;
&lt;br /&gt;
Magician&lt;br /&gt;
The ability to paralyse, entangle, heal, shatter etc.  They are all cool.  There are no fireballs in Empire, so it&#039;s all about having a staff or wand (or rod) and being able to do one or two cool things.  But, you can&#039;t wear armour if you want to cast.&lt;br /&gt;
&lt;br /&gt;
Physician &lt;br /&gt;
Being able to heal people on the battlefield is good.  Using herbs to get people up is amazing and you get quite a few of them.  Makes you proper useful on a field but yu don&#039;t have to get too close to the danger &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Questions 5b:  What skills should I take for life in Anvil?===&lt;br /&gt;
&lt;br /&gt;
Again, you don&#039;t need skills to roleplay.  There is very little in Anvil you need to do to hafve a skill.  BUT - somethings help.&lt;br /&gt;
&lt;br /&gt;
Ritual Magic:&lt;br /&gt;
Lots of Covens will be happy to have a new member.  Yoou don&#039;t need to go as part of a Coven, you can just go and find one at the first Standing.  I suggest you don&#039;t chose your rituals until yo uahve a coven and they will give you advice. No point chosing ones that other people can already do or that youi&#039;ll never be able to cast.&lt;br /&gt;
&lt;br /&gt;
Another thing aboout being a magician is you can also go to the Hall of Worlds.  This allows you to interact with conclave and maybe with Eternals.&lt;br /&gt;
&lt;br /&gt;
Making stuff:&lt;br /&gt;
Everyone likes people who can make stuff.  FInd some brokers and let them know, or work with other brokers to sell and get the resources you need.  Potions, magical armour, poisons or even banners.  These things are often expensive.  And you can probably not make artissan stuff without multiple people working together.&lt;br /&gt;
&lt;br /&gt;
Priest Skills:&lt;br /&gt;
Honestly, hallow is an amazing skill. You can make items with have a name and have roleplaying affects for people. You will need Liou (so you need a congregation).  There are other affects too - but bbasically you get to create roleplaying affets.  (but named items is the best one imho - cos you can give someone their father&#039;s sword)&lt;br /&gt;
&lt;br /&gt;
==Question 6:  What resource should I take?==&lt;br /&gt;
&lt;br /&gt;
===Farms and Businesses. ===&lt;br /&gt;
 These give you money.  Money allows you to buy cake and beer in the IC bars.  That&#039;s quite cool if you like beer in IC bars  Think about what your business is, it gives you sometbign to talk about.&lt;br /&gt;
&lt;br /&gt;
===Forests/Mines: ===&lt;br /&gt;
These give you the stuff to make artisan goods.  Genearlly if there are a group of you, taking a selection to allow brokers/ artisans to get stuff is a good strategy.  Not very exciting - but does allow you to make cool stuff.&lt;br /&gt;
&lt;br /&gt;
===Mana Site:===&lt;br /&gt;
If you want to do rituals - manasites are where it&#039;s at.  A mana site will give you 7 crystals.  That&#039;s a single rank 14 mastered ritual a weekend.  Oka,y genearlly you&#039;ll do things with a coven.. but if you don&#039;t want to rely on them and be a burdon - bring the mana.  If you&#039;re a warrior it&#039;s also good cos it&#039;s better to pay ritualists with to cast rituals on you.&lt;br /&gt;
&lt;br /&gt;
===Military Unit:===&lt;br /&gt;
It allows you to support the armies, or support spy networks.  You get a downtime action that allows you to either get stuff by paid work or by supportin the Empire and maybe gettign guerdon (pay for supporting the right armies)&lt;br /&gt;
&lt;br /&gt;
===Congregation: ===&lt;br /&gt;
 If you take this , you have votes in teh synod and automatic political power.  Genearlly if you&#039;re a guide who wants to create auras you need liou which is the other things this gives you.&lt;br /&gt;
&lt;br /&gt;
===Fleet: ===&lt;br /&gt;
All the Navarr teritoriees are landloced so this is an odd choice.  It&#039;s a versitle option that alows you to do different things though, so some peopel choose it.&lt;br /&gt;
&lt;br /&gt;
===Herb Garden: ===&lt;br /&gt;
 Does what it says on the tin.  good if you are a chirigun/apothecary.   also if you want to make potions/poisons to sell.  you get a fair amount so it means you can be pretty useful&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodny&amp;diff=53685</id>
		<title>Volodny</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodny&amp;diff=53685"/>
		<updated>2017-06-25T18:48:43Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Known Volodny */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Varushkanforest.jpeg|align=right|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Volodny are a circle of magicians from [[Varushka]] who present a threat to the entire Empire. &lt;br /&gt;
&lt;br /&gt;
They collaborated with the warlord [[Alderei the Fair]] to oppose the First Empress. They are said to wish to destroy the Varushkan people, and the Empire that they are part of.&lt;br /&gt;
&lt;br /&gt;
The Volodny have made dreadful pacts with the Eternals of the Wasteland (the [[Winter]] Realm), and are said to be immortal as long as they maintain these pacts. They are known to have &amp;quot;hidden their hearts&amp;quot; outside their bodies, and cannot be permanently killed unless their hearts are found and destroyed.&lt;br /&gt;
&lt;br /&gt;
While the Volodny focus their attention on Varushka, they are a threat to the entire Empire and their malign influence could be felt by any Nation.&lt;br /&gt;
&lt;br /&gt;
==Known Volodny==&lt;br /&gt;
Conservative estimates suggest there may be as few as five volodny, or as many as fifteen, still in existance. This is by no means an exhaustive list and includes volodny believed to be deceased.&lt;br /&gt;
* &#039;&#039;&#039;[[Bas Celik]]&#039;&#039;&#039; - called the Binder. Believed to be active in the Empire since the death of [[Empress Britta]].&lt;br /&gt;
* &#039;&#039;&#039;Koshiev the White&#039;&#039;&#039; - alleged leader of the volodny executed during the fall of [[Alderei the Fair]]. &lt;br /&gt;
* &#039;&#039;&#039;Górować&#039;&#039;&#039; - a powerful Night mage who was instrumental in the battles between Navarr and Vard in [[Hercynia]]&lt;br /&gt;
* &#039;&#039;&#039;Shadowsmith&#039;&#039;&#039; - an [[Crafting skills#Artisan|artisan]] of unparalleled skill associated with the city of [[Temeschwar]].&lt;br /&gt;
* &#039;&#039;&#039;Kareina of the Swans&#039;&#039;&#039; - called Silvertongue. Attempted to turn [[Urizen]] against the Empire, and appears as a diplomat&lt;br /&gt;
* &#039;&#039;&#039;Breknia&#039;&#039;&#039;- allegedly a weak volodny believed to have been destroyed several centuries ago&lt;br /&gt;
&lt;br /&gt;
==Historical Research==&lt;br /&gt;
In 377YE, a Varushkan magician commissioned research into the nature of the volodny Bas Celik. The document contained numerous points of general interest concerning the volodny as a whole, and has [[Bas Celik|recently been made available to imperial scholars]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Bestiary]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53602</id>
		<title>Navarr look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53602"/>
		<updated>2017-06-22T20:16:09Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NavarrBannerArt.jpg|align=left|title=Banner inspiration by Kate Lee|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.&lt;br /&gt;
&lt;br /&gt;
Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also see [[Navarr Costumes]] and [[Navarr Icons and Artistry]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.&lt;br /&gt;
{{CaptionedImage|file=Navarrcolours.png‎|width=}}&lt;br /&gt;
===Materials===&lt;br /&gt;
Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.&lt;br /&gt;
{{CaptionedImage|file=WellWorn.jpg|align=right|title=Layers of well-worn, practical wool and leather in natural shades often serve as the foundation of Navarr costume.|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended &#039;on the go&#039;. &lt;br /&gt;
&lt;br /&gt;
Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Brendan Brackensong.jpg|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Liliwin Pathfinder.jpg |width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
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&amp;lt;span8&amp;gt;{{CaptionedImage|file=HoodedBow.jpg|title=This practical Navarr costume has a hood embroidered with a design drawn from natural sources.|width=500}}&amp;lt;/span8&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
More [[remote Navarr]] may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Eira Pridestalker.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Tricksy Y&#039;Basden.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.&lt;br /&gt;
&lt;br /&gt;
===Shoes===&lt;br /&gt;
Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
===Jewelry and Decoration===&lt;br /&gt;
Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found.  When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.&lt;br /&gt;
&lt;br /&gt;
===Tattoos===&lt;br /&gt;
Tattoos are common amongst the [[Navarr]], used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers. &lt;br /&gt;
&lt;br /&gt;
They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Senara.jpg |title=Eleanor Hingley, playing Senara of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Peredur.jpg |title=Robin Farndon, playing Peredur of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Braids and matted locks are common, as are beads and other decorations woven into the hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=PensiveGuide.jpg|align=left|width=267|}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Banners and Symbols===&lt;br /&gt;
The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.&lt;br /&gt;
&lt;br /&gt;
===Decorating their tents at Anvil===&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often flines and closures that run diagonally across the body rather than vertically.  Wintermark runes on armour are rare and more intricate designs are found on the armour of the Navarr thorns often tracing out their own journey through the Great Dance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Drefa Brackensong.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Adair Eternal.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{{CaptionedImage|file=British_Museum_Battersea_Shield.jpg|align=left|width=200}}&lt;br /&gt;
Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.&lt;br /&gt;
&lt;br /&gt;
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===Weapons===&lt;br /&gt;
The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour [[Weapons_%26_armour#One-handed_Spear|one-handed spears]] coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Blackscar spears.jpg|alling=left|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=StockerSpears.jpg|aling=left|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=RhisiartWithSpear.jpg|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=NebAndPoleArm.jpg|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span7&amp;gt;{{CaptionedImage|file=MG4061.jpg|width=600}}&amp;lt;/span7&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mage Implements===&lt;br /&gt;
Navarr Mage implements are normally simple and practical pieces of wood.  Sometimes intricate designs are carved down the implement as befits their hearth magics.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=Iron_Scroll.jpg|width=600}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
===Celts and Native Americans===&lt;br /&gt;
As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn&#039;t suitable as decorative patterns.&lt;br /&gt;
&lt;br /&gt;
===Similar nations===&lt;br /&gt;
====Wintermark====&lt;br /&gt;
Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.  Runes are a lot more common in Wintermark clothing&lt;br /&gt;
&lt;br /&gt;
Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.&lt;br /&gt;
&lt;br /&gt;
====The Marches====&lt;br /&gt;
There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
Wood elves, The Rangers from Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53601</id>
		<title>Navarr look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53601"/>
		<updated>2017-06-22T20:15:23Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NavarrBannerArt.jpg|align=left|title=Banner inspiration by Kate Lee|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.&lt;br /&gt;
&lt;br /&gt;
Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also see [[Navarr Costumes]] and [[Navarr Icons and Artistry]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.&lt;br /&gt;
{{CaptionedImage|file=Navarrcolours.png‎|width=}}&lt;br /&gt;
===Materials===&lt;br /&gt;
Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.&lt;br /&gt;
{{CaptionedImage|file=WellWorn.jpg|align=right|title=Layers of well-worn, practical wool and leather in natural shades often serve as the foundation of Navarr costume.|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended &#039;on the go&#039;. &lt;br /&gt;
&lt;br /&gt;
Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Brendan Brackensong.jpg|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Liliwin Pathfinder.jpg |width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=HoodedBow.jpg|title=This practical Navarr costume has a hood embroidered with a design drawn from natural sources.|width=500}}&amp;lt;/span8&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
More [[remote Navarr]] may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Eira Pridestalker.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Tricksy Y&#039;Basden.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.&lt;br /&gt;
&lt;br /&gt;
===Shoes===&lt;br /&gt;
Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
===Jewelry and Decoration===&lt;br /&gt;
Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found.  When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.&lt;br /&gt;
&lt;br /&gt;
===Tattoos===&lt;br /&gt;
Tattoos are common amongst the [[Navarr]], used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers. &lt;br /&gt;
&lt;br /&gt;
They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Senara.jpg |title=Eleanor Hingley, playing Senara of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Peredur.jpg |title=Robin Farndon, playing Peredur of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Braids and matted locks are common, as are beads and other decorations woven into the hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=PensiveGuide.jpg|align=left|width=267|}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Banners and Symbols===&lt;br /&gt;
The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.&lt;br /&gt;
&lt;br /&gt;
===Decorating their tents at Anvil===&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often flines and closures that run diagonally across the body rather than vertically.  Wintermark runes on armour are rare and more intricate designs are found on the armour of the Navarr thorns often tracing out their own journey through the Great Dance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Drefa Brackensong.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Adair Eternal.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{{CaptionedImage|file=British_Museum_Battersea_Shield.jpg|align=left|width=100}}&lt;br /&gt;
Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour [[Weapons_%26_armour#One-handed_Spear|one-handed spears]] coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Blackscar spears.jpg|alling=left|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=StockerSpears.jpg|aling=left|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=RhisiartWithSpear.jpg|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=NebAndPoleArm.jpg|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span7&amp;gt;{{CaptionedImage|file=MG4061.jpg|width=600}}&amp;lt;/span7&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mage Implements===&lt;br /&gt;
Navarr Mage implements are normally simple and practical pieces of wood.  Sometimes intricate designs are carved down the implement as befits their hearth magics.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=Iron_Scroll.jpg|width=600}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
===Celts and Native Americans===&lt;br /&gt;
As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn&#039;t suitable as decorative patterns.&lt;br /&gt;
&lt;br /&gt;
===Similar nations===&lt;br /&gt;
====Wintermark====&lt;br /&gt;
Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.  Runes are a lot more common in Wintermark clothing&lt;br /&gt;
&lt;br /&gt;
Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.&lt;br /&gt;
&lt;br /&gt;
====The Marches====&lt;br /&gt;
There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
Wood elves, The Rangers from Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53600</id>
		<title>Navarr look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53600"/>
		<updated>2017-06-22T20:14:59Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NavarrBannerArt.jpg|align=left|title=Banner inspiration by Kate Lee|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.&lt;br /&gt;
&lt;br /&gt;
Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also see [[Navarr Costumes]] and [[Navarr Icons and Artistry]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.&lt;br /&gt;
{{CaptionedImage|file=Navarrcolours.png‎|width=}}&lt;br /&gt;
===Materials===&lt;br /&gt;
Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.&lt;br /&gt;
{{CaptionedImage|file=WellWorn.jpg|align=right|title=Layers of well-worn, practical wool and leather in natural shades often serve as the foundation of Navarr costume.|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended &#039;on the go&#039;. &lt;br /&gt;
&lt;br /&gt;
Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Brendan Brackensong.jpg|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Liliwin Pathfinder.jpg |width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=HoodedBow.jpg|title=This practical Navarr costume has a hood embroidered with a design drawn from natural sources.|width=500}}&amp;lt;/span8&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
More [[remote Navarr]] may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Eira Pridestalker.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Tricksy Y&#039;Basden.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.&lt;br /&gt;
&lt;br /&gt;
===Shoes===&lt;br /&gt;
Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
===Jewelry and Decoration===&lt;br /&gt;
Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found.  When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.&lt;br /&gt;
&lt;br /&gt;
===Tattoos===&lt;br /&gt;
Tattoos are common amongst the [[Navarr]], used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers. &lt;br /&gt;
&lt;br /&gt;
They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Senara.jpg |title=Eleanor Hingley, playing Senara of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Peredur.jpg |title=Robin Farndon, playing Peredur of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Braids and matted locks are common, as are beads and other decorations woven into the hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=PensiveGuide.jpg|align=left|width=267|}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Banners and Symbols===&lt;br /&gt;
The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.&lt;br /&gt;
&lt;br /&gt;
===Decorating their tents at Anvil===&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often flines and closures that run diagonally across the body rather than vertically.  Wintermark runes on armour are rare and more intricate designs are found on the armour of the Navarr thorns often tracing out their own journey through the Great Dance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Drefa Brackensong.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Adair Eternal.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{{CaptionedImage|file=British_Museum_Battersea_Shield.jpg|align=left|width=300}}&lt;br /&gt;
Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour [[Weapons_%26_armour#One-handed_Spear|one-handed spears]] coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Blackscar spears.jpg|alling=left|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=StockerSpears.jpg|aling=left|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=RhisiartWithSpear.jpg|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=NebAndPoleArm.jpg|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span7&amp;gt;{{CaptionedImage|file=MG4061.jpg|width=600}}&amp;lt;/span7&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mage Implements===&lt;br /&gt;
Navarr Mage implements are normally simple and practical pieces of wood.  Sometimes intricate designs are carved down the implement as befits their hearth magics.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=Iron_Scroll.jpg|width=600}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
===Celts and Native Americans===&lt;br /&gt;
As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn&#039;t suitable as decorative patterns.&lt;br /&gt;
&lt;br /&gt;
===Similar nations===&lt;br /&gt;
====Wintermark====&lt;br /&gt;
Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.  Runes are a lot more common in Wintermark clothing&lt;br /&gt;
&lt;br /&gt;
Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.&lt;br /&gt;
&lt;br /&gt;
====The Marches====&lt;br /&gt;
There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
Wood elves, The Rangers from Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53599</id>
		<title>Navarr look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53599"/>
		<updated>2017-06-22T20:14:32Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NavarrBannerArt.jpg|align=left|title=Banner inspiration by Kate Lee|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.&lt;br /&gt;
&lt;br /&gt;
Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also see [[Navarr Costumes]] and [[Navarr Icons and Artistry]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.&lt;br /&gt;
{{CaptionedImage|file=Navarrcolours.png‎|width=}}&lt;br /&gt;
===Materials===&lt;br /&gt;
Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.&lt;br /&gt;
{{CaptionedImage|file=WellWorn.jpg|align=right|title=Layers of well-worn, practical wool and leather in natural shades often serve as the foundation of Navarr costume.|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended &#039;on the go&#039;. &lt;br /&gt;
&lt;br /&gt;
Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Brendan Brackensong.jpg|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Liliwin Pathfinder.jpg |width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=HoodedBow.jpg|title=This practical Navarr costume has a hood embroidered with a design drawn from natural sources.|width=500}}&amp;lt;/span8&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
More [[remote Navarr]] may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Eira Pridestalker.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Tricksy Y&#039;Basden.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.&lt;br /&gt;
&lt;br /&gt;
===Shoes===&lt;br /&gt;
Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
===Jewelry and Decoration===&lt;br /&gt;
Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found.  When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.&lt;br /&gt;
&lt;br /&gt;
===Tattoos===&lt;br /&gt;
Tattoos are common amongst the [[Navarr]], used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers. &lt;br /&gt;
&lt;br /&gt;
They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Senara.jpg |title=Eleanor Hingley, playing Senara of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Peredur.jpg |title=Robin Farndon, playing Peredur of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Braids and matted locks are common, as are beads and other decorations woven into the hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=PensiveGuide.jpg|align=left|width=267|}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Banners and Symbols===&lt;br /&gt;
The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.&lt;br /&gt;
&lt;br /&gt;
===Decorating their tents at Anvil===&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often flines and closures that run diagonally across the body rather than vertically.  Wintermark runes on armour are rare and more intricate designs are found on the armour of the Navarr thorns often tracing out their own journey through the Great Dance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Drefa Brackensong.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Adair Eternal.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=British_Museum_Battersea_Shield.jpg|align=left|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour [[Weapons_%26_armour#One-handed_Spear|one-handed spears]] coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Blackscar spears.jpg|alling=left|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=StockerSpears.jpg|aling=left|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=RhisiartWithSpear.jpg|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=NebAndPoleArm.jpg|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span7&amp;gt;{{CaptionedImage|file=MG4061.jpg|width=600}}&amp;lt;/span7&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mage Implements===&lt;br /&gt;
Navarr Mage implements are normally simple and practical pieces of wood.  Sometimes intricate designs are carved down the implement as befits their hearth magics.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=Iron_Scroll.jpg|width=600}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
===Celts and Native Americans===&lt;br /&gt;
As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn&#039;t suitable as decorative patterns.&lt;br /&gt;
&lt;br /&gt;
===Similar nations===&lt;br /&gt;
====Wintermark====&lt;br /&gt;
Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.  Runes are a lot more common in Wintermark clothing&lt;br /&gt;
&lt;br /&gt;
Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.&lt;br /&gt;
&lt;br /&gt;
====The Marches====&lt;br /&gt;
There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
Wood elves, The Rangers from Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53598</id>
		<title>Navarr look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53598"/>
		<updated>2017-06-22T20:13:51Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NavarrBannerArt.jpg|align=left|title=Banner inspiration by Kate Lee|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.&lt;br /&gt;
&lt;br /&gt;
Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also see [[Navarr Costumes]] and [[Navarr Icons and Artistry]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.&lt;br /&gt;
{{CaptionedImage|file=Navarrcolours.png‎|width=}}&lt;br /&gt;
===Materials===&lt;br /&gt;
Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.&lt;br /&gt;
{{CaptionedImage|file=WellWorn.jpg|align=right|title=Layers of well-worn, practical wool and leather in natural shades often serve as the foundation of Navarr costume.|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended &#039;on the go&#039;. &lt;br /&gt;
&lt;br /&gt;
Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Brendan Brackensong.jpg|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Liliwin Pathfinder.jpg |width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=HoodedBow.jpg|title=This practical Navarr costume has a hood embroidered with a design drawn from natural sources.|width=500}}&amp;lt;/span8&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
More [[remote Navarr]] may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Eira Pridestalker.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Tricksy Y&#039;Basden.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.&lt;br /&gt;
&lt;br /&gt;
===Shoes===&lt;br /&gt;
Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
===Jewelry and Decoration===&lt;br /&gt;
Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found.  When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.&lt;br /&gt;
&lt;br /&gt;
===Tattoos===&lt;br /&gt;
Tattoos are common amongst the [[Navarr]], used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers. &lt;br /&gt;
&lt;br /&gt;
They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Senara.jpg |title=Eleanor Hingley, playing Senara of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Peredur.jpg |title=Robin Farndon, playing Peredur of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Braids and matted locks are common, as are beads and other decorations woven into the hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=PensiveGuide.jpg|align=left|width=267|}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Banners and Symbols===&lt;br /&gt;
The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.&lt;br /&gt;
&lt;br /&gt;
===Decorating their tents at Anvil===&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often flines and closures that run diagonally across the body rather than vertically.  Wintermark runes on armour are rare and more intricate designs are found on the armour of the Navarr thorns often tracing out their own journey through the Great Dance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Drefa Brackensong.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Adair Eternal.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=:British_Museum_Battersea_Shield.jpg|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour [[Weapons_%26_armour#One-handed_Spear|one-handed spears]] coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Blackscar spears.jpg|alling=left|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=StockerSpears.jpg|aling=left|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=RhisiartWithSpear.jpg|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=NebAndPoleArm.jpg|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span7&amp;gt;{{CaptionedImage|file=MG4061.jpg|width=600}}&amp;lt;/span7&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mage Implements===&lt;br /&gt;
Navarr Mage implements are normally simple and practical pieces of wood.  Sometimes intricate designs are carved down the implement as befits their hearth magics.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=Iron_Scroll.jpg|width=600}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
===Celts and Native Americans===&lt;br /&gt;
As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn&#039;t suitable as decorative patterns.&lt;br /&gt;
&lt;br /&gt;
===Similar nations===&lt;br /&gt;
====Wintermark====&lt;br /&gt;
Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.  Runes are a lot more common in Wintermark clothing&lt;br /&gt;
&lt;br /&gt;
Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.&lt;br /&gt;
&lt;br /&gt;
====The Marches====&lt;br /&gt;
There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
Wood elves, The Rangers from Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53597</id>
		<title>Navarr look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=53597"/>
		<updated>2017-06-22T20:12:57Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NavarrBannerArt.jpg|align=left|title=Banner inspiration by Kate Lee|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.&lt;br /&gt;
&lt;br /&gt;
Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also see [[Navarr Costumes]] and [[Navarr Icons and Artistry]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.&lt;br /&gt;
{{CaptionedImage|file=Navarrcolours.png‎|width=}}&lt;br /&gt;
===Materials===&lt;br /&gt;
Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.&lt;br /&gt;
{{CaptionedImage|file=WellWorn.jpg|align=right|title=Layers of well-worn, practical wool and leather in natural shades often serve as the foundation of Navarr costume.|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended &#039;on the go&#039;. &lt;br /&gt;
&lt;br /&gt;
Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Brendan Brackensong.jpg|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Liliwin Pathfinder.jpg |width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=HoodedBow.jpg|title=This practical Navarr costume has a hood embroidered with a design drawn from natural sources.|width=500}}&amp;lt;/span8&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
More [[remote Navarr]] may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Eira Pridestalker.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Tricksy Y&#039;Basden.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.&lt;br /&gt;
&lt;br /&gt;
===Shoes===&lt;br /&gt;
Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
===Jewelry and Decoration===&lt;br /&gt;
Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found.  When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.&lt;br /&gt;
&lt;br /&gt;
===Tattoos===&lt;br /&gt;
Tattoos are common amongst the [[Navarr]], used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers. &lt;br /&gt;
&lt;br /&gt;
They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Senara.jpg |title=Eleanor Hingley, playing Senara of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Peredur.jpg |title=Robin Farndon, playing Peredur of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Braids and matted locks are common, as are beads and other decorations woven into the hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=PensiveGuide.jpg|align=left|width=267|}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Banners and Symbols===&lt;br /&gt;
The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.&lt;br /&gt;
&lt;br /&gt;
===Decorating their tents at Anvil===&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often flines and closures that run diagonally across the body rather than vertically.  Wintermark runes on armour are rare and more intricate designs are found on the armour of the Navarr thorns often tracing out their own journey through the Great Dance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Drefa Brackensong.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Adair Eternal.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.&lt;br /&gt;
[[File:British_Museum_Battersea_Shield.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour [[Weapons_%26_armour#One-handed_Spear|one-handed spears]] coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Blackscar spears.jpg|alling=left|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=StockerSpears.jpg|aling=left|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=RhisiartWithSpear.jpg|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=NebAndPoleArm.jpg|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span7&amp;gt;{{CaptionedImage|file=MG4061.jpg|width=600}}&amp;lt;/span7&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mage Implements===&lt;br /&gt;
Navarr Mage implements are normally simple and practical pieces of wood.  Sometimes intricate designs are carved down the implement as befits their hearth magics.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=Iron_Scroll.jpg|width=600}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
===Celts and Native Americans===&lt;br /&gt;
As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn&#039;t suitable as decorative patterns.&lt;br /&gt;
&lt;br /&gt;
===Similar nations===&lt;br /&gt;
====Wintermark====&lt;br /&gt;
Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.  Runes are a lot more common in Wintermark clothing&lt;br /&gt;
&lt;br /&gt;
Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.&lt;br /&gt;
&lt;br /&gt;
====The Marches====&lt;br /&gt;
There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
Wood elves, The Rangers from Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_spiritual_prism&amp;diff=53391</id>
		<title>A spiritual prism</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_spiritual_prism&amp;diff=53391"/>
		<updated>2017-06-13T22:41:46Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:381YE]][[Category:Recent History]][[Category: Spring Equinox 381YE]]&lt;br /&gt;
==Overview==&lt;br /&gt;
In Summer 379YE, Yael of [[Highguard]] experienced a past life vision, during which she claimed to have received a revelation of the &#039;&#039;Land Without Tears&#039;&#039;, a paradise that waits beyond the Labyrinth for the truly virtuous. Initially she and her followers were given permission to use [[liao]] to spread word of this revelation across the Empire. A mighty congregation formed, swelled by pilgrims from every nation in the Empire.&lt;br /&gt;
&lt;br /&gt;
But when the Doctrine of the Beyond was put before the [[Imperial Synod]] - it was rejected. This caused confusion across the Empire - if the Synod rejects Yael&#039;s revelation does that mean her words are heretical? If the Land Without Tears is not part of the Way of Virtue - is it illegal to preach it? Disagreements about what the Synod judgement really meant turned to arguments and in some cases to violence.&lt;br /&gt;
&lt;br /&gt;
In response to the lack of leadership from the [[Assembly#General_Assembly|General Assembly]], several of the [[Assembly#The_National_Assemblies|national assemblies]] chose to pass clear judgments decisively rejecting Yael&#039;s words. The citizens of those nations have benefited from this clear moral leadership - but it has exposed a new danger. The Imperial faith represents the shared values that bring citizens of disparate nations together, without agreement that common unity is threatened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed but not upheld at the Autumn Equinox 380YE, 673 - 729&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Doctrine of the Beyond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beyond the Labyrinth of Ages lies the Land Without Tears. Paragon souls that had freed themselves from the Labyrinth may ascend to this golden place that is without pain and suffering. The Land Without Tears is the ultimate transcendent destiny of all humans who turn their lives to Virtue and the pursuit of Paragonhood.&#039;&#039;&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Repudiation==&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, Varushka, Navarr, Urizen, the League have their ability to provide effective military aid to Highguard, Dawn, the Marches and the Brass Coast halved (and vice versa)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the previous summit, five nations of the Empire, [[Wintermark]],[[Varushka]], [[Navarr]], [[Urizen]], and [[the League]] each passed a [[statement of principle]] with a greater majority decisively rejecting the revelation brought forth by Yael. Most of the judgements explicitly rejected her claim to be the First Empress - and all of them urged their faithful of their nation to reject her teachings and instead hold true to traditional doctrine.&lt;br /&gt;
&lt;br /&gt;
This clear moral leadership has resolved the conflict that existed in these nations. There are no more discussions about what Yael&#039;s revelation means for their nation - no more debates about the theological implications, no more questions or doubts. The national assembly has rejected her claims - and that has dispelled all doubts in the minds of most folk of that nation.&lt;br /&gt;
&lt;br /&gt;
The drawback of this clarity is that it is increasingly causing conflicts between those nations that have rejected Yael - and those that have &#039;&#039;not&#039;&#039;. Ultimately, a rejection of Yael&#039;s claims is almost identical to a rejection of Yael. The priests of the Imperial Synod might choose their words carefully when addressing this complex task, but the common soldiery do not. So when those who have not yet made their mind up about Yael - sit round the campfires with those whose leaders have told them to reject Yael and her claims - fists start to fly.&lt;br /&gt;
&lt;br /&gt;
The truth is that the Way of Virtue is the heart of the Empire - it is what ties the ten nations together. The more the disagreements grow... the harder it becomes for the Empire to act and fight as one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;As a result of the decisions taken by their national assembly, the armies of those nations that have decisively rejected Yael may no longer receive effective military support from military units from nations that have not issued compatible guidance - Dawn, Highguard, the Marches, and the Brass Coast. The reverse also applies, Dawnish, Highborn, Freeborn and Marcher armies may not be supported by military units from the five nations that have rejected Yael. In each case, the effective ranks of a [[military unit]] choosing to [[Military_unit#Supporting_an_Army|support]] an [[Imperial army|army]] on the other side of the schism will be halved.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At present the situation is still evolving and any national assembly may issue a statement of principle decisively accepting or rejecting Yael. Provided it is passed with a Greater Majority then it will take effect immediately and allow the military units of that nation to fight accordingly.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
While the statement of principle by a national assembly that is rejecting Yael is sufficient to end discussion of the issue, it is not sufficient to convince those who have embraced Yael to abandon their new faith. Most of these citizens still reside within the borders of their nation - but many have undergone a pilgrimage, traveling to [[Reikos]] or [[Casinea]] in the hope of encountering the First Empress Reborn or at least others like them who support her. This tide of pilgrims has swelled the ranks of the Congregation of the First Empress, a great mass of people looking to Yael for guidance and thereby granting her considerable influence and power within the Synod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate&amp;quot;&amp;gt;The national assembly sends X with X doses of liao to repudiate the false teachings of Yael of Highguard. Those who have been deceived by her claim to be the First Empress Reborn and the hope of a Land Without Tears should retract this false doctrine and return to their homes.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any national assembly that has already passed a statement of principle with a greater majority may decide to issue a priest of their nation with this mandate to confront these wayward pilgrims. If they pass a judgement of [[mandate]] with a lesser majority then they can authorize a priest to use at least 25 doses of liao to convert those of their nation who have strayed from the path they can shepherd them back to the Way of Virtue. This mandate would end the movement of pilgrims seeking Yael from the nation, reducing the size and influence of that congregation in proportion, but only if it is couched in the clearest possible terms as a denunciation of Yael&#039;s teachings - nothing less than this will convince those who have converted.&lt;br /&gt;
&lt;br /&gt;
In the event that several nations issue this mandate, the total amount of liao they spend on it would be &#039;&#039;summed&#039;&#039; for purposes of resolving conflicts with other mandates such as those to [[#Martyrdom|turned the Congregation of the First Empress into an army]], or to [[#The Faithful|incorporate it into a Dawnish army]].&lt;br /&gt;
&lt;br /&gt;
==One Life==&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Orcs are no longer directly effected by the turmoil surrounding Yael and her revelations.&#039;&#039;&#039;&lt;br /&gt;
The revelation of the First Empress Reborn concerns the Land Without Tears, a paradise that waits for those who are virtuous enough to pass through the cycle of reincarnation in the Labyrinth. There is no role for the [[orc|orcs]] in this vision and the [[Imperial Orcs|Imperial Orc]] national assembly have made clear that this matter is only of significance and importance for humans. Given the basic orc belief in one life - a single attempt to cross the [[Imperial_Orcs_religious_beliefs#The_Howling_Abyss|Howling Abyss]] or face extinction - this statement of principle has been sufficient to resolve the matter.&lt;br /&gt;
&lt;br /&gt;
Unless there is further guidance form the Imperial Orcs assembly to the contrary, the nation are no longer affected by the turmoil surrounding Yael and her revelations. Their citizens will play no further role in this matter and their [[Imperial army|armies]] and [[military unit|military units]] may support and be supported by members of any other nation.&lt;br /&gt;
&lt;br /&gt;
==Manifest Destiny==&lt;br /&gt;
* &#039;&#039;&#039;The division within the Imperial Synod is reflected in a division within the nation of Highguard.&#039;&#039;&#039;&lt;br /&gt;
The Way of Virtue began in Highguard. From there, it later spread across the nascent Empire, one of the symbols of its unification - and then across the world. The Highborn often boast that they embody the true spirit of the Empire; other nations might dispute that, but no-one can argue that Highguard is the spiritual and physical home of the Imperial faith. Virtue permeates every aspect of Highborn life and the nation looks to their priests for political as well as moral leadership.&lt;br /&gt;
&lt;br /&gt;
As such, the failure of the Highborn national assembly to provide clear guidance on the First Empress Reborn and the Land Without Tears has hit this nation harder than any other. In [[chapter|chapter houses]] across Highguard, arguments rage over the nature of the revelations. Does the Doctrine of the Beyond contradict the Doctrine of the Paragons? Is it heresy or some profound new insight into the manifest destiny of the human race? Is Yael genuinely the reincarnation of the First Empress Reborn returned to help the Empire in its hour of need - or a charlatan who will destroy it?&lt;br /&gt;
&lt;br /&gt;
These arguments have raged across the whole Empire - but are now settled in many of the nations by the decisive word of their National Assembly. Although Highguard is not the only nation whose Assembly has not spoken out, it is in this nation where faith and the Way are the very air they breathe, the Doctrines a dinner-table conversation as much as the price of bread. In the Marchers or the Brass Coast, it is uncommon for religious differences to divide friends and family; in Highguard, your friends and family are those who share your faith. This fellowship is the fabric from which the Highborn nation is woven; in this land, there are few threads that faith does not touch. As the threads fray, so too the fabric of Highborn society is beginning to divide with it; this now manifests in the discipline of their military.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;Highborn armies are increasingly struggling to overcome the conflicts caused by the division amongst the faithful who serve. As a result all Highborn armies suffer a 10% penalty to victory points generated, and will break if their army strength falls below 1200.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At any time the Highborn National Assembly may still pass a [[statement of principle]] with a [[Judgement#Greater_Majority|Greater Majority]] - either in support of Yael and her Doctrine of the Beyond - or against her. Either would resolve the conflict in the armies. Rejecting her would align Highguard with the other nations that have rejected Yael, and similarly give them the chance to pass the [[#Repudiation|associated mandate]]. The situation is too complex to predict exactly what further effect unified national support for Yael might bring, but as in the case of Dawn, there is a powerful narrative that could bring significant benefit - the First Empress was, after all, Highborn...&lt;br /&gt;
&lt;br /&gt;
But until a statement is passed - until the leaders of the most faithful nation can provably demonstrate that they have come to an agreement on this matter - the situation in Highguard will continue to deteriorate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px; float: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dawn National Assembly, 380YE Winter Solstice&amp;quot;&amp;gt;&lt;br /&gt;
The Troubadours of Dawn hold up the following song as proclamation: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some folk must walk the Labyrinth. To atone for their wrongs.&amp;lt;br&amp;gt;&lt;br /&gt;
Four thousand winters: Think it not too long.&amp;lt;br&amp;gt;&lt;br /&gt;
But others through the Labyrinth pass. To a land without tears.&amp;lt;br&amp;gt;&lt;br /&gt;
As true liao scholarship. Discovered through the years.&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn&#039;s first Empress returned to us. From that happy vale.&amp;lt;br&amp;gt;&lt;br /&gt;
Reincarnate in the person of Highborn Yael.&amp;lt;br&amp;gt;&lt;br /&gt;
Blessed be this paragon. Returned from beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
Raise your voices. And praise her in Song.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Exultation==&lt;br /&gt;
* &#039;&#039;&#039;The Dawnish assembly has passed a judgement in support of Yael&#039;&#039;&#039;&lt;br /&gt;
The[[Dawn| Dawnish]] National Assembly has passed a judgement recognizing Yael as the First Empress reborn and encouraging all citizens of the nation to raise their voices in praise of her. The situation is complicated, the judgement did not achieve a Greater Majority in the Assembly, but the judgements were stolen making voting much more difficult, and several important Dawnish priests were slain during the summit. For many these events seem just a little too convenient, is some force or group trying to prevent the Empire from recognizing Yael&#039;s claim?&lt;br /&gt;
&lt;br /&gt;
As a result the majority in favour of Yael has given a number of Dawnish citizens reason to take renewed interest in Yael and her teachings. &lt;br /&gt;
&lt;br /&gt;
===The Glorious Monarch===&lt;br /&gt;
One element that has caught the imagination of the Dawnish is her relationship with the land of Dawn. The First Empress is a legendary figure in the Empire, the founder of the Empire who personally united the squabbling human nations and conquered the orcs. But to many Dawnish she is something more - the first glorious &#039;&#039;Imperial&#039;&#039; [[Dawn_monarchy|Monarch of Dawn]]. According to [[Dawn_history|history]] the Empress jumped over the River of Sighs to complete a [[Dawn_culture_and_customs#The_Test_of_Mettle|Test of Mettle]] and win King Rodric&#039;s heart. The rebirth of the First Empress impacts every citizen of the Empire, but for some Dawnish what is more important is that the greatest Dawnish Queen that ever lived has returned to them.&lt;br /&gt;
&lt;br /&gt;
For some, this momentous event signals a rebirth of Dawnish Glory and Pride. Rumours are already flying that one or more of the Dawnish regalia has been seen in [[the Barrens]]. Is this another sign that the &amp;quot;Greatest Monarch of Dawn&amp;quot; is come again? &lt;br /&gt;
&lt;br /&gt;
Of course, by tradition - only the reigning [[the Throne|Empress]] is offered the chance to claim the Throne of Dawn. [[Empress Lisabetta]] is well known for her widespread knowledge of [[Imperial history]], easily the rival of any [[Highguard_history#Archivists|archivist]] or [[troubadour]]. So the fact that thus far she has not elected to press a claim to the title undoubtedly reflects politics rather than ignorance of her rights. Those who have passionately taken up Yaels&#039; cause seem convinced that Lisabetta will concede that Yael has a greater right to the title and not contest the situation.&lt;br /&gt;
&lt;br /&gt;
All of which assumes that Yael can be persuaded to accept the honour and stake her claim. The Dawn monarchy is not inherited, it is fought over in Grand Tourney. To be crowned, she must win victory in a grand tourney of Dawnish nobility. As a Highborn citizen Yael is not eligible to fight, but any Dawnish noble may take up her cause and already there are some who dreaming of becoming her champion. Any noble who does not feel that Yael is worthy to bear the title of King or Queen of Dawn would then take the field against her. Thus far, Yael&#039;s claims, have been an issue primarily for priests and troubadours - but if she makes a claim to be Queen of Dawn, then there is a chance for all the Dawnish nobility to fight for or against her.&lt;br /&gt;
&lt;br /&gt;
Victory in such a tourney would be electrifying. The long beards in the Synod may argue at length about the theological implications of the Land Without Tears - but none of that would matter to the average Dawnish yeoman. As First Empress Reborn - and Queen of Dawn, Yael would have the undying affections of all [[Pride|Proud]] Dawnish men and women. Support for Yael would no longer be in question - in one swift stroke she could capture the hearts of every [[Loyalty|Loyal]] citizen of Dawn. While lesser nations argue for doctrine and ask for evidence - Yael has the chance to physically demonstrate for all the world to see that she &#039;&#039;is&#039;&#039; the First Empress Reborn - what could possibly be more glorious than that?&lt;br /&gt;
&lt;br /&gt;
===The Song===&lt;br /&gt;
The song of the First Empress lifts the hearts of every Proud Dawnish man and women who hears it. All the [[yeoman of Dawn|yeofolk]] of Dawn dream of [[glory]] - so they cannot help but be inspired by the knowledge that the First Empress, a figure of legend, now walks amongst them. Let the priests in the Synod argue about doctrine - Dawnish troubadours know a glorious song when they hear one. The Dawnish National Assembly can choose to pass a mandate with a lesser majority to carry this song to every corner of Dawn bringing these benefits to all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate&amp;quot;&amp;gt;&lt;br /&gt;
We send X with 25 doses of liao to carry the song of the First Empress to every Proud Dawnish man and woman. Let all who hear it know the truth of her glorious return from beyond the Labyrinth.&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the mandate is successful, every [[Resource#Personal_Resource|personal resource]] in Dawn owned by a Dawnish character will gain a bonus equal to one additional rank for the following year. This bonus will be &#039;&#039;doubled&#039;&#039; if Yael also becomes the Queen of Dawn.&lt;br /&gt;
&lt;br /&gt;
===The Faithful===&lt;br /&gt;
There are makeshift camps in Reikos and Casinea where pilgrims who have traveled from all across the Empire have gathered to praise Yael. The Empire has resolutely ignored all pleas to create an appropriate church to provide shelter and guidance, instead they have left them to face the elements. Some have returned home, but many continue to stay, surviving as best they can. Some hope for a glimpse of the First Empress Reborn, but most are just grateful for a chance to live amongst those who share their beliefs. All worry what will become of them if the Synod rejects their doctrine as it has already rejected their requests for aid.&lt;br /&gt;
&lt;br /&gt;
It is impossible to doubt the passion of Yael&#039;s followers - they are deeply committed to her - and to the Empire. For those who have visited the camps, the subject of the Empire&#039;s wars is a common topic - and one of the things that they are keen to remind visitors is that the First Empress was a conqueror. She united the human nations in a war of conquest that drove the orcs from the Empire. Many of the faithful are fully prepared to do more than just support the First Empress - they are willing to give their lives fighting for Yael.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate&amp;quot;&amp;gt;&lt;br /&gt;
We send X with x doses of liao to urge the congregation of the First Empress to travel to Dawn and fight alongside the Gryphons Pride. Let us conquer the barbarians together in her name.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Dawnish assembly continues to support Yael, it is possible for a Dawnish citizen who had been granted a suitable mandate by the Dawnish assembly and at least 25 doses of liao to convince the Congregation of the First Empress to fight alongside a Dawnish [[Imperial army|army]]. The most suitable army is the newly raised [[Dawn_military_concerns#The_Gryphon.27s_Pride|Gryphons Pride]] whose [[Army_qualities#Conquering|conquering spirit]] most aptly resonates with the history of the First Empress. Some of the faithful lack weapons and training - but they make up for this lack with their numbers and passion. If these devotees were inducted into the ranks of the Gryphons Pride then the army could be made [[Imperial_army#Enlargement|large]] in a single season for a cost of 75 mithril only.&lt;br /&gt;
&lt;br /&gt;
Taking this opportunity requires the [[Imperial Senate]] to pass a normal motion to [[Imperial_army#Enlargement|enlarge]] the named army. If such a motion passed, the Senator would be for responsible for determining how that would be achieved - even if the Synod then did not pass this judgement, the Senator could still enlarge the army using the standard methods.&lt;br /&gt;
&lt;br /&gt;
As an alternative, rather than focusing on expanding the size of the army, the most capable warriors could be selected to form a cadre of elite troops, using the Dawnish [[Noble_house|nobles]] among their number as officers. This would still require 75 mithril, but combined with a single dose of [[liao#True Liao|true liao]] to permanently [[hallow]] the army banner, the entire [[Army qualities|quality]] of the army would be &#039;&#039;improved&#039;&#039;, further enhancing their determination to conquer the barbarians in the name of the First Empress.&lt;br /&gt;
&lt;br /&gt;
Either approach would bring an air of fanatical devotion to the army, as the most devout pilgrims joined the ranks. However, should the Dawnish ever cease to support Yael and her vision of the Land without Tears, all benefits would be lost as the fanatics in turn cease to support Dawn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 600px; float: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Courage Assembly, 380YE Winter Solstice&amp;quot;&amp;gt;&lt;br /&gt;
Hear the words of Yael. The Synod is gripped with fear. They shirk from the enormity of my Revelation not because they believe I am a heretic but because they are consumed with doubt. They seek to stifle me to buy themselves more time, more evidence. But the Time of Revelation is now and Truth must be shared with all the Empire. I know this to be true, and with Courage as my Virtue I cannot be lead to doubt. I cannot be made to stop. If the Synod believe I am a heretic, it must name me one. I will face martyrdom without fear as did Permion and Isaella. And I will return again.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Martyrdom==&lt;br /&gt;
* &#039;&#039;&#039;The assembly of Courage supports Yael&#039;&#039;&#039;&lt;br /&gt;
Backed by a greater majority of the [[Assembly#The_Virtue_Assemblies|Assembly]] of [[Courage]], Yael has issued a defiant rebuke to the Synod. She has made clear that she will not be stopped and that she is perfectly prepared to die for her cause, safe in the knowledge that she will come again.&lt;br /&gt;
&lt;br /&gt;
Her inspirational words have been embraced by many in the Congregation of the First Empress. They know that the fate of their nascent faith hangs by a thread - there is open talk of what they will do if Yael is declared a heretic and it is clear that many are prepared to die with her. At present these discussions are merely talk - albeit passionate and enthused -  but it is clear that the Courage assembly could take advantage of this opportunity to unite the Congregation under Yael&#039;s banner and turn them into a fighting force.&lt;br /&gt;
&lt;br /&gt;
To do so the assembly would have to pass a judgement of mandate, naming a priest and authorizing them to expend at least 25 liao urging the Congregation to take up arms and fight for the First Empress. If the mandate were successful, then the Congregation would be transformed into an [[Imperial army|army]], albeit one that was small and possessed of a quality that reflected its lack of formal training and experience. It would no longer grant liao or votes in the Synod but it would be able to take [[army orders|military orders]], just like any other army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate&amp;quot;&amp;gt;&lt;br /&gt;
We send X with X doses of liao to urge the Congregation of the First Empress to unite under the banner of the Courage Assembly and fight for the truth of her revelation. Together we will defeat those whose doubts leave them too weak to face the truth.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The army would be motivated by their faith in the First Empress Reborn, so they would act independently, but it is likely that Yael would be able to write to the leader of the army to request what actions she would like them to take. The upkeep would be paid for by donations from Imperial citizens who accept the truth of Yael&#039;s revelations, so there would be no cost to the Imperial treasury and no requirement for additional [[Commission#Maximum_numbers_of_Imperial_Forces|support]] from an Imperial nation.&lt;br /&gt;
&lt;br /&gt;
There are no legal impediments to prevent citizens like the Congregation banding together to form an independent army though students of Imperial history can point to the [[The_Barrens#Overview|most obvious example]] when an Imperial force outside the direct control of the [[Military Council]] brought unpredictable consequences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;The army of the First Empress&amp;lt;br&amp;gt;&lt;br /&gt;
* Has an initial fighting strength of 2,000.&lt;br /&gt;
* Requires no upkeep, and does not need to be supplied.&lt;br /&gt;
* Is controlled by NPCs, but Yael (or someone she formally designates by writing to the army) could guide their strategy.&lt;br /&gt;
* The only [[army orders|orders]] the army can submit are the [[Army_orders#Overwhelming_Assault|overwhelming assault]] and [[Army_orders#Heroic_Stand|heroic stand]].&lt;br /&gt;
* Cannot benefit from [[Casualties#Natural_Resupply|natural resupply]], but may receive [[Casualties#Emergency_Resupply|emergency resupply]] from Yael.&lt;br /&gt;
* Once completed would be possible to provide emergency resupply, or increase its fighting strength to a maximum of 5,000, using a mandate of the Courage assembly, and a supply of liao&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Competing Judgements===&lt;br /&gt;
As always, in the event that multiple incompatible judgements are passed, the judgement that has had the largest amount of liao spent on it takes precedence. If more than one national assembly submits a mandate to convince their citizens to return home, then any competing mandate would need to contain more liao than was used with all these mandates added together.&lt;br /&gt;
==Yael in play==&lt;br /&gt;
It is important to bear in mind that Yael of Highguard is a player character, and &#039;&#039;not&#039;&#039; a member of our NPC crew.&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Immortal_hand&amp;diff=53294</id>
		<title>Immortal hand</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Immortal_hand&amp;diff=53294"/>
		<updated>2017-06-11T20:45:49Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:381YE]][[Category:Recent History]][[Category: Spring Equinox 381YE]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The sound is deafening. &lt;br /&gt;
&lt;br /&gt;
Hammer against stone, with glowing metal caught between. Fast, certain, unstinting, timeless. Strike, strike, strike. The hammer pauses for a moment - the blade is examined critically for a heartbeat and then tossed to the side. Before it lands, sliding down the hillock of identical blades, the hammer is striking again, a new length of metal on the great anvil.&lt;br /&gt;
&lt;br /&gt;
The heat is suffocating.&lt;br /&gt;
&lt;br /&gt;
The anvil stands before a lake of crimson rock, sluggishly stirred to motion by subterranean fires. Squat figures toil on the shore, using the churning lava to melt ingots of metal, pouring them into black stone moulds. Squint against the glare, you can make out their glinting metal eyes in dark skinned faces, their flexible aprons of some peculiar black material. The great gauntlets. Perhaps one scoops up a handful of liquid stone and tosses it playfully at a companion - a handful of fire that would devour flesh shrugged off with a growl and a grunted obscenity.&lt;br /&gt;
&lt;br /&gt;
The air is choking.&lt;br /&gt;
&lt;br /&gt;
Clouds of black smoke and ash billow from the forges, interspersed here and there with columns of windblown white smoke and white ash. Beneath the deafening sound of the hammer, the distant roaring of a wind. A vertical gale, carrying anything it catches up, up, up into the darkness. There are stars here, close enough to touch ... but look at them closely enough and you would realise they are not stars in the sky at all but forges, foundries, smelters, workshops build all along the walls of this immense chamber.&lt;br /&gt;
&lt;br /&gt;
Clank, clank, clank. Between the hammer blows, in rhythm with them, metal footsteps. Approaching the forge is a figure in dull bronze armour - no! a figure that &#039;&#039;is&#039;&#039; dull bronze armour. Beautifully forged and sculpted and engraved, a towering figure of living metal. It stands smartly to attention, saluting simultaneously with both pairs of arms.&lt;br /&gt;
&lt;br /&gt;
it provides a dizzying sense of perspective. The squat figures working on the shore of the volcanic lake dwarf it, as they in turn are dwarfed by the figure at the forge. Her hammer does not pause; another blade lands on the pile, a new piece of metal is placed on the anvil and the hammer rises again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Speak,&amp;quot; she says. Her voice is harsh, cutting through all the other sounds of the immense industrious hive.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Imperial Archmage sends greetings. There are requests. The lost Art of the Marches is mentioned. An offer of Amity is mentioned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The titan woman continues to work, swiftly completing another great blade. In the shadow of the anvil, a smooth skinned figure in a pale lemon toga, its face a mask of white porcelain, makes a tiny mark on a slate. There are several other slates piled at its side, covered on both sides with idential tiny marks.&lt;br /&gt;
&lt;br /&gt;
Then after a timeless moment, the great smith laughs. A short, sharp bark. The workers do not pause in their labour, but they turn their faces toward her for a moment, judging her mood, before looking back to the tasks at hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes.&amp;quot; she says. &amp;quot;Supervisor Quench. Bring them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The bronze giant salutes again in a clash of metal on metal, turns, strides away.&lt;br /&gt;
&lt;br /&gt;
Another sword clatters onto the pile, another tiny mark on the slate, another length of glowing metal smacks into the anvil, another hammer blow. And another. And another.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[eternals]] are powerful supernatural beings who inhabit magical realms beyond the reach of the mortal world. Any Imperial magician can speak to eternals and their heralds, but communication with these beings can be a little hit-and-miss even at the best of times. The six [[Archmage|Archmagi]] represent the Empire to the eternals, and the eternals to the Empire. Each possesses the power of [[Archmage#Plenipotentiary|plenipotentiary]] - the power to send a formal message to one of the eternals of their realm each summit, guaranteed to reach the eternal. No eternal who wishes to maintain relations with the Empire will fail to respond to the missive - even if those relations are currently strained.&lt;br /&gt;
&lt;br /&gt;
The nature of the plenipotentiary missive is such that it serves as a powerful invitation making it easier for the eternal to respond. An eternal who is sent a missive by an archmage of the Conclave is able to enter the Hall of Worlds at the next summit regardless of any state of emnity that may exist. It is not unknown for an eternal to take the opportunity to appear with their entourage in the Hall of Worlds in parlay, though most choose a more low-key response. A peaceful response is not the only option however though it is exceptionally rare for an eternal to respond with force.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice, five of the Imperial Archmagi used their power of plenipotentiary to contact eternals, and the eternals have responded publicly.&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
Eternals do not always respond publicly to plenipotentiary messages, but in this case each of the five has chosen to make an open, formal response. Magicians of the Empire who are politically active have many ways of being appraised of these messages. In cases where the eternal requests a formal [[Archmage#Parley|parley]] the civil service plays a role in publicizing and arranging the meeting. In other cases, creatures of the realm about their business in the mortal world will mention the upcoming meeting - or may deliver formal messages to powerful or influential magicians directly.&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=100}}&lt;br /&gt;
===Yaw&#039;nagrah===&lt;br /&gt;
Rosamund Holt, Archmage of Spring, has contacted the Green Mother, [[Yaw&#039;nagrah]]. During the Winter Solstice, Yaw&#039;nagrah was [[declaration|declared]] an [[Amity_and_enmity#Enmity|enemy]] of the Empire by the [[Imperial Conclave]], and it seems the Archmage has called on it to face charges of interfering with Imperial affairs. it is not illegal for an archmage to use the power of plenipotentiary to send a missive to an eternal who is under enmity, although it is possible that the contents of such a missive might constitute a crime - and any resulting parley is likely to be carefully observed.&lt;br /&gt;
&lt;br /&gt;
A month before the Spring equinox, two heralds of Yaw&#039;nagrah - walking tree creatures with creaking woody voices - deliver a curt message that the Green Mother will send her Voice to a formal parley in the Hall of Worlds. The creatures seem to have limited understanding of time, but the civil service are able to confirm that the meeting will take place at two-o-clock in the afternoon on Saturday, and will make arrangements to offer support to the Archmage of Spring.&lt;br /&gt;
&lt;br /&gt;
Any magician of the Empire may attend, but it is at the discretion of the Spring Archmage who may speak during a formal parley.&lt;br /&gt;
{{CaptionedImage|file=SummerRune.jpg|align=right|width=100}}&lt;br /&gt;
===Cathan Canae===&lt;br /&gt;
Solomon of the Shattered Tower, Archmage of Summer, has contacted the Queen of Ice and Darkness, [[Cathan Canae]]. While relations between the Immovable One and the Empire are strained, they have not deteriorated to the point of enmity. In the months since the Winter Solstice, heralds of Cathan Canae have brought short, clipped messages to the Archmage, but also to covens with a strong Summer focus across the Empire. One even appeared in the [[Varushka|Varushkan]] vale of  [[Miekarova#Srodkoja|Volchitrava]], with a message for the Gremani - but perhaps rather pointedly &#039;&#039;not&#039;&#039; for the [[Master of Ice and Darkness]] at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|college]] above.&lt;br /&gt;
&lt;br /&gt;
The message in each case is straightforward enough. Cathan Canae sends the &#039;&#039;Warden of the Adamant Tower&#039;&#039; to speak with the Summer Archmage at six-o-clock on Saturday evening. This will not be a formal parley - and the Warden will be accompanied by any of her heralds who wish to attend. They will discuss the Icy Crag of the Eternal Sun, among other things.&lt;br /&gt;
&lt;br /&gt;
Her heralds invite any Imperial magician versed in the lore of Summer magic to attend, but also make one additional, odd request. Cathan Canae wishes William Talbot of the Marches, or their champion, to attend the meeting and speak to the Warden of the Adamant Tower. No further explanation is given.&lt;br /&gt;
&lt;br /&gt;
While this is not a formal parley, the Warden of the Adamant Tower is known to be a high-ranking herald in the service of Cathan Canae. She may not have requested a parley, but she is taking the Archmage&#039;s invitation seriously.&lt;br /&gt;
{{CaptionedImage|file=AutumnRune.jpg|align=right|width=100}}&lt;br /&gt;
&lt;br /&gt;
===Estavus===&lt;br /&gt;
Maurice de Gauvin, long-serving Archmage of Autumn, has formally requested a meeting with the Forgemistress, [[Estavus]], on behalf of himself and the magicians of [[the Marches]]. A formal reply was delivered a week after the Winter solstice to the Imperial Civil Service offices at [[Casinea#Anvil|Anvil]]. While Estavus does not request a formal parley, she will send a herald entitled &amp;quot;Supervisor Quench&amp;quot; and several of his assistants to the Hall of the Worlds at four-o-clock Saturday afternoon to represent her interests. The &amp;quot;lost Art of the Marches&amp;quot; will be discussed, as will sundry other offers made by Maurice in the plenipotentiary letter.&lt;br /&gt;
&lt;br /&gt;
Again, this is not a formal request for parley - it is rather a formal expression of interest and advance warning that the Eternal intends to send representatives to speak to the magicians of the Empire.&lt;br /&gt;
{{CaptionedImage|file=WinterRUne.jpg|align=right|width=100}}&lt;br /&gt;
&lt;br /&gt;
===Tharim===&lt;br /&gt;
Syrus Skybreaker, Archmage of Winter, has sent a plenipotentiary message to [[The_Thrice-cursed_Court#Tharim|Tharim]], the Bound King of [[the Thrice-cursed Court]]. A solitary, pale herald has publicly thanked the Archmage for their letter, and vouchsafed that he will discuss the matters involved privately. During the Spring Equinox, Tharim will arrange an audience with the Archmage, and with the Keeper of Tharim&#039;s Throne. The latter has caused a little confusion, as Keeper of Tharim&#039;s Throne is not an Imperial title. Regardless, it appears the Winter eternal is not interested in a public discussion and will presumably make his own arrangements.&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=100}}&lt;br /&gt;
&lt;br /&gt;
===The Whisper Gallery===&lt;br /&gt;
Elyssiathain of Endsmeet, Archmage of Night, has arranged for the [[Dawn|Dawnish]] [[Yeomen of Dawn|yeoman]] Ancel Steward, [[Seneschal]] of [[Prominent_noble_houses#House_Vexille|House Vexille]] to communicate with the enigmatic entitites of the [[Whisper Gallery]]. As with Yaw&#039;nagrah, the Whisper Gallery are currently [[Declaration#Declaration of Enmity|declared]] enemies of the Empire. The magistrates note that the an [[archmage]] has [[Treason_guidance|special dispensation]] to treat with an eternal under emnity, &#039;&#039;but this does not extend to other Imperial citizens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regardless of whether an act of treason is about to be perpetrated or not, Ancel Steward was, along with Earl Guisart Vexille, Guiniveve Vexille, Gui Fletcher, and Arlen Weaver, [[Declaration#Declaration of Sorcery|declared]] a [[Declarations_of_Sorcery|sorcerer]] during the Winter Solstice. Due to an [[Amend_crime_of_sorcery|amendment]] to the law regarding sorcerers passed by the [[Imperial Senate]] in Spring 378YE, &amp;quot;&#039;&#039;a declared Sorcerer is barred from knowingly interacting with eternals and their heralds.&#039;&#039;&amp;quot; If an accused is found guilty of contravening a declaration of sorcery then the normal punishment is death; anyone who helped a sorceror to break the law in this manner would risk a similar penalty for aiding and abetting the crime.&lt;br /&gt;
&lt;br /&gt;
The magistrates have expressed their intention to investigate this situation during the Spring Equinox, and determine whether the law has been broken, and if it is who is responsible. While the Conclave supported a [[Declaration#Declaration of Concord|Declaration of Concord]] raised by the [[Grandmaster]] of the [[Celestial Arch]], indicating that they &amp;quot;understand this to be neither treason nor sorcery&amp;quot;, the magistrates have pointed out that this declaration has absolutely no legal standing and will not affect their decision.&lt;br /&gt;
&lt;br /&gt;
The Whisper Gallery themselves. have not replied directly but on the night of the new moon a month after the Winter Solstice, scrolls were nailed to the stones of the [[Regio#The_Imperial_Regio|Imperial regio]] at Anvil bearing the [[Diras]] rune, a beautifully drawn [[dramaturgy]] mask identifiable as the kind worn by [[The_Captain#The_Silver_Mask|silver mask]], and a simple message &amp;quot;WE WILL SPEAK TO ANCEL.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Price_of_experience&amp;diff=53234</id>
		<title>Price of experience</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Price_of_experience&amp;diff=53234"/>
		<updated>2017-06-11T14:55:49Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:381YE]][[Category:Recent History]][[Category: Spring Equinox 381YE]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The drums were whispering, soft and low, all around the clearing. The council met in a rough circle, their backs to the fires where the other orcs sat. Some sat on logs, some stood, but most sat or squatted in the dirt. The chieftan stood in the middle of the circle, bearing the Heartwood Staff in one hand and a crumpled vellum scroll in the other.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The messengers have done their best, but the news is not good.&amp;quot; He said without preamble. &amp;quot;The Navarr no longer wish us to be here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A rumble passed through the circle, but nobody interrupted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They require that we leave Therunin, and trek across their Empire to the far north - to the cold mountains - there to be consumed by the orcs of the Imperial tribe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the councilors spoke, her voice flat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The orcs of the Imperial tribe do not want us. They are not of our tribe. It is known.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The chieftan nodded. It was known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They require us to submit to their tribal spirit. They require us to abandon the Forest. They require us to embrace the ancestors of the Imperial people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An angry rumble now, a sussuration of whispers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They will give us a year, and then they will no longer offer us sanctuary from the Druj.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He spat as he named the tribe of tyrants, the people of the scorpion. Many of the warriors outside the circle did the same, as did a few of the elders.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They say that there will be no more charity. We must pay for our place among them with magic and trade goods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the elders stood up and addressed the chieftan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We told them we would fight the tyrants with them? Protect their forest from the people of the scorpion? Trade with them - trade our knowledge of the Druj and trade meat, furs, and wood with them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes. The totem speaker told them all this in Autumn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elder sat down again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What choice do we have?&amp;quot; asked the chieftan. &amp;quot;The totem speaker says that there has been no reply from the south, but we must move. We cannot stay here. We cannot return north, we will not dimnish and we cannot fight. What choice? We must move.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At that moment, a new figure stepped into the clearing. Flanked by four warriors, the orc moved with a casual confidence, her face hidden by a midnight blue cowl. As she walked, her staff jingled with silver bells.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is ... another possibility,&amp;quot; she said calmly, smiling toothily beneath the hood.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Summer Solstice 380YE, the [[Imperial Senate]] [[Declare peace with Orcs of the Great Forest of Peytaht|declared]] that the Empire was no longer at war with the [[orc|orcs]] of the Great Forest. A little over a month later, an army of around two thousand orcs, along with what appeared to be the majority of their tribe, emerged from [[the Barrens#Hope&#039;s Rest|Hope&#039;s Rest]] and established a camp in the [[Therunin#Lower Tarn Valley|Lower Tarn Valley]]. They came, they said, at the invitation of &#039;&#039;&#039;Caerwyn Summercrow&#039;&#039;&#039;, then [[Senator]] for [[Therunin]] - although she has now been succeeded by &#039;&#039;&#039;Willa Wintervigil&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
War weary, but armed and armoured, the battered army protects the tribe as best it can. In the months since, their situation has remained precarious. The Empire has invested some funds in supporting them, but the situation is not sustainable. It is complicated by the fact that the Great Forest orcs appear disinterested in becoming part of the Empire, and that there are among them an unknown number of [[briar|briars]], believed to be associated with the heretics of [[The Barrens#Hope&#039;s Rest|Dourfell Keep]].&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
The [[orc]] army is depleted and weakened by repeated engagements with the [[Dawn|Dawnish]] and with the cruel [[Druj]]. Without land they are unable to replenish their warriors, even with monetary support from the Empire. At the same time they seem loath to attack and seize land for themselves. There have been negotiations between representatives of the orcs and the Navarr, but they appear to be going nowhere.&lt;br /&gt;
&lt;br /&gt;
Rumours suggest that shortly after the Winter Solstice, the Great Forest orcs began to make preparations to break camp - and only a last minute communication from the Navarr (or perhaps the [[Empress Lisabetta|Throne]], depending on who is telling the story) prevented a potential escalation of the situation that might have seen open conflict between the tribe and the Empire.&lt;br /&gt;
===The Situation===&lt;br /&gt;
====Politics====&lt;br /&gt;
The chief of the Great Forest orcs is young, but is advised by a council made up of old and experienced orcs. They have repeatedly avowed they have no interest in being absorbed by either the Navarr, or the Imperial orcs. They claim that their cultural heritage stretches back centuries - they claim to have ancestors that roamed the forests of what are now [[Therunin]], [[the Barrens]], [[Brocéliande]], and [[Highguard]] long before the Terunael placed one stone upon another to begin their cities. Some of them have laboured under the yoke of the Druj, forced to serve and fight for their wicked masters. Others lived free in the forests of Broceliande for a time, returning to join their fellows only when the Barrens was briefly liberated from the tyrannical Druj.&lt;br /&gt;
&lt;br /&gt;
Much of this information comes second-hand, from [[Navarr_economic_interests#Brokers|brokers]] in Therunin who have had limited contact with the orcs. They say that their is a growing sense of frustration among the people of the Great Forest - a sense that they were offered sanctuary and are now being treated like unwanted guests. It is hard to say where this bad feeling may lead.&lt;br /&gt;
&lt;br /&gt;
The orcs of the Great Forest have firmly rebuffed attempts to introduce them to the Way. They have their own religion, it seems, and while they are not interested in discussing it, those Therunin Navarr who have dealt directly with them have managed to glean a few details. Like [[Imperial_Orcs_religious_beliefs#Imperial_Orc_ancestors|many orcs]], they hold their ancestors in particular reverence. At the same time they also seem to revere or even worship invisible spirits that they believe live in the forest and protect them from the Howling Abyss. They refuse to talk about these spirits, but they claim they are the &amp;quot;children&amp;quot; of the Great Forest - the single woodland they claim once stretched cross the entire area now occupied by the Empire, as far north as the borders of [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
====The Briars====&lt;br /&gt;
As well as orcs, the Great Forest tribe is accompanied by perhaps a hundred and fifty humans of obvious [[briar]] [[lineage]] who are not Imperial citizens. There is little doubt that these briars are representatives of the [[Malign spiritual presences#Anarchy|anarchists]] of Dourfell Keep in the Barrens - descendants of the [[Freedom_Heresy|murderous heretics]] who attempted to claim the Barrens as an independent briar &amp;quot;kindgom&amp;quot; during the reign of [[Emperor Ahraz]]. With Druj domination of the Barrens all but complete, it is speculated that they are the only surviving members of the cult. Regardless, it is unlikely that they are friends to the Empire and their presence among the Great Forest orcs may be cause for concern.&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
The situation in Therunin appears to be moving towards some sort of crisis.&lt;br /&gt;
====Supporting the army====&lt;br /&gt;
For the past six months, the Empire has been providing them with 50 Thrones each season, allowing the army to maintain its current strength. All the problems [[When_all_this_was_trees#Supporting_the_army|previously mentioned]] still apply.&lt;br /&gt;
&lt;br /&gt;
====A place to live====&lt;br /&gt;
The Great Forest orc tribe has reached the limit of their ability to sustain themselves in their current location. There have already been a few minor conflicts with the steadings of the Tarn Valley - although there has been no bloodshed frustration is growing on both sides. There are still opportunities to [[When_all_this_was_trees#A_place_to_live|cede territory]] to the Great Forest orcs, but even if the Imperial Senate takes such a step they would still need to support the Great Forest orcs army if they wish it to continue as a viable military force.&lt;br /&gt;
&lt;br /&gt;
====The Thule====&lt;br /&gt;
Since the [[Accept_Thule_peace_treaty|peace treaty]] of Summer 379YE, the [[Thule]] orcs of [[Otkodov]] have been foreigners, able to claim a wary welcome within the borders of the Empire. A delegation of Thule has made their way to Therunin, apparently specifically to talk to the Great Forest orcs. The exact details of their discussion are not known to the Empire, but there is some evidence that they have invited the Great Forest orcs to join the Thule hegemony.&lt;br /&gt;
&lt;br /&gt;
===Leaving===&lt;br /&gt;
The patience of the Great Forest orcs is nearing it&#039;s limit. There is talk of a &amp;quot;letter&amp;quot; (or perhaps more than one) that has brought things to a head - and the Great Forest orcs are again making preparations to leave their camp and begin moving. Local scouts suggest even though their army is depleted, there are no forces in Therunin at the moment capable of stopping them should they wish to move - or of offering a coherent defence should they be planning to attack.&lt;br /&gt;
&lt;br /&gt;
If the Great Forest orcs attack Therunin, it is unlikely they would be able to make any significant territorial gains before the Summer Solstice. Even if their intentions are not hostile, so many orcs (and briar allies) on the move would be very disruptive to life in Therunin.&lt;br /&gt;
&lt;br /&gt;
===Delegation===&lt;br /&gt;
The Great Forest orcs are making one final effort to reach an accord with the Empire. They hope to avoid a repeat of the chaos caused by the [[Accept_Barrens_peace_treaty|failed peace treaty]] of Summer 379YE, but there is nothing to suggest the situation can be salvaged. Still, they have declared that a small delegation will visit Anvil on Saturday evening, to talk to their hosts - and also to speak with &#039;&#039;&#039;Skywise Fal&#039;&#039;&#039; of the [[Imperial Orcs]].&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Dyoung/Navarrintroduction&amp;diff=53208</id>
		<title>User:Dyoung/Navarrintroduction</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=User:Dyoung/Navarrintroduction&amp;diff=53208"/>
		<updated>2017-06-11T11:46:52Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: Created page with &amp;quot; ===Creating a new Navarri===  Let&amp;#039;s face it, the wiki is big and people don&amp;#039;t want to have to read it all.  So here are some of my key points on creating a navarr character f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
===Creating a new Navarri===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s face it, the wiki is big and people don&#039;t want to have to read it all.  So here are some of my key points on creating a navarr character for the first time.&lt;br /&gt;
&lt;br /&gt;
Seriously, if you&#039;re a new player, don&#039;t worry about skills to much.  You don&#039;t have to spend all your points at first, and if you chose wrong then mail pd after your first evnet and ask to change them.   Let&#039;s face it, you can&#039;t powergame it, and it&#039;ll probably come down to what you want to play, what weaposn you have, which coven you join etc.  Concentrate on concept, not skills.&lt;br /&gt;
&lt;br /&gt;
==Question One:  Steading or Striding==&lt;br /&gt;
This is probably the defining nature of a Navarri character.  There is no god or bad about them, but it is their lifestyle choice for the moment.&lt;br /&gt;
 &lt;br /&gt;
A striding walks the trods (the magical ley lines of spring energy that by walking helps draw power from the Vallorn)&lt;br /&gt;
They have a purely nomadic culture and constantly walk, for ritual purporses.   Some stridings will walk through the darkest more dangerous places, others will walk trade routes and deal with people as they meet them.  Neither is better than the other, but it will affect the type of character you play.  In a book or film, a dark and edgy introvert may be a cool character... in LRP isn&#039;t not so cool.  If you&#039;re dark and edgy and keep to yourself and hate people... um.. people won&#039;t speak to you.  This is a social hobby.&lt;br /&gt;
&lt;br /&gt;
A steading is a static community.  These are often Wayhouses that help the wanderers on teh trods.  But also walled towns or outposts in the most remote areas, or trading hubs on the borders of many nations.   Again, it&#039;s not better or worse than a striding and if you want to be a isolationist in the wilds, then you could be in an outpost on the border of Vallorn territory which fights against husks and ettercaps every day to survive.&lt;br /&gt;
&lt;br /&gt;
==Question Two:  Which Territory do you come from==&lt;br /&gt;
&lt;br /&gt;
Territory makes a difference.  Now, you could have joined navarr from another nation, but most Navarri were brought up in one of the 5 territories.  3 of which are Imperial held.&lt;br /&gt;
Think about your kit, and your outlook when you chose where you&#039;re from.&lt;br /&gt;
&lt;br /&gt;
===Miaren===&lt;br /&gt;
This is the centre of the Navrri nation.  It is full of lush forests and is the only territoy without a Vallorn.  The Navarr from here may be intersted in history (since there is the ruins of the ancient civvilisation) or they are good a trade, craft, and the equivalent.  Herbs and Forests are ripe here.  The Navarr from Miaren have less of a surivalist outlook, and therefore breed good politicians, thinkers and the alike - due to the nature of the area.  &lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Miaren&lt;br /&gt;
&lt;br /&gt;
===Hercynia===&lt;br /&gt;
The cold and brutal forests of Hercynia are ones of Hardship. This is a place where the hardiest Navarr are from.   They are used to scant resources and having to make do with what they can.  The coldness of the area means that people of it have to work hard and do with little.  They tend to be the bluntest on the Navarr and have less time for niceities than some of the other areas.  &lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Hercynia&lt;br /&gt;
&lt;br /&gt;
===Therunin===&lt;br /&gt;
The swamps of therunin are known for their foul monsters and trechurous terrain.  Although the Vallorn is in the area, it is the creatures of Terunin that are the issue.  Therunin breeds cunning fighters and people who are good at surviving and hiding.  They are used to creatures who use poison and combat them regularly.&lt;br /&gt;
PLOT:  A large group of Foreign Orcs from the Barrens were recently in Theruinin in the Lower Tarn Valley.  They have recenty started leaving, but it is possible that you have an interest in what they are up to.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Therunin&lt;br /&gt;
&lt;br /&gt;
===Brocelidnne===&lt;br /&gt;
The largest known Vallorn, and the heart of the Teruniel Empire.  There is only one safe area in the vallorn controlled areas of Broceliende - The Brock - the rest of the area is too perilous to travel for more than a day.  To the east are the two Navarr controlled areas. Boar&#039;s Dell and Elereal.  It is here that most of the trade in the area happens.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Broc%C3%A9liande&lt;br /&gt;
&lt;br /&gt;
===Liathaven===&lt;br /&gt;
Liathaven was invaded about 30 years ago by the Jotun Orcs.  It is a dark and thick forest with dangerous creatures and split down the middle by the Vallorn.  The Jotun held the north side and the Navarr the south.  In the last few years the Navarr fought back against hte Jotun, using fear tactcis to scare off the ORcs.  This worked to a part, and they did great damage to the orc armies.  They also enlarged this army with the people of Liathaven. The Orcs retalisated moving in large amounts of troops and killing / and torturing anyone of fighting age or above.  Only the children were spared and they were taken as Thralls.&lt;br /&gt;
PLOT:   There are now no people left in Liathaven other than the Army annd PCs.  If you were from Liathaven, being refugees travelling to Anvil would be a good introduction.. or having joined up with the Black Thorns (Navarr army) to leave the area.&lt;br /&gt;
&lt;br /&gt;
==Question Three:  Which of the Archetypes do you want to play==&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to have a set archetype, but it helps you get into character.  They are also set roles in society and people will include these people and seek them out.  Each one has it&#039;s own oath and this oath alters what they do day to day.  It is rare for people to have sworn more than one oath other than the Brand Oath.  These are things you have dedicated your life too - and it&#039;s har to dedicate to multiple things well.  People who have sworn multiple are often mediocre at them all.&lt;br /&gt;
&lt;br /&gt;
===Brand===&lt;br /&gt;
Taking a Brand is a serious understaking.  The Brand&#039;s are the leaders of the nations.  They have taken an oath to lead and be responsbile for others in the nation.  Be that their striding/steading or whether that is for the whole of Navarr.   A Brand is a selfless task, they have dedicated themselves to the people they protect/serve.&lt;br /&gt;
The Brand&#039;s Council meets to discuss things within the nation.  BRands often have sworn a second oath, normally the Thorn or Vate oath&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Brand&lt;br /&gt;
&lt;br /&gt;
===Thorn===&lt;br /&gt;
The Thorns are the warriors of the nation. Be that fighters or battle mages.  They have sworn an oath to always be ready to rpotect the people and the community.  The Thorns are the ones who will tkae the major role in battle, who will advice teh generals and fight to protect.  Again, it is about giving your life to protect others, not looking for personal glory.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Thorn&lt;br /&gt;
&lt;br /&gt;
===Vate===&lt;br /&gt;
Vates are those who have sworn an oath to use their magic selflessly.  The Vates are the only people in the nation who are considered learned enough to deal with Eternals. Vates are often ritual magicians since these are the ones that need to deal with Eternals the most.  It is rare to fight a Vate who has not mastered the ability to heal in some way.&lt;br /&gt;
Non-Vates should not deal with Eternals (or heralds) without the guidance of a Vate.  The use of ritual magic by non vates is also frowned upon.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_magical_traditions&lt;br /&gt;
&lt;br /&gt;
===Guide===&lt;br /&gt;
Guides are the priests in the nation.  Some of them have congregrations and have a seat on the national assembly of the synod.  But others just make sure they they actively guide people.  Generally a guide will follow one of the virtues (it is normally only politically active guides who will follow the Way as a whole) annd people will seek them out when they wish advice.  A good guide is one that find people who need their advice and lets them know what to do to find their place in teh Great Dance.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_religious_beliefs&lt;br /&gt;
&lt;br /&gt;
===Broker===&lt;br /&gt;
A broker is not an oath, but they are a known role in the nation.  Brokers do what they can to get money and / or resources and are the best traders in the nation.  Brokers often show their prosperity by trying to provide for others and a Broker who has sworn the Brand oath would do just that.&lt;br /&gt;
https://www.profounddecisions.co.uk/empire-wiki/Navarr_economic_interests#Brokers&lt;br /&gt;
&lt;br /&gt;
===Herbalist/Healer===&lt;br /&gt;
There are a lot of herbalists and chirigun&#039;s in the nation and many dedicate their lives to healing the sick or just healing those who need their support in battle.  It is important to make sure that people are protected for the Navarri life style is not an easy one.&lt;br /&gt;
&lt;br /&gt;
==Question Four:  Are you human or do you have any Lineage==&lt;br /&gt;
&lt;br /&gt;
You can have a lineage, or be human.  &lt;br /&gt;
You cannot be a Navarri Orc.   The Navarr have very little prejudice against most lineage so knock yourself out.&lt;br /&gt;
&lt;br /&gt;
===Briars: ===&lt;br /&gt;
Don&#039;t play a briar if you want political power in Navarr, or if you want an easy ride.    The majority of Navarr do not trust Briars, they do not hate them or want them dead normally, but they are too close to Spring magic and should they die in a Vallorn area they can become Dryads, horrible creatures that kill many of the Navarri people.   There are many emotions that people show to Briars.. pity, hatred, fear...  It is not the easy option to play.  &lt;br /&gt;
Also, don&#039;t feel bad with this attitude to briars.  People playing briars have made this decision to play one in the Navarr.  If you&#039;re nice to them, then you are actually ruining their roleplay. &lt;br /&gt;
&lt;br /&gt;
==Question 5:  What skills should I take?==&lt;br /&gt;
&lt;br /&gt;
Okay, so this is totally up to personal choice.  But this is what I would think.&lt;br /&gt;
1)  Do you want to take part in the battles / skrimishes.&lt;br /&gt;
2)  What do I want to do in Anvil&lt;br /&gt;
&lt;br /&gt;
===Question 5a:  What skills should i take for the battlefield?===&lt;br /&gt;
&lt;br /&gt;
Skills, really don&#039;t matter too much.  &lt;br /&gt;
*Anyone can wear armour, &lt;br /&gt;
*Anyone can use a buckler&lt;br /&gt;
*Anyone can use a one-handed weapon&lt;br /&gt;
*Anyone can roleplay being a guide and give advice&lt;br /&gt;
*Anyone can be a broker and deal with money&lt;br /&gt;
&lt;br /&gt;
However, the Empire game is in two part.  On the battlefield/skirmish area and in Anvil.  I would want to have stuff to do in both bits.   You don&#039;t need skills to do this but it helps.&lt;br /&gt;
&lt;br /&gt;
===On the the Battlefield===&lt;br /&gt;
Weaponmaster - allows you to use big weapons&lt;br /&gt;
Shield - allows you to use a large shield&lt;br /&gt;
Archery - allows you to use a bow&lt;br /&gt;
Without these skills you can&#039;t use the abilities - so they&#039;re pretty key&lt;br /&gt;
&lt;br /&gt;
Hero points are cool.  You don&#039;t get many but you get the ability to heal yourself, heal others, cut through limbs etc.&lt;br /&gt;
Extra hits and extra fortitude, I wouldn&#039;t buy as a first thing as my first character.  It makes you better, but doesn&#039;t mean you can DO more.&lt;br /&gt;
&lt;br /&gt;
Magician&lt;br /&gt;
The ability to paralyse, entangle, heal, shatter etc.  They are all cool.  There are no fireballs in Empire, so it&#039;s all about having a staff or wand (or rod) and being able to do one or two cool things.  But, you can&#039;t wear armour if you want to cast.&lt;br /&gt;
&lt;br /&gt;
Physician &lt;br /&gt;
Being able to heal people on the battlefield is good.  Using herbs to get people up is amazing and you get quite a few of them.  Makes you proper useful on a field but yu don&#039;t have to get too close to the danger &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Questions 5b:  What skills should I take for life in Anvil?===&lt;br /&gt;
&lt;br /&gt;
Again, you don&#039;t need skills to roleplay.  There is very little in Anvil you need to do to hafve a skill.  BUT - somethings help.&lt;br /&gt;
&lt;br /&gt;
Ritual Magic:&lt;br /&gt;
Lots of Covens will be happy to have a new member.  Yoou don&#039;t need to go as part of a Coven, you can just go and find one at the first Standing.  I suggest you don&#039;t chose your rituals until yo uahve a coven and they will give you advice. No point chosing ones that other people can already do or that youi&#039;ll never be able to cast.&lt;br /&gt;
&lt;br /&gt;
Another thing aboout being a magician is you can also go to the Hall of Worlds.  This allows you to interact with conclave and maybe with Eternals.&lt;br /&gt;
&lt;br /&gt;
Making stuff:&lt;br /&gt;
Everyone likes people who can make stuff.  FInd some brokers and let them know, or work with other brokers to sell and get the resources you need.  Potions, magical armour, poisons or even banners.  These things are often expensive.  And you can probably not make artissan stuff without multiple people working together.&lt;br /&gt;
&lt;br /&gt;
Priest Skills:&lt;br /&gt;
Honestly, hallow is an amazing skill. You can make items with have a name and have roleplaying affects for people. You will need Liou (so you need a congregation).  There are other affects too - but bbasically you get to create roleplaying affets.  (but named items is the best one imho - cos you can give someone their father&#039;s sword)&lt;br /&gt;
&lt;br /&gt;
==Question 6:  What resource should I take?==&lt;br /&gt;
&lt;br /&gt;
NOTE:  If your resource is in Liathaven you wil get a reduced income because it&#039;s owned by Orcs&lt;br /&gt;
&lt;br /&gt;
===Farms and Businesses. ===&lt;br /&gt;
  These give you money.  Money allows you to buy cake and beer in the IC bars.  That&#039;s quite cool if you like beer in IC bars  Think about what your business is, it gives you sometbign to talk about.&lt;br /&gt;
&lt;br /&gt;
===Forests/Mines: ===&lt;br /&gt;
These give you the stuff to make artisan goods.  Genearlly if there are a group of you, taking a selection to allow brokers/ artisans to get stuff is a good strategy.  Not very exciting - but does allow you to make cool stuff.&lt;br /&gt;
&lt;br /&gt;
===Mana Site:===&lt;br /&gt;
If you want to do rituals - manasites are where it&#039;s at.  A mana site will give you 7 crystals.  That&#039;s a single rank 14 mastered ritual a weekend.  Oka,y genearlly you&#039;ll do things with a coven.. but if you don&#039;t want to rely on them and be a burdon - bring the mana.  If you&#039;re a warrior it&#039;s also good cos it&#039;s better to pay ritualists with to cast rituals on you.&lt;br /&gt;
&lt;br /&gt;
===Military Unit:===&lt;br /&gt;
  It allows you to support the armies, or support spy networks.  You get a downtime action that allows you to either get stuff by paid work or by supportin the Empire and maybe gettign guerdon (pay for supporting the right armies)&lt;br /&gt;
&lt;br /&gt;
===Congregation: ===&lt;br /&gt;
 If you take this , you have votes in teh synod and automatic political power.  Genearlly if you&#039;re a guide who wants to create auras you need liou which is the other things this gives you.&lt;br /&gt;
&lt;br /&gt;
===Fleet: ===&lt;br /&gt;
All the Navarr teritoriees are landloced so this is an odd choice.  It&#039;s a versitle option that alows you to do different things though, so some peopel choose it.&lt;br /&gt;
&lt;br /&gt;
===Herb Garden: ===&lt;br /&gt;
 Does what it says on the tin.  good if you are a chirigun/apothecary.   also if you want to make potions/poisons to sell.  you get a fair amount so it means you can be pretty useful&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=53044</id>
		<title>Egregores</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Egregores&amp;diff=53044"/>
		<updated>2017-06-03T21:18:31Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Egregores==&lt;br /&gt;
*  &#039;&#039;&#039;Are the first point of contact for players in each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A source of plot in the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Get players involved in the plot and in the politics of the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Encourage the players to maintain the visual and thematic identity of each nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Are the radio operator in each camp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each nation has a single egregore spirit, created through ritual magic to represents the personification of the nation. The spirit may be present in more than one host body at any time. The ritual was created by the Brass Coast to ensure that the nations of the Empire retained their independent character and culture. In the game they act to encourage the players to maintain the visual and thematic identity of their nation. &lt;br /&gt;
&lt;br /&gt;
The egregores are an effective channel for plot writers to deliver plot &amp;quot;news&amp;quot; to the players about what is going on in their nation. They work particularly closely with the player support team to try to help players get involved in the plot and also involved in the politics of the nation. &lt;br /&gt;
&lt;br /&gt;
They are a point of contact for Profound Decisions crew for players in a nation and will have a covert radio. This radio is for emergency situations, for example, needing to contact first aid.&lt;br /&gt;
&lt;br /&gt;
Some of the egregores are able to referee [[Create bond|bindings]] and [[rituals]]. You can check with your egregore if they are able to do this. If you wish to approach your egregore for non-urgent out-of-character business, please respect their roleplay and the roleplay of the people they are interacting with. Do not interrupt people who are roleplaying with the egregore with an out-of-character question unless it is urgent. Obviously, for a genuine emergency, you should get their attention as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Egregores are not there to make decisions for the nation or provide leadership or direction. They may take a role in their nation&#039;s elections - they may even vote, but their role is to support the nation, not to lead it.&lt;br /&gt;
&lt;br /&gt;
Although any magician can open the [[Sentinel Gate]], to take an entire nation through requires an egregore to use their link to the nation to take them all through.&lt;br /&gt;
&lt;br /&gt;
Being an egregore requires some charisma and personal presence. The egregores do not have any real power in the nation so their influence primarily derives from what they can achieve through roleplaying. They need to be in touch with the politics of their nation to be able to get new players involved in it. &lt;br /&gt;
&lt;br /&gt;
===Current Egregores===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Nation&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;Egregore Name&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;color: white; background-color: LightGray;&amp;quot;&amp;gt;OOC names&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Brass Coast&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Brass_Coast_Egregore|Dust, Flame and Glass]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Linette Withers, James Fishwick&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dawn&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Dawn_Egregore|The Knight of Roses]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Keeley Knight, Dan Sandbrook&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
     &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Highguard&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Highguard_Egregore|Escon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Matt Heath, Charlie Bretherick&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;     &lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Imperial Orcs&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Imperial_Orc_Egregore|Grud The Unshackled]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Ricky Hywel&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The League&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[League_Egregore|Guise]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rick Jackson, Jon Pam&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;   &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;The Marches&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Marches_Egregore|Jack-of-the-Marches]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Kat Wheeler&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;  &lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Navarr&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Navarr_Egregore|Liaven]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Rich Loveday, Liz &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Urizen&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;[[Urizen_Egregore|Menos]]&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Toni Badnall, Liam Spinnage&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Varushka&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Varushka_Egregore|Mother Varushka]] &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Dave Kibblewhite,Simon Childs&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Wintermark&amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt; [[Wintermark_Egregore|Sulkavaris, Knower of Names]]  &amp;lt;/td&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;Harry Morris, Al Bevan, Mike Rees, &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassCoast.jpg |align=left|caption=Brass Coast: Linette Withers}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=EgregoreBrassBunni.jpg |align=left|caption=Brass Coast: James Fishwick}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=DawnEgregore.jpg|align=left|caption=Dawn: Keeley Knight}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Highguard Matt 2.jpg|align=left|caption=Highguard: Matt Heath}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Navarr Rich 2.jpg|align=left|caption=Navarr: Rich Loveday}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Navarr_Egregore_Liz.jpg|align=left|caption=Navarr: Liz }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140526-7869.jpg|align=left|caption=Urizen: Toni Badnall}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=CM-140418-6032.jpg|align=left|caption=Varushka: Dave Kibblewhite}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Varushka Si 2.jpg|align=left|caption=Varushka: Si Childs}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=AlBevan.jpg|align=left|caption=Wintermark: Al Bevan}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Wintermark Harry 2.jpg|align=left|caption=Wintermark: Harry Morris}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Urizen Liam 2.jpg|align=left|caption=Urizen: Liam Spinage}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore League Jon 2.jpg|align=left|caption=League: Jon Pam}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Kit-the-mummer.jpg|align=left|caption=Marchers: Kathryn Wheeler }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Egregore Imperial Orcs Ricky 2.jpg|align=left|caption=Imperial Orc: Ricky Hywel }}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Crew Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Egregores]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=52963</id>
		<title>Navarr look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_look_and_feel&amp;diff=52963"/>
		<updated>2017-06-01T16:40:22Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: /* Hair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=NavarrBannerArt.jpg|align=left|title=Banner inspiration by Kate Lee|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] look draws heavily on the forests for its inspiration. The colours are primarily greens and browns with occasional splashes of dark autumnal red or yellow. Materials are practical, primarily those that come from hunting - leather and fur. Facepaint, tattoos and brands are common, especially on the face and around the eyes. Navarr mark oaths and other important commitments with brands, tattoos or scars. Most warriors only apply war paint before they go into battle, but some Navarr choose to wear it every day, a symbol of their constant readiness.&lt;br /&gt;
&lt;br /&gt;
Rather than rich materials or unusual colours the Navarr personalize their appearance by adorning their costume with beads, feathers, fetishes, and other accessories. It is common to weave such items into the hair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Also see [[Navarr Costumes]] and [[Navarr Icons and Artistry]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Wild, unsettling, otherworldly, alert, pragmatic, tattooed, fierce, primal, blood&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
The palette is the colours of spring: soft greens and browns, gentle misty greys, and perhaps the dark red of blood.&lt;br /&gt;
{{CaptionedImage|file=Navarrcolours.png‎|width=}}&lt;br /&gt;
===Materials===&lt;br /&gt;
Primarily leather and fur, with some layers of cotton, linen or wool. Fine fabrics such as velvet or silk are rare.&lt;br /&gt;
{{CaptionedImage|file=WellWorn.jpg|align=right|title=Layers of well-worn, practical wool and leather in natural shades often serve as the foundation of Navarr costume.|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
Navarr clothing is layered, serviceable and well-worn, The Navarr are a practical people and their clothes reflect this. Even for civilians, it often features pieces of leather armour, though this is to protect against the environment as much as enemy weapons. Clothes are suitable for people who live their lives in the wild forests. Not just a robust construction but practical designs, for instance hooded cloaks that give protection against the weather, but can also serve as bedding. Layered clothes are common, so that outfits be easily changed no matter the weather. Belts and straps feature quite heavily – both to secure clothing so it doesn’t snag, and to hold a variety of gear securely while moving through woodland. Patched and mended fabrics are frequent, as worn and ripped clothes are mended &#039;on the go&#039;. &lt;br /&gt;
&lt;br /&gt;
Navarr style of dress varies, depending on how much contact their striding or steading has with the other nations. Those Navarr who trade with their neighbours are more likely to have access to wool and similar materials so their costume reflects their closer contact with fellow members of the Empire. These clothes will usually be given a Navarri slant though, with fur trims, decoration in natural materials and a natural colour palette.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Brendan Brackensong.jpg|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Liliwin Pathfinder.jpg |width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span8&amp;gt;{{CaptionedImage|file=HoodedBow.jpg|title=This practical Navarr costume has a hood embroidered with a design drawn from natural sources.|width=500}}&amp;lt;/span8&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
More [[remote Navarr]] may adopt a rougher, more practical or primitive look, primarily comprised of leather, furs and natural materials, suitable for hunters who are used to sleeping rough. In practice, most Navarr fall somewhere between these two extremes. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Eira Pridestalker.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Tricksy Y&#039;Basden.jpg|width=500}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
For more formal functions many Navarr wear highly decorated leathers and their most impressive furs, but more importantly wear their most intricate paints and markings.&lt;br /&gt;
&lt;br /&gt;
===Shoes===&lt;br /&gt;
Navarr shoes can take many forms, as long as they are practical. For this reason close fitting leather boots are most common, often coming to or even past the knee, to protect the lower legs while walking. Ankle boots in soft suede and canvas are also seen, often with the addition of puttees and wraps in cloth and leather.&lt;br /&gt;
&lt;br /&gt;
===Children===&lt;br /&gt;
Navarr children are taught the value of being prepared and ready at all times. They are encouraged to learn to fight with sword, spear and bow from an early age. Their clothing tends to be simplified versions of adult clothing - garments that are practical for play but also easy to keep clean. Older children are often given adult clothing and then belted, tied and strapped to fit.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
===Jewelry and Decoration===&lt;br /&gt;
Navarr favour jewelry that represents the twisting journeys of the Great Dance. Knotted metalwork in either base or precious metals; rings, bracelets, armbands, torcs and brooches are the most common types found.  When it comes to decoration, natural materials are drawn from heavily. Feathers and fur may trim clothes, and beads made from seeds, wood and stones will adorn many of their garments. Patterns may also be painted onto clothes, again using natural colours like ochre, red, black and white.&lt;br /&gt;
&lt;br /&gt;
===Tattoos===&lt;br /&gt;
Tattoos are common amongst the [[Navarr]], used to memorialize significant moments in the Navarr’s life. They mark sworn oaths with tattoos, brands and scars, as a visible sign of the commitment they have made. Most tattoos are done with a dark red ink, symbolic of the blood that flows beneath the skin. It is not unknown for Thorns and Brands to permanently tattoo their warpaint. Thorn motifs are the most common design. Other common motifs are include blood, twisting plants, star-shaped flowers and feathers. &lt;br /&gt;
&lt;br /&gt;
They use less permanent warpaint on their face or hair when preparing for conflict. It can be meticulously applied in intricate entwined patterns or simply daubed with a finger. Donning the paint helps them prepare themselves and commits them to their course. Many Navarr warriors wear warpaint every day as a sign of their readiness to fight. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Senara.jpg |title=Eleanor Hingley, playing Senara of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=Peredur.jpg |title=Robin Farndon, playing Peredur of Stormwise Striding|width=267}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Braids and matted locks are common, as are beads and other decorations woven into the hair.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=PensiveGuide.jpg|align=left|width=267|}}&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Banners and Symbols===&lt;br /&gt;
The banner of the Navarr is a great white tree surrounded by a knotted circle of thorny-branches. Most large Steadings and Stridings also have their own banner using similar stark images for their design.&lt;br /&gt;
&lt;br /&gt;
===Decorating their tents at Anvil===&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Armour===&lt;br /&gt;
Thick hardened leather is the most common form of armour for the Navarr, occasionally supplemented with light chain or scale. Navarr armour often flines and closures that run diagonally across the body rather than vertically.  Wintermark runes on armour are rare and more intricate designs are found on the armour of the Navarr thorns often tracing out their own journey through the Great Dance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Drefa Brackensong.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Adair Eternal.jpg|align=left|width=500|}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Shields are narrow and fluted, barely wider than the wielder. They are often heavily decorated with the thorn motif.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
The iconic Navarr weapon is a spear, often with a barbed shaft and decorated with thorn motifs. This echoes the spear of their legendary hero, Navarr. Navarr particularly favour [[Weapons_%26_armour#One-handed_Spear|one-handed spears]] coupled with a small shield. Otherwise weapons are light, practical and good for skirmishing rather than heavy combat. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Blackscar spears.jpg|alling=left|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=StockerSpears.jpg|aling=left|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=450}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=RhisiartWithSpear.jpg|caption=Spears by [http://www.irregularprops.com/home.html Irregular Props]|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=NebAndPoleArm.jpg|width=250}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
Bows are another favoured Navarr weapon. Like the spear they are an effective tool for hunting as well as a weapon of war.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span7&amp;gt;{{CaptionedImage|file=MG4061.jpg|width=600}}&amp;lt;/span7&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mage Implements===&lt;br /&gt;
Navarr Mage implements are normally simple and practical pieces of wood.  Sometimes intricate designs are carved down the implement as befits their hearth magics.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span5&amp;gt;{{CaptionedImage|file=Iron_Scroll.jpg|width=600}}&amp;lt;/span5&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
===Celts and Native Americans===&lt;br /&gt;
As Navarr are not based on Native Americans, large quantities of turquoise beading, and leather tassels are best avoided. Similarly, Celtic style knot-work isn&#039;t suitable as decorative patterns.&lt;br /&gt;
&lt;br /&gt;
===Similar nations===&lt;br /&gt;
====Wintermark====&lt;br /&gt;
Navarr tend to wear light leather armour and simple, earth tone clothes, much like the Steinr. Navarr decorations are more likely to come from nature, in the form of paints, feathers and beads, rather than the woven trims popular with the Steinr.  Runes are a lot more common in Wintermark clothing&lt;br /&gt;
&lt;br /&gt;
Kallavesi mystics may also be occasionally mistaken for Navarr Vates; however, the Navarr do not wear animal headresses and do not believe in evoking animal spirits.&lt;br /&gt;
&lt;br /&gt;
====The Marches====&lt;br /&gt;
There are also overlaps between the Marches beaters and the Navarr. The beaters tend towards later medieval period clothing, like jacks rather than the tunics and vests popular with the Navarr. The Navarr also tend to use large amounts of furs, pieces of leather and paints that the Marchers would avoid.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
Wood elves, The Rangers from Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Lori_Stick.jpg&amp;diff=52934</id>
		<title>File:Lori Stick.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Lori_Stick.jpg&amp;diff=52934"/>
		<updated>2017-05-23T21:13:28Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category:Photos:BethDooner}}&lt;br /&gt;
Lori Umbral Path potrayed by Emma Rowden&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=52933</id>
		<title>Live roleplaying</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=52933"/>
		<updated>2017-05-23T21:05:45Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=Lori_Stick.jpg|align=right|width=300|]}}&lt;br /&gt;
&lt;br /&gt;
This page is designed to help explain what live roleplaying is for people who are new to the hobby. If you are new to live roleplaying and interested in the hobby then don&#039;t hesitate to [http://www.profounddecisions.co.uk/contactus contact us] after you have read this introduction and we can answer any questions that you have.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
We maintain an FAQ of [[Questions frequently asked by new players]] which you may find answer some of your questions.&lt;br /&gt;
&lt;br /&gt;
==What is live roleplaying?==&lt;br /&gt;
The most common question that people who are new to the hobby ask is what is live roleplaying? A game with rules but no winners or losers, a performance with actors but no audience or script, it is often confusing to the newcomer.&lt;br /&gt;
&lt;br /&gt;
Roleplaying literally means assuming or acting out a particular role. In live roleplaying we take on a role or character for the enjoyment that can be had by acting out the role. One of the easiest ways to understand live roleplaying is to look at the similarities with other hobbies.&lt;br /&gt;
&lt;br /&gt;
===Online gaming===&lt;br /&gt;
In online games players create a character who can explore the computer generated world and talk with other characters in the world. The world is filled with challenges and dangers for the characters to overcome.&lt;br /&gt;
&lt;br /&gt;
Live roleplaying is just the same but it is all done for real. You dress, speak and act as the character you have created once the game begins.&lt;br /&gt;
&lt;br /&gt;
===Acting===&lt;br /&gt;
It is easy to understand the idea that actors take on the role of the part they are playing. Once they are on stage they act as if they were the character they are portraying, in some cases improvising their lines if needed. &lt;br /&gt;
{{CaptionedImage|file=Woman_and_child.jpg|align=right|width=400}}&lt;br /&gt;
When live roleplaying you will be both actor and audience, creating lines for your own character and witnessing the improvised words and actions of the other players in the game.&lt;br /&gt;
&lt;br /&gt;
==How do you do it?==&lt;br /&gt;
When you are live roleplaying you simply pretend to be your character, then act and speak as your character would. &lt;br /&gt;
Unlike other roleplaying games, you never describe what your character is doing, instead you simply attempt the action. If you want to challenge another character to a duel, you must call them out, then draw your sword and try to strike your opponent with it. We strive to make the imaginary world feel as real as possible for all participants, so ask players try to avoid references to the real world and instead remain in their chosen role as much as possible.&lt;br /&gt;
{{CaptionedImage|file=Tanwyn_Screaming.jpg|align=left|width=400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is it difficult?==&lt;br /&gt;
No. Anyone can live roleplay, there is no skill or technique to learn. In essence it is no more difficult than the games of imagination like Cowboys and Indians that children play. If you are capable of pretending to be someone else then you can live roleplay.&lt;br /&gt;
&lt;br /&gt;
Our live roleplaying games have a set of rules, in the same way that sports like football or tennis have rules. Learning these rules can appear cumbersome, however they are rarely needed in play. Established players are always understanding with new players who are still learning the rules so don’t be put off if you can’t remember them all. If you have any questions about the rules then you can find a referee to help.  There is a short, printable [[:File:RulesOverview-A4booklet-v1.0.pdf|summary]] of the key rules points available.&lt;br /&gt;
&lt;br /&gt;
==What is the point?==&lt;br /&gt;
Live roleplaying, like acting, is enjoyable purely for its own sake. Most participants find that by immersing themselves in the character they have created, they can forget about the pressures of real life for a while. In the same way that an action film is different to a comedy or period drama, different games will offer different experiences. Some live roleplayers enjoy the social interaction, some prefer the thrill of battle whilst others relish the opportunity to create and wear amazing costumes.&lt;br /&gt;
&lt;br /&gt;
There is no winning or losing. Just as real life doesn’t offer clear cut win or lose situations, neither do most live roleplaying games. However live roleplaying presents opportunities that you could never normally experience, allowing you to become the protagonist in historical or imaginary settings. In the end it is impossible to know whether you will enjoy live roleplaying unless you try it.&lt;br /&gt;
&lt;br /&gt;
==Can my character be anybody?==&lt;br /&gt;
All live roleplaying games have a setting that describes the world the game takes place in. If you think about a Shakespearian play, you wouldn’t expect Julius Caesar to come on stage during a performance of Romeo and Juliet. You must create a character that is appropriate for this setting. By reading the description of the game world you can get a feel for the kind of characters that are suitable to play.&lt;br /&gt;
&lt;br /&gt;
It is best to avoid trying to play a character taken directly from a film or book. It is much better to try and create a character of your own after you have read through the setting, although you may be inspired by a character you have seen or read about. &lt;br /&gt;
{{CaptionedImage|file=Edric_Fighting.jpg||align=right|width=450}}&lt;br /&gt;
&lt;br /&gt;
==How does fighting work?==&lt;br /&gt;
Live roleplaying games make use of special props that allow participants to fight each other safely. If you take part in a battle you can enjoy the thrill of actually wielding a weapon and experience the physical challenge of trying to strike your opponents while avoiding being struck yourself. The rules determine the effects of hitting an opponent and of being hit. If the character you are playing is killed then you can create a new character and then resume playing the game as someone different. &lt;br /&gt;
&lt;br /&gt;
Battles can be exhilarating but they are not for everyone. Some people who attend events choose to avoid combat, preferring to focus on the social side of the game. Although you can never be sure what will happen to your character, most players who attend our events have little trouble avoiding combat if they make an effort to do so.&lt;br /&gt;
&lt;br /&gt;
If you have never done live roleplaying before then we can arrange for an experienced player or member of crew to give you a quick lesson in how to fight safely at your first event. It only takes a few minutes to learn and most players will be happy to show you how.&lt;br /&gt;
&lt;br /&gt;
==How do I get a costume?==&lt;br /&gt;
If you take up a hobby like diving or mountaineering, you need to have the relevant clothing and equipment. Costume is very important in live roleplaying because you need to dress as your character would. It is particularly important to avoid wearing anything that other players will see is inappropriate for the setting. For our events this means not wearing modern clothing such as trainers, jeans or printed t-shirts. If you were watching Robin Hood it would be totally incongruous if Guy of Gisburne was wearing a modern leather jacket.&lt;br /&gt;
&lt;br /&gt;
Our wiki contains extensive [[Costume advice|advice on costume]] that is appropriate for your character in Empire. If you follow [[Costume advice|the advice]] then you can be confident that your costume will look good and be suitable for the game. If you have any questions about the suitability of a piece of costume then it is best to [mailto:empire@profounddecisions.co.uk email us] and we can give you specific advice.&lt;br /&gt;
&lt;br /&gt;
Some live roleplayers enjoy making their own costume and you can [[Costume advice#How_Tos|find advice on how to do that]] on our wiki. If you don’t feel confident using a needle and thread or following a pattern then you can purchase costumes, weapons and armour from one of the many traders who support the hobby. We have traders at all our events and they sell everything you need for your character. Details and links for [[traders]] are also available on our wiki.&lt;br /&gt;
{{CaptionedImage|file=Highguard_archer.jpg|align=left|width=400}}&lt;br /&gt;
&lt;br /&gt;
==What is Empire?==&lt;br /&gt;
Empire is a live roleplaying game created by Profound Decisions. Set in a world of mystery and magic, you play one of the heroes of the Empire - a civilization formed from nine disparate nations. The Empire is beset by many enemies, tribes of barbarian orcs threaten her borders while enemies within and without work to bring the Empire down. Players have the chance to play the leaders of the Empire, striving to triumph over her enemies.&lt;br /&gt;
&lt;br /&gt;
Hundreds of players attend every event; working together to protect their home, they also strive against each other to gain power within the Empire. Merchants cut trade deals, magicians practice arcane rituals all while warriors fight vast armies of barbarians in epic battles.&lt;br /&gt;
&lt;br /&gt;
You can read this basic [[game overview|overview of Empire]] to get more idea about the game.&lt;br /&gt;
[[Category: FAQ]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=52932</id>
		<title>Live roleplaying</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=52932"/>
		<updated>2017-05-23T21:04:41Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=Lori_Stick.jpg|align=right|width=300|]}}&lt;br /&gt;
&lt;br /&gt;
This page is designed to help explain what live roleplaying is for people who are new to the hobby. If you are new to live roleplaying and interested in the hobby then don&#039;t hesitate to [http://www.profounddecisions.co.uk/contactus contact us] after you have read this introduction and we can answer any questions that you have.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
We maintain an FAQ of [[Questions frequently asked by new players]] which you may find answer some of your questions.&lt;br /&gt;
&lt;br /&gt;
==What is live roleplaying?==&lt;br /&gt;
The most common question that people who are new to the hobby ask is what is live roleplaying? A game with rules but no winners or losers, a performance with actors but no audience or script, it is often confusing to the newcomer.&lt;br /&gt;
&lt;br /&gt;
Roleplaying literally means assuming or acting out a particular role. In live roleplaying we take on a role or character for the enjoyment that can be had by acting out the role. One of the easiest ways to understand live roleplaying is to look at the similarities with other hobbies.&lt;br /&gt;
&lt;br /&gt;
===Online gaming===&lt;br /&gt;
In online games players create a character who can explore the computer generated world and talk with other characters in the world. The world is filled with challenges and dangers for the characters to overcome.&lt;br /&gt;
&lt;br /&gt;
Live roleplaying is just the same but it is all done for real. You dress, speak and act as the character you have created once the game begins.&lt;br /&gt;
&lt;br /&gt;
===Acting===&lt;br /&gt;
It is easy to understand the idea that actors take on the role of the part they are playing. Once they are on stage they act as if they were the character they are portraying, in some cases improvising their lines if needed. &lt;br /&gt;
{{CaptionedImage|file=Woman_and_child.jpg|align=right|width=400}}&lt;br /&gt;
When live roleplaying you will be both actor and audience, creating lines for your own character and witnessing the improvised words and actions of the other players in the game.&lt;br /&gt;
&lt;br /&gt;
==How do you do it?==&lt;br /&gt;
When you are live roleplaying you simply pretend to be your character, then act and speak as your character would. &lt;br /&gt;
Unlike other roleplaying games, you never describe what your character is doing, instead you simply attempt the action. If you want to challenge another character to a duel, you must call them out, then draw your sword and try to strike your opponent with it. We strive to make the imaginary world feel as real as possible for all participants, so ask players try to avoid references to the real world and instead remain in their chosen role as much as possible.&lt;br /&gt;
{{CaptionedImage|file=Tanwyn_Screaming.jpg|align=left|width=400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is it difficult?==&lt;br /&gt;
No. Anyone can live roleplay, there is no skill or technique to learn. In essence it is no more difficult than the games of imagination like Cowboys and Indians that children play. If you are capable of pretending to be someone else then you can live roleplay.&lt;br /&gt;
&lt;br /&gt;
Our live roleplaying games have a set of rules, in the same way that sports like football or tennis have rules. Learning these rules can appear cumbersome, however they are rarely needed in play. Established players are always understanding with new players who are still learning the rules so don’t be put off if you can’t remember them all. If you have any questions about the rules then you can find a referee to help.  There is a short, printable [[:File:RulesOverview-A4booklet-v1.0.pdf|summary]] of the key rules points available.&lt;br /&gt;
&lt;br /&gt;
==What is the point?==&lt;br /&gt;
Live roleplaying, like acting, is enjoyable purely for its own sake. Most participants find that by immersing themselves in the character they have created, they can forget about the pressures of real life for a while. In the same way that an action film is different to a comedy or period drama, different games will offer different experiences. Some live roleplayers enjoy the social interaction, some prefer the thrill of battle whilst others relish the opportunity to create and wear amazing costumes.&lt;br /&gt;
&lt;br /&gt;
There is no winning or losing. Just as real life doesn’t offer clear cut win or lose situations, neither do most live roleplaying games. However live roleplaying presents opportunities that you could never normally experience, allowing you to become the protagonist in historical or imaginary settings. In the end it is impossible to know whether you will enjoy live roleplaying unless you try it.&lt;br /&gt;
&lt;br /&gt;
==Can my character be anybody?==&lt;br /&gt;
All live roleplaying games have a setting that describes the world the game takes place in. If you think about a Shakespearian play, you wouldn’t expect Julius Caesar to come on stage during a performance of Romeo and Juliet. You must create a character that is appropriate for this setting. By reading the description of the game world you can get a feel for the kind of characters that are suitable to play.&lt;br /&gt;
&lt;br /&gt;
It is best to avoid trying to play a character taken directly from a film or book. It is much better to try and create a character of your own after you have read through the setting, although you may be inspired by a character you have seen or read about. &lt;br /&gt;
{{CaptionedImage|file=Edric_Fighting.jpg||align=right|width=450}}&lt;br /&gt;
&lt;br /&gt;
==How does fighting work?==&lt;br /&gt;
Live roleplaying games make use of special props that allow participants to fight each other safely. If you take part in a battle you can enjoy the thrill of actually wielding a weapon and experience the physical challenge of trying to strike your opponents while avoiding being struck yourself. The rules determine the effects of hitting an opponent and of being hit. If the character you are playing is killed then you can create a new character and then resume playing the game as someone different. &lt;br /&gt;
&lt;br /&gt;
Battles can be exhilarating but they are not for everyone. Some people who attend events choose to avoid combat, preferring to focus on the social side of the game. Although you can never be sure what will happen to your character, most players who attend our events have little trouble avoiding combat if they make an effort to do so.&lt;br /&gt;
&lt;br /&gt;
If you have never done live roleplaying before then we can arrange for an experienced player or member of crew to give you a quick lesson in how to fight safely at your first event. It only takes a few minutes to learn and most players will be happy to show you how.&lt;br /&gt;
&lt;br /&gt;
==How do I get a costume?==&lt;br /&gt;
If you take up a hobby like diving or mountaineering, you need to have the relevant clothing and equipment. Costume is very important in live roleplaying because you need to dress as your character would. It is particularly important to avoid wearing anything that other players will see is inappropriate for the setting. For our events this means not wearing modern clothing such as trainers, jeans or printed t-shirts. If you were watching Robin Hood it would be totally incongruous if Guy of Gisburne was wearing a modern leather jacket.&lt;br /&gt;
&lt;br /&gt;
Our wiki contains extensive [[Costume advice|advice on costume]] that is appropriate for your character in Empire. If you follow [[Costume advice|the advice]] then you can be confident that your costume will look good and be suitable for the game. If you have any questions about the suitability of a piece of costume then it is best to [mailto:empire@profounddecisions.co.uk email us] and we can give you specific advice.&lt;br /&gt;
&lt;br /&gt;
Some live roleplayers enjoy making their own costume and you can [[Costume advice#How_Tos|find advice on how to do that]] on our wiki. If you don’t feel confident using a needle and thread or following a pattern then you can purchase costumes, weapons and armour from one of the many traders who support the hobby. We have traders at all our events and they sell everything you need for your character. Details and links for [[traders]] are also available on our wiki.&lt;br /&gt;
&lt;br /&gt;
==What is Empire?==&lt;br /&gt;
Empire is a live roleplaying game created by Profound Decisions. Set in a world of mystery and magic, you play one of the heroes of the Empire - a civilization formed from nine disparate nations. The Empire is beset by many enemies, tribes of barbarian orcs threaten her borders while enemies within and without work to bring the Empire down. Players have the chance to play the leaders of the Empire, striving to triumph over her enemies.&lt;br /&gt;
&lt;br /&gt;
Hundreds of players attend every event; working together to protect their home, they also strive against each other to gain power within the Empire. Merchants cut trade deals, magicians practice arcane rituals all while warriors fight vast armies of barbarians in epic battles.&lt;br /&gt;
&lt;br /&gt;
You can read this basic [[game overview|overview of Empire]] to get more idea about the game.&lt;br /&gt;
[[Category: FAQ]]&lt;br /&gt;
{{CaptionedImage|file=Anvil_at_night.jpg|align=left|width=800}}&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=52931</id>
		<title>Live roleplaying</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=52931"/>
		<updated>2017-05-23T21:04:02Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=Lori_Stick.jpg|align=right|width=300|]}}&lt;br /&gt;
&lt;br /&gt;
This page is designed to help explain what live roleplaying is for people who are new to the hobby. If you are new to live roleplaying and interested in the hobby then don&#039;t hesitate to [http://www.profounddecisions.co.uk/contactus contact us] after you have read this introduction and we can answer any questions that you have.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
We maintain an FAQ of [[Questions frequently asked by new players]] which you may find answer some of your questions.&lt;br /&gt;
&lt;br /&gt;
==What is live roleplaying?==&lt;br /&gt;
The most common question that people who are new to the hobby ask is what is live roleplaying? A game with rules but no winners or losers, a performance with actors but no audience or script, it is often confusing to the newcomer.&lt;br /&gt;
&lt;br /&gt;
Roleplaying literally means assuming or acting out a particular role. In live roleplaying we take on a role or character for the enjoyment that can be had by acting out the role. One of the easiest ways to understand live roleplaying is to look at the similarities with other hobbies.&lt;br /&gt;
&lt;br /&gt;
===Online gaming===&lt;br /&gt;
In online games players create a character who can explore the computer generated world and talk with other characters in the world. The world is filled with challenges and dangers for the characters to overcome.&lt;br /&gt;
&lt;br /&gt;
Live roleplaying is just the same but it is all done for real. You dress, speak and act as the character you have created once the game begins.&lt;br /&gt;
&lt;br /&gt;
===Acting===&lt;br /&gt;
It is easy to understand the idea that actors take on the role of the part they are playing. Once they are on stage they act as if they were the character they are portraying, in some cases improvising their lines if needed. &lt;br /&gt;
{{CaptionedImage|file=Woman_and_child.jpg|align=right|width=400}}&lt;br /&gt;
When live roleplaying you will be both actor and audience, creating lines for your own character and witnessing the improvised words and actions of the other players in the game.&lt;br /&gt;
&lt;br /&gt;
==How do you do it?==&lt;br /&gt;
When you are live roleplaying you simply pretend to be your character, then act and speak as your character would. &lt;br /&gt;
Unlike other roleplaying games, you never describe what your character is doing, instead you simply attempt the action. If you want to challenge another character to a duel, you must call them out, then draw your sword and try to strike your opponent with it. We strive to make the imaginary world feel as real as possible for all participants, so ask players try to avoid references to the real world and instead remain in their chosen role as much as possible.&lt;br /&gt;
{{CaptionedImage|file=Tanwyn_Screaming.jpg|align=left|width=400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is it difficult?==&lt;br /&gt;
No. Anyone can live roleplay, there is no skill or technique to learn. In essence it is no more difficult than the games of imagination like Cowboys and Indians that children play. If you are capable of pretending to be someone else then you can live roleplay.&lt;br /&gt;
&lt;br /&gt;
Our live roleplaying games have a set of rules, in the same way that sports like football or tennis have rules. Learning these rules can appear cumbersome, however they are rarely needed in play. Established players are always understanding with new players who are still learning the rules so don’t be put off if you can’t remember them all. If you have any questions about the rules then you can find a referee to help.  There is a short, printable [[:File:RulesOverview-A4booklet-v1.0.pdf|summary]] of the key rules points available.&lt;br /&gt;
&lt;br /&gt;
==What is the point?==&lt;br /&gt;
Live roleplaying, like acting, is enjoyable purely for its own sake. Most participants find that by immersing themselves in the character they have created, they can forget about the pressures of real life for a while. In the same way that an action film is different to a comedy or period drama, different games will offer different experiences. Some live roleplayers enjoy the social interaction, some prefer the thrill of battle whilst others relish the opportunity to create and wear amazing costumes.&lt;br /&gt;
&lt;br /&gt;
There is no winning or losing. Just as real life doesn’t offer clear cut win or lose situations, neither do most live roleplaying games. However live roleplaying presents opportunities that you could never normally experience, allowing you to become the protagonist in historical or imaginary settings. In the end it is impossible to know whether you will enjoy live roleplaying unless you try it.&lt;br /&gt;
&lt;br /&gt;
==Can my character be anybody?==&lt;br /&gt;
All live roleplaying games have a setting that describes the world the game takes place in. If you think about a Shakespearian play, you wouldn’t expect Julius Caesar to come on stage during a performance of Romeo and Juliet. You must create a character that is appropriate for this setting. By reading the description of the game world you can get a feel for the kind of characters that are suitable to play.&lt;br /&gt;
&lt;br /&gt;
It is best to avoid trying to play a character taken directly from a film or book. It is much better to try and create a character of your own after you have read through the setting, although you may be inspired by a character you have seen or read about. &lt;br /&gt;
{{CaptionedImage|file=Edric_Fighting.jpg||align=right|width=450}}&lt;br /&gt;
&lt;br /&gt;
==How does fighting work?==&lt;br /&gt;
Live roleplaying games make use of special props that allow participants to fight each other safely. If you take part in a battle you can enjoy the thrill of actually wielding a weapon and experience the physical challenge of trying to strike your opponents while avoiding being struck yourself. The rules determine the effects of hitting an opponent and of being hit. If the character you are playing is killed then you can create a new character and then resume playing the game as someone different. &lt;br /&gt;
&lt;br /&gt;
Battles can be exhilarating but they are not for everyone. Some people who attend events choose to avoid combat, preferring to focus on the social side of the game. Although you can never be sure what will happen to your character, most players who attend our events have little trouble avoiding combat if they make an effort to do so.&lt;br /&gt;
&lt;br /&gt;
If you have never done live roleplaying before then we can arrange for an experienced player or member of crew to give you a quick lesson in how to fight safely at your first event. It only takes a few minutes to learn and most players will be happy to show you how.&lt;br /&gt;
&lt;br /&gt;
==How do I get a costume?==&lt;br /&gt;
If you take up a hobby like diving or mountaineering, you need to have the relevant clothing and equipment. Costume is very important in live roleplaying because you need to dress as your character would. It is particularly important to avoid wearing anything that other players will see is inappropriate for the setting. For our events this means not wearing modern clothing such as trainers, jeans or printed t-shirts. If you were watching Robin Hood it would be totally incongruous if Guy of Gisburne was wearing a modern leather jacket.&lt;br /&gt;
&lt;br /&gt;
Our wiki contains extensive [[Costume advice|advice on costume]] that is appropriate for your character in Empire. If you follow [[Costume advice|the advice]] then you can be confident that your costume will look good and be suitable for the game. If you have any questions about the suitability of a piece of costume then it is best to [mailto:empire@profounddecisions.co.uk email us] and we can give you specific advice.&lt;br /&gt;
&lt;br /&gt;
Some live roleplayers enjoy making their own costume and you can [[Costume advice#How_Tos|find advice on how to do that]] on our wiki. If you don’t feel confident using a needle and thread or following a pattern then you can purchase costumes, weapons and armour from one of the many traders who support the hobby. We have traders at all our events and they sell everything you need for your character. Details and links for [[traders]] are also available on our wiki.&lt;br /&gt;
{{CaptionedImage|file=Anvil_at_night.jpg|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==What is Empire?==&lt;br /&gt;
Empire is a live roleplaying game created by Profound Decisions. Set in a world of mystery and magic, you play one of the heroes of the Empire - a civilization formed from nine disparate nations. The Empire is beset by many enemies, tribes of barbarian orcs threaten her borders while enemies within and without work to bring the Empire down. Players have the chance to play the leaders of the Empire, striving to triumph over her enemies.&lt;br /&gt;
&lt;br /&gt;
Hundreds of players attend every event; working together to protect their home, they also strive against each other to gain power within the Empire. Merchants cut trade deals, magicians practice arcane rituals all while warriors fight vast armies of barbarians in epic battles.&lt;br /&gt;
&lt;br /&gt;
You can read this basic [[game overview|overview of Empire]] to get more idea about the game.&lt;br /&gt;
[[Category: FAQ]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=52930</id>
		<title>Live roleplaying</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=52930"/>
		<updated>2017-05-23T21:03:38Z</updated>

		<summary type="html">&lt;p&gt;Dyoung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=Lori_Stick.jpg|align=right|width=300|]}}&lt;br /&gt;
&lt;br /&gt;
This page is designed to help explain what live roleplaying is for people who are new to the hobby. If you are new to live roleplaying and interested in the hobby then don&#039;t hesitate to [http://www.profounddecisions.co.uk/contactus contact us] after you have read this introduction and we can answer any questions that you have.&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
We maintain an FAQ of [[Questions frequently asked by new players]] which you may find answer some of your questions.&lt;br /&gt;
&lt;br /&gt;
==What is live roleplaying?==&lt;br /&gt;
The most common question that people who are new to the hobby ask is what is live roleplaying? A game with rules but no winners or losers, a performance with actors but no audience or script, it is often confusing to the newcomer.&lt;br /&gt;
&lt;br /&gt;
Roleplaying literally means assuming or acting out a particular role. In live roleplaying we take on a role or character for the enjoyment that can be had by acting out the role. One of the easiest ways to understand live roleplaying is to look at the similarities with other hobbies.&lt;br /&gt;
&lt;br /&gt;
===Online gaming===&lt;br /&gt;
In online games players create a character who can explore the computer generated world and talk with other characters in the world. The world is filled with challenges and dangers for the characters to overcome.&lt;br /&gt;
&lt;br /&gt;
Live roleplaying is just the same but it is all done for real. You dress, speak and act as the character you have created once the game begins.&lt;br /&gt;
&lt;br /&gt;
===Acting===&lt;br /&gt;
It is easy to understand the idea that actors take on the role of the part they are playing. Once they are on stage they act as if they were the character they are portraying, in some cases improvising their lines if needed. &lt;br /&gt;
{{CaptionedImage|file=Woman_and_child.jpg|align=right|width=400}}&lt;br /&gt;
When live roleplaying you will be both actor and audience, creating lines for your own character and witnessing the improvised words and actions of the other players in the game.&lt;br /&gt;
&lt;br /&gt;
==How do you do it?==&lt;br /&gt;
When you are live roleplaying you simply pretend to be your character, then act and speak as your character would. &lt;br /&gt;
Unlike other roleplaying games, you never describe what your character is doing, instead you simply attempt the action. If you want to challenge another character to a duel, you must call them out, then draw your sword and try to strike your opponent with it. We strive to make the imaginary world feel as real as possible for all participants, so ask players try to avoid references to the real world and instead remain in their chosen role as much as possible.&lt;br /&gt;
{{CaptionedImage|file=Tanwyn_Screaming.jpg|align=left|width=400}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Is it difficult?==&lt;br /&gt;
No. Anyone can live roleplay, there is no skill or technique to learn. In essence it is no more difficult than the games of imagination like Cowboys and Indians that children play. If you are capable of pretending to be someone else then you can live roleplay.&lt;br /&gt;
&lt;br /&gt;
Our live roleplaying games have a set of rules, in the same way that sports like football or tennis have rules. Learning these rules can appear cumbersome, however they are rarely needed in play. Established players are always understanding with new players who are still learning the rules so don’t be put off if you can’t remember them all. If you have any questions about the rules then you can find a referee to help.  There is a short, printable [[:File:RulesOverview-A4booklet-v1.0.pdf|summary]] of the key rules points available.&lt;br /&gt;
&lt;br /&gt;
==What is the point?==&lt;br /&gt;
Live roleplaying, like acting, is enjoyable purely for its own sake. Most participants find that by immersing themselves in the character they have created, they can forget about the pressures of real life for a while. In the same way that an action film is different to a comedy or period drama, different games will offer different experiences. Some live roleplayers enjoy the social interaction, some prefer the thrill of battle whilst others relish the opportunity to create and wear amazing costumes.&lt;br /&gt;
&lt;br /&gt;
There is no winning or losing. Just as real life doesn’t offer clear cut win or lose situations, neither do most live roleplaying games. However live roleplaying presents opportunities that you could never normally experience, allowing you to become the protagonist in historical or imaginary settings. In the end it is impossible to know whether you will enjoy live roleplaying unless you try it.&lt;br /&gt;
&lt;br /&gt;
==Can my character be anybody?==&lt;br /&gt;
All live roleplaying games have a setting that describes the world the game takes place in. If you think about a Shakespearian play, you wouldn’t expect Julius Caesar to come on stage during a performance of Romeo and Juliet. You must create a character that is appropriate for this setting. By reading the description of the game world you can get a feel for the kind of characters that are suitable to play.&lt;br /&gt;
&lt;br /&gt;
It is best to avoid trying to play a character taken directly from a film or book. It is much better to try and create a character of your own after you have read through the setting, although you may be inspired by a character you have seen or read about. &lt;br /&gt;
{{CaptionedImage|file=Edric_Fighting.jpg||align=right|width=450}}&lt;br /&gt;
&lt;br /&gt;
==How does fighting work?==&lt;br /&gt;
Live roleplaying games make use of special props that allow participants to fight each other safely. If you take part in a battle you can enjoy the thrill of actually wielding a weapon and experience the physical challenge of trying to strike your opponents while avoiding being struck yourself. The rules determine the effects of hitting an opponent and of being hit. If the character you are playing is killed then you can create a new character and then resume playing the game as someone different. &lt;br /&gt;
&lt;br /&gt;
Battles can be exhilarating but they are not for everyone. Some people who attend events choose to avoid combat, preferring to focus on the social side of the game. Although you can never be sure what will happen to your character, most players who attend our events have little trouble avoiding combat if they make an effort to do so.&lt;br /&gt;
&lt;br /&gt;
If you have never done live roleplaying before then we can arrange for an experienced player or member of crew to give you a quick lesson in how to fight safely at your first event. It only takes a few minutes to learn and most players will be happy to show you how.&lt;br /&gt;
&lt;br /&gt;
==How do I get a costume?==&lt;br /&gt;
If you take up a hobby like diving or mountaineering, you need to have the relevant clothing and equipment. Costume is very important in live roleplaying because you need to dress as your character would. It is particularly important to avoid wearing anything that other players will see is inappropriate for the setting. For our events this means not wearing modern clothing such as trainers, jeans or printed t-shirts. If you were watching Robin Hood it would be totally incongruous if Guy of Gisburne was wearing a modern leather jacket.&lt;br /&gt;
&lt;br /&gt;
Our wiki contains extensive [[Costume advice|advice on costume]] that is appropriate for your character in Empire. If you follow [[Costume advice|the advice]] then you can be confident that your costume will look good and be suitable for the game. If you have any questions about the suitability of a piece of costume then it is best to [mailto:empire@profounddecisions.co.uk email us] and we can give you specific advice.&lt;br /&gt;
&lt;br /&gt;
Some live roleplayers enjoy making their own costume and you can [[Costume advice#How_Tos|find advice on how to do that]] on our wiki. If you don’t feel confident using a needle and thread or following a pattern then you can purchase costumes, weapons and armour from one of the many traders who support the hobby. We have traders at all our events and they sell everything you need for your character. Details and links for [[traders]] are also available on our wiki.&lt;br /&gt;
{{CaptionedImage|file=Anvil_at_night.jpg|align=left|width=450}}&lt;br /&gt;
&lt;br /&gt;
==What is Empire?==&lt;br /&gt;
Empire is a live roleplaying game created by Profound Decisions. Set in a world of mystery and magic, you play one of the heroes of the Empire - a civilization formed from nine disparate nations. The Empire is beset by many enemies, tribes of barbarian orcs threaten her borders while enemies within and without work to bring the Empire down. Players have the chance to play the leaders of the Empire, striving to triumph over her enemies.&lt;br /&gt;
&lt;br /&gt;
Hundreds of players attend every event; working together to protect their home, they also strive against each other to gain power within the Empire. Merchants cut trade deals, magicians practice arcane rituals all while warriors fight vast armies of barbarians in epic battles.&lt;br /&gt;
&lt;br /&gt;
You can read this basic [[game overview|overview of Empire]] to get more idea about the game.&lt;br /&gt;
[[Category: FAQ]]&lt;/div&gt;</summary>
		<author><name>Dyoung</name></author>
	</entry>
</feed>