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	<title>Empire - User contributions [en]</title>
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	<updated>2026-04-07T08:09:43Z</updated>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Golden_Pyramid&amp;diff=23846</id>
		<title>Golden Pyramid</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Golden_Pyramid&amp;diff=23846"/>
		<updated>2014-04-11T01:02:09Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Motto==&lt;br /&gt;
&#039;&#039;Power begets wealth; wealth begets Power&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The most popular symbol symbol of the order is step-pyramid of three levels with bronze at the bottom, silver in the middle, and gold at the top.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|title=Order of the Golden Pyramid|align=right|width=241|height=240}}&lt;br /&gt;
==The Manifesto==&lt;br /&gt;
The Order of the Golden Pyramid holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
* Magic is a commodity like any other and its practitioners should not be subjected to any undue expectation or requirement&lt;br /&gt;
* The talents of the Empire&#039;s artisans are no less a valuable magical resource than spellcasting and rituals&lt;br /&gt;
* Magic has the power to strengthen by enriching and prospering&lt;br /&gt;
&lt;br /&gt;
The Order of the Golden Pyramid therefore exists to:&lt;br /&gt;
&lt;br /&gt;
* Stand up for those magicians who are pressured to use their skills for free, like a servant or slave&lt;br /&gt;
* Support the application of magical resources in matters of economic gain that inevitably bring prosperity to the Empire as a whole&lt;br /&gt;
* Stand up for the artisans and promote their interests across the Empire&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Urizen-0136.JPG|title=Knowledge, wealth, power|caption=Costume by [http://costumemercenary.blogspot.co.uk/p/costumes-for-empire.html Costume Mercenary]|align=left|width=339|height=599}}&lt;br /&gt;
==Membership of the Order==&lt;br /&gt;
This Golden Pyramid appeals to artisan-magicians and magicians versed in economic magic (from [[Rampant Growth]] and [[Blood and Salt]] through [[Rivers of Gold]] all the way to [[Verdant Bounty of the Twilight Bayou]] and [[Hallow of the Green World]]). After the [[Sevenfold Path]] this is the order that has the largest number of magician-priests, albeit usually priests dedicated to [[Prosperity]]. It&#039;s members work to enrich themselves, but they also safeguard the rights of magicians to expect fair recompense for their magic. They are often at odds with the [[Rod and Shield]].&lt;br /&gt;
&lt;br /&gt;
The Order of the Golden Pyramid began as a reaction against a perceived culture of entitlement; as the nations increasingly assumed that magicians should donate their skills to the Empire for free. Since their creation many members have supported the right of artisans, as well as magicians, to have a voice in the Conclave; but this attitude is far from universal within the Order. At it&#039;s most altruistic, the Order tries to represent the interests of artisans as fellow practitioners of esoteric lore, and often approaches them for support and funding (or to discuss [[gambit|gambits]] that include the crafting of magic items).&lt;br /&gt;
&lt;br /&gt;
As befits an order fascinated by wealth, members of the Order often strive to cultivate good relations with the [[Imperial Bourse]] and magicians who also occupy Bourse seats are often actively wooed by the Golden Pyramid. When it works well, this relationship gives the Golden Pyramid access to items from the Bourse private auction on behalf of other members of the Conclave, and the Pyramid has been adroit at using this access for political capital. Even when their influence in the Bourse is limited, the Golden Pyramid has a tradition of encouraging [[archmage|archmagi]] to present gambits that involve performing economic rituals to garner support or influence with Imperial citizens who own [[business|businesses]], [[mine|mines]], [[forest|forests]] and [[fleet|fleets]].&lt;br /&gt;
&lt;br /&gt;
Members of the Golden Pyramid traditionally consider it completely acceptable, even expected, for their [[Grandmaster]] to gain their position by open bribery. It is also common for the grandmaster to take advantage of their access to wealthy patrons to help [[Grandmaster#Funding_the_Order|fund the order]].&lt;br /&gt;
&lt;br /&gt;
==Conclave vault==&lt;br /&gt;
Each summit, the [[Conclave vault]] of the Golden Pyramid garners the following resources;&lt;br /&gt;
* 10 crystal mana from bequests.&lt;br /&gt;
* A pro-rata share of the [[Conclave_vault#Crystal_Mana|Font]] based on the [[Principle of Precedence|precedence]] of the orders at the previous summit.&lt;br /&gt;
* A portion of [[Materials#Ilium|ilium]] based on their [[Conclave_vault#Ilium|position]] among the orders as determined by precedence.&lt;br /&gt;
* 2 ingots of [[Materials#Green Iron|green iron]], 3 measures of [[Materials#Ambergelt|ambergelt]], 3 ingots of [[Materials#Orichalcum|orichalcum]] and 3 measures of [[Materials#Beggar&#039;s Lye|beggars lye]] as a result of existing bequests.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:Conclave order]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave&amp;diff=23845</id>
		<title>Conclave</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave&amp;diff=23845"/>
		<updated>2014-04-11T00:15:10Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Role Within The Empire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;Magic is but a tool like any other, what matters is the mind that wields it.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Conclave is an organisation effectively open to all [[Magical skills#Magician|magicians]] in the Empire. Members of the Conclave explore, discuss and use magic for the benefit both of the Empire and the magicians themselves. Much of the business of the Conclave is hidden from the eyes of non-Magicians, taking place in the Hall of Worlds. At the same time it&#039;s influence can be far-reaching - it has access to the magical resources of the entire Empire, and has the ability to make decisions about magical matters that are legally binding on Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
==Role Within The Empire==&lt;br /&gt;
The Conclave is charged with oversight of magic across the Empire. Its remit includes encouraging the use of magic in the best interests of the people of the Empire; preventing the misuse of magic to damage the interests of the Empire; and advising the [[Imperial Senate]], [[Military Council]] and [[Imperial Synod]] on arcane matters.&lt;br /&gt;
&lt;br /&gt;
It possesses specific powers to promote and protect safe and prosperous use of magic by its citizens, through the use of [[declaration|declarations]]. The Conclave also controls a pool of magical resources that are allocated via [[gambit|gambits]] for use in specific projects supported by one or more [[Conclave order]].&lt;br /&gt;
&lt;br /&gt;
The Conclave also acts to direct magical research in the Empire. The Conclave appoints the [[Dean of the Lyceum]], a prominent post that has has access to the resources needed to research new rituals in the span of years rather than the decades that would be required for a magician working alone.&lt;br /&gt;
{{CaptionedImage|file=Brass-Coast-3397.jpg|title=The Conclave is open to all magicians|caption=Blue over-robe by [https://www.facebook.com/pages/Moot-Point/255667077892385 Moot Point Design]&amp;lt;br/&amp;gt;|align=right|width=360|height=540}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Mages from Urizen were heavily involved in the creation of the Conclave and the power and nature of the body reflects much of their approach to life. The Urizen passion for magic caused many Urizen magi to attend and speak at the first Conclave meetings, even though the nation did not formerly join the Empire until after the death of the first Empress. In many ways the structure and arrangement of the Conclave reflects how the early Urizen would have chosen to rule the entire Empire, had they been given a free hand in such matters. Instead the design and creation of the Conclave was as imagined, but its remit was heavily constrained; the powers of the Conclave deal only with magic and the use of magic in the Empire.&lt;br /&gt;
&lt;br /&gt;
The first Conclave deliberately chose to hold all their sessions in the Hall of Worlds at Anvil to limit the ability of non-magicians to interfere in their business. The Conclave has always met here although records show that this arcane location changed significantly in the decades that followed the formation of the Empire, growing in size and shape and taking on the form that it assumes today. Unpredictable, seemingly random, changes still occur but most are now cosmetic in nature. Many Conclave magicians subscribe to the idea that the Hall of Worlds adapts to suit the needs of those who meet there, as other chambers in the realms are known to do, reflecting the uses to which it is put.&lt;br /&gt;
&lt;br /&gt;
==Meetings==&lt;br /&gt;
The official business of the Conclave takes place at the [[Conclave session|Conclave sessions]] - which are always held in the Hall of Worlds. The Conclave normally has a single session each evening during any Imperial summit. The agenda for these sessions is managed by the civil service but items can be added to the agenda by any individual in exchange for a mana crystal. Agenda items are divided into three types; [[address|addresses]] - an opportunity for individuals to provide Conclave members with information; [[declaration|declarations]] - which allow Conclave members to vote on issues of policy; and [[gambit|gambits]] - formal requests by the appointed officers of the Conclave to utilize the resources of the Conclave.&lt;br /&gt;
&lt;br /&gt;
Because of the potential size of the Conclave - which exceeds even that of the Synod - sessions are subject to strict rules that determine who can speak and for how long. These rules are referred to as the three &#039;&#039;principles&#039;&#039;; the [[Principle of Proportions]], [[Principle of Precedence]] and [[Principle of Presence]]. The principles are designed to balance the desire of members to speak with the need to prevent Conclave sessions from becoming unnecessarily long. Civil servants administer the operational procedures of the Conclave, but in practice the chamber is dependent on members to police the rules to keep sessions moving. In return the Conclave provides every member with a vote that allows them to directly influence the decisions that the chamber takes.&lt;br /&gt;
&lt;br /&gt;
Most members of the Conclave choose to join a [[Conclave order]]. These are political bodies with clear philosophies about how magic should be used. Joining an order allows an Imperial magician to unify their voice with other like-minded magicians as well as giving them influence over how the Conclave expends the magical resources it accrues.&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
Any Imperial magician who attends a session in the Hall of Worlds at Anvil is considered to be a member of the Conclave. They are eligible to vote in declarations and to join a Conclave order if they wish to do so. Members of an order elect a [[grandmaster]] who provides leadership and direction to the order. Most Imperial magicians who attend Conclave sessions regularly choose to join an order, but it is not mandatory and some individuals prefer to remain independent of any political affiliation, the better to influence all of them.&lt;br /&gt;
&lt;br /&gt;
There are strict rules to determine who can speak and when, but anyone who is present at a session has the right to speak, provided they pay for their time with [[Principle of Proportions|a mana crystal for every minute spent talking]]. Membership of the Conclave is a requirement to vote but not to speak. It is possible, albeit difficult, for non-magicians to reach the Hall of Worlds so anyone who makes the effort to reach the Hall of Worlds can address the Conclave, if they can afford it. It is rare for citizens who are not magicians to do this, however it is not uncommon for beings of the realms, [[eternals]] and their heralds who are present at meetings to speak before the Conclave.&lt;br /&gt;
&lt;br /&gt;
Being a magician &#039;&#039;&#039;is&#039;&#039;&#039; a legal requirement to vote in declarations or to join an order, so any individual who attempted to pass themselves off as a magician without the requisite skill would be guilty of [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|subverting the agencies of the state]]. It is common practice to assume every citizen present is a magician but magistrates do pass judgement when imposters are uncovered.&lt;br /&gt;
&lt;br /&gt;
Anyone can add an address or a declaration to the agenda for a Conclave session, if they provide a mana crystal, they need only find a suitable civil servant to do so. However there is rarely any value in doing so unless you can be physically present to speak on the matter.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
You can find further information about the way the Conclave operates on these pages:&lt;br /&gt;
* [[Conclave session]] - the meetings of the Conclave, addresses, declarations and gambits. &lt;br /&gt;
* [[Conclave order]] - the six political groups that dominate Conclave voting, appoint grandmasters and settle gambits.&lt;br /&gt;
* [[Conclave appointments]] - the political appointments, such as the archmagi, made by the Conclave.&lt;br /&gt;
* [[Conclave procedures]] - an out-of-character page summarizing the procedures used in the Conclave.&lt;br /&gt;
* [[Conclave design]] - the out-of-character design philosophy for the Conclave.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Empire]]&lt;br /&gt;
[[Category:Conclave]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Janon&amp;diff=23844</id>
		<title>Janon</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Janon&amp;diff=23844"/>
		<updated>2014-04-10T21:54:14Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Eternal of Night==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Janon is most commonly known as the &#039;&#039;Shadowed Fire&#039;&#039;. This ephithet refers to the strong symbolic connection between the Eternal and the rune [[Zorech]], but also to the idea of a fire that warms the body, but provides only a limited amount of light. Some stories credit Janon with the ability to peer out fires that burn low in the presence of lovers, for example, while poets often claim that the shadowed fire is a metaphor for the mortal spirit, whence comes all passion.&lt;br /&gt;
&lt;br /&gt;
Like many Night Eternals, Janon collects names to itself. Some artists call it the &#039;&#039;Muse of Fire&#039;&#039; and claim the inspiration it brings can come at the price of health or sanity. It is variously called &#039;&#039;Firebrand&#039;&#039; and &#039;&#039;Torchbearer&#039;&#039; - it encourages anyone with strong philosophical, political or social stances to express their causes without fear of censure.&lt;br /&gt;
&lt;br /&gt;
The Faraden call it the &#039;&#039;Night Sword&#039;&#039; and claim that it sometimes offers boons to those who give up everything in the name of vengeance (indeed, there is said to be a ritual specifically designed to sever a Faraden vengeance-seeker for their past that involves burning symbols and mementos of the life they leave behind in pursuit of justice). &lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Javon appears proud of the fact that it is a &#039;&#039;wyrm&#039;&#039; (that is, it&#039;s true form is that of a wingless lizard as distinct from the serpent-form Night Eternals who possess feathered wings such as [[Sung]]). As with other wyrms, this tends to mean that the Shadowed Fire is more earthy and concerned with practical matters than the more cerebral and philosophical serpents such as [[Soghter]]. Janon is rarely encountered in anything approaching it&#039;s &#039;true form&#039; however - as with most Night Eternals it loves to change it&#039;s shape. Old stories suggest it&#039;s true form is that of a ruby-red lizard with patches of golden scales, who glows like the embers of a banked fire.&lt;br /&gt;
&lt;br /&gt;
The Shadowed Fire puts on bodies in the way a human might put on a suit of clothes. It is known to claim that a body, like a sword or a harp, is nothing more than a tool. It should be honed, of course, but the body is not the person - the person is the burning spirit shaped by passion, that hides inside. Since the [[Imperial Orcs]] became part of the Empire, Janon has increasingly been seen adopting the form of an orc.&lt;br /&gt;
&lt;br /&gt;
The Heralds of Janon usually refer to themselves as members of it&#039;s band - as it&#039;s companions. The only constant among them is that they tend to be easy-going, open with their emotions and passions, and capable of reckless action at the drop of a hat.&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
Janon burns with passion, and encourages others to be like it is. Inevitably, this passion sometimes takes the form of carnal pursuits - Janon is known to be prone to regular infatuations with mortals from all walks of life. However, it would be foolish - perhaps even dangerous - to assume that Janon is a dissolute rake. It encourages all passions equally - it is as likely to help someone take vengeance on a hated enemy as to help a general rouse her shattered troops before a battle, or encourage an uncertain senator to make a landmark speech about a contentious topic.&lt;br /&gt;
&lt;br /&gt;
It is known to have a love-hate relationship with followers of [[The Way|Way]]. It encourages mortals to embrace their passions, and several times it has worked through allies in the [[Sevenfold Path]] [[Conclave order]] to give support and inspiration to the priests of [[Ambition]], [[Courage]], [[Loyalty]] and [[Pride]]. Unfortunately, it has also offered succour to cults of [[Malign_spiritual_presences#Anarchy|Anarchy]] and [[Malign_spiritual_presences#Vengeance|Vengeance]]. At various points, it&#039;s involvement with such blasphemous or heretical cults has lead to a (usually short-lived) [[Declaration#Declaration_of_Enmity|Declaration of Emnity]]. &lt;br /&gt;
&lt;br /&gt;
Worse, Janon is known to offer it&#039;s aid to the [[Jotun]] barbarians on occasion. It makes little effort to conceal this fact, but as near as agents of the [[Shuttered Lantern]] can tell, it&#039;s aid is limited to evocation in a few rituals - the Jotun favour [[Category:Summer_Ritual|more direct magics]] in their battles against the Empire.&lt;br /&gt;
&lt;br /&gt;
Even when it is not patronizing heretical cults or barbarian enemies of the Empire, Janon is unequivocal in it&#039;s belief that passion must be followed despite the constraints of society. Laws that exist to censor, or restrict freedom of expression, are anathema to it. It is said to work occasionally with [[Lashonar]] to encourage mortals to rebel against repressive tyrannies. It&#039;s support of individual freedoms is not unilateral - on rare occasions where someone has used the defence of their own freedom as a way to take it away from others, Janon has been known to whip itself into a devastating fury with unfortunate consequences. &lt;br /&gt;
&lt;br /&gt;
Janon enjoys the company of artists, but also warriors such as the [[The Brass Coast|Freeborn]] [[The_Brass_Coast_military_concerns#Kohan|kohan]], political individuals committed to a cause, and anyone with an interesting obsession&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
Janon encourages people to follow their passions. It is said to have the capacity to recognise people with [[Heroic_skills#Hero_Points|reserves of inner strength]]; it is known to be able to revitalise those reserves, stoke their power and even occasionally give boons that let mortals use their heroic passions in different or more effective ways in pursuit of their driving ambitions. Consequently, it is often evoked during rituals such as [[Embrace the Living Flame]] or [[Still Waters, Running Deep]].&lt;br /&gt;
&lt;br /&gt;
The touch of the Eternal is known to create powerful enchantments similar to [[Freedom of the Soul]], [[Secrets of the Empty Heart]] or [[Unfettered Anarchy]] as it deems appropriate. It also has some ability to free individuals from the imposition of unwanted passions or obsessions, especially those that come from curses.&lt;br /&gt;
 &lt;br /&gt;
Janon apparently loves [[Materials#Tempest Jade|tempest jade]] and  [[Materials#Orichalcum|orichalcum]], and those seeking it&#039;s aid sometimes offer gifts crafted from these materials.&lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=23843</id>
		<title>Wiki Updates</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wiki_Updates&amp;diff=23843"/>
		<updated>2014-04-10T21:51:16Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of significant updates to the wiki which we will try and keep as up to date as possible.  Hopefully this will be a more useful document than the recent changes page which lists every spelling correction and formatting change. &lt;br /&gt;
&lt;br /&gt;
By it&#039;s nature this page will be regularly updated so when you visit the wiki try checking here first. However please keep in mind this is a manually updated page so at times maybe a little behind the actual updates.&lt;br /&gt;
&lt;br /&gt;
===Conclave Update===&lt;br /&gt;
Players have asked us to provide an [[Conclave_design#A_WizardCivil_Servant_Did_It| IC explanation for the change in the Conclave rules]], rather than simply retcon it, so we have done as requested.&lt;br /&gt;
&lt;br /&gt;
==Winter 2014 Rules Update==&lt;br /&gt;
Over winter we carried out a review of the rules from the first year. As a result of that review we have changed a few rules. We are in the process of updating the wiki to reflect these [[Rules changes 2014|rules changes]]. We will continue to carry out reviews of rules each winter, but do not envisage making many other significant changes in the future.&lt;br /&gt;
&lt;br /&gt;
The rules update has been updated... please note that you need to have the relevant skill to participate in a ceremony as part of a sect.&lt;br /&gt;
&lt;br /&gt;
==Updates April 2014 ==&lt;br /&gt;
Finally wrote up [[Riddle Hides the Reward]].&lt;br /&gt;
&lt;br /&gt;
Clarified power of [[The Throne]] to ratify constitutional votes.&lt;br /&gt;
&lt;br /&gt;
Added [[Highguard_culture_and_customs#Day_of_the_Dead|details of a Highborn celebration]] to the Customs and Culture section of Highguard.&lt;br /&gt;
&lt;br /&gt;
Changed [[Warmage]] again in line with constitutional note.&lt;br /&gt;
&lt;br /&gt;
Clarified ability of Senator to resupply army on [[Casualties#Emergency_Resupply|Casualties]] page&lt;br /&gt;
&lt;br /&gt;
Completed motions outstanding from [[377YE_Summer_Solstice_Senate_Session]]&lt;br /&gt;
&lt;br /&gt;
===Conclave Overhaul===&lt;br /&gt;
A number of pages have been changed to reflect changes to the way the [[Imperial Conclave]] will function at future events. You can read about the changes in more detail [[Conclave_design|here]]&lt;br /&gt;
* Updated the [[Imperial Conclave]] page to lay out the new Conclave in more detail&lt;br /&gt;
* Created pages for the three principles of the Conclave [[Principle of Precedence]], [[Principle of Proportions]] and [[Principle of Presence]].&lt;br /&gt;
* Updated the [[Conclave order]] page with details of joining an order and the powers of membership.&lt;br /&gt;
* Updated the &#039;&#039;Membership of the Order&#039;&#039; section of each conclave order page, and included details of the base materials that go into their [[Conclave vault]] each season. The orders are [[Celestial Arch#Membership_of_the_Order|Celestial Arch]], [[Sevenfold Path#Membership_of_the_Order|Sevenfold Path]], [[Shuttered_Lantern#Membership_of_the_Order|Shuttered Lantern]], [[Rod and Shield#Membership_of_the_Order|Rod and Shield]], [[Golden Pyramid#Membership_of_the_Order|Golden Pyramid]] and [[Unfettered Mind#Membership_of_the_Order|Unfettered Mind]].&lt;br /&gt;
* Updated [[Spell_list#Detect_Magic|detect magic]] with regard to Arcane Mark.&lt;br /&gt;
* Updated Imperial title pages for [[Archmage]], [[Grandmaster]], [[Dean of the Lyceum]], [[Warmage]] and created a page for the [[Bursar of the Conclave]].&lt;br /&gt;
* Updated [[Conclave session]] and created pages explaining [[address]], [[declaration]], [[gambit]] and [[amity and enmity]]&lt;br /&gt;
* Included the ritual [[Arcane Mark]]&lt;br /&gt;
* Updated [[Powers of the Senate]] to reference creation and dissolution of Conclave order and to remove references to Imperial Lore.&lt;br /&gt;
&lt;br /&gt;
==Updates March 2014 ==&lt;br /&gt;
Ongoing changes to ritual text durations and targeting guidelines; most of these are just clarifications. Specific changes include:&lt;br /&gt;
* [[Rot&#039;s Rightful Claim]] is no longer an enchantment&lt;br /&gt;
* Added a section about ilium use to [[Mark of Ownership]]&lt;br /&gt;
* Added a section to [[Black Iron Blade]] allowing it&#039;s magnitude to be increased when cast on a single target to allow removal of protected bonds.&lt;br /&gt;
* [[Icy Maw Devours the Spark of Essence]], [[Naeve&#039;s Twisting Blight]], [[Winter&#039;s Ghosts]] and [[Drawing the Penumbral Veil]] now target a territory rather than a region&lt;br /&gt;
* [[Clarity of the Master Strategist]] now requires a Day regio to bring it into line with other campaign army rituals&lt;br /&gt;
* [[Transmogrification of the Soul&#039;s Echo]] is now clearer on who makes the changes - it is not a brainwashing ritual&lt;br /&gt;
&lt;br /&gt;
Sanctioned event guidelines have been updated to give advice on how to apply Profound Decisions [http://www.profounddecisions.co.uk/equalityanddiversity?1 equality and diversity] rules to your event.&lt;br /&gt;
&lt;br /&gt;
Tidied up information about several Bourse seats, and linked the physical locations of the seat resources to the territory sections.&lt;br /&gt;
&lt;br /&gt;
Clarified [[military unit#Downtime options|military unit]] downtime options relating to assigning to Imperial armies or special projects and the production from doing so.&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Skarsind]] page, with smaller updates elsewhere especially to [[Miekarova]] and [[Hercynia]] territory pages&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Reikos]] page, with smaller updates elsewhere&lt;br /&gt;
&lt;br /&gt;
Updated the [[Titles Autumn 377]] page to indicate who has what title as of the end of 2013&lt;br /&gt;
&lt;br /&gt;
Overhauled and updated [[Hercynia]] page, with smaller updates elsewhere&lt;br /&gt;
&lt;br /&gt;
Made some changes to [[spell list]] with reference to operate portal and detect magic&lt;br /&gt;
&lt;br /&gt;
Several changes to [[enchantment]] effects, as well as a slight change to the way an enchantment made permanent with [[Materials#Ilium|ilium]]can be removed &lt;br /&gt;
&lt;br /&gt;
Changed duration of [[Mark of Ownership]] to &amp;quot;as long as the item lasts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Minor updates===&lt;br /&gt;
Corrected an error where [[Enfeebling Echo]] was referred to as &#039;&#039;Hand of Time&#039;&#039; on the staffs category page, and corrected an error in the materials (it costs seven beggar&#039;s lye, not seven beggar&#039;s lye &#039;&#039;and&#039;&#039; seven green iron. Matt to change on database.&lt;br /&gt;
&lt;br /&gt;
Clarified the way that [[Witness]] works for priests in the Imperial Conclave.&lt;br /&gt;
&lt;br /&gt;
==Updates February 2014 ==&lt;br /&gt;
The senate powers to create [[new Imperial titles]] have been overhauled with additional content and clarification.&lt;br /&gt;
&lt;br /&gt;
Update about changing [[Resource_overview|resources]]&lt;br /&gt;
&lt;br /&gt;
LaTeX download added to [[Rune_Overview|runes]]&lt;br /&gt;
&lt;br /&gt;
Update to [[Spider&#039;s Tollkeep]] and [[Advisor on orc affairs]] to correct error in who can hold these titles; as National positions, they can be held only by characters from those nations.&lt;br /&gt;
&lt;br /&gt;
Slight change to [[Vallorn]] interconnectivity; Vallorn are not believed to be interconnected, allowing more plot options.&lt;br /&gt;
&lt;br /&gt;
Ongoing changes to ritual text durations and targetting guidelines; most of these are just clarifications. Specific changes include:&lt;br /&gt;
* [[Touch of Vile Humours]] has changed to bring it into line with the new rules on Day duration enchantments&lt;br /&gt;
* [[Forge the Wooden Fastness]], [[Frozen Citadel of Cathan Canae]] and similar rituals are undergoing a revision to bring them into line with out rules on [[fortifications]]. Watch this space.&lt;br /&gt;
&lt;br /&gt;
Changed the election process for [[Mercantile_investment#Keeper_of_the_Spice-Gardens|Keeper of the Spice Gardens]] has been adjusted to bring it into line with the section on the [[New_Imperial_titles#Appointment|appointment]] of titles; added a page about the Keeper title; made some edits to the [[Feroz#The_Spice-Gardens_of_Feroz|Feroz]] section about the gardens.&lt;br /&gt;
&lt;br /&gt;
Rules about what happens with personal resources in conquered territories added [[Resource_overview#Conquered_Territories|here]].&lt;br /&gt;
&lt;br /&gt;
Change to [[Orc#Rules|orc rules]] about liao and religious skills, to make the situation very clear&lt;br /&gt;
&lt;br /&gt;
Additional page [[Languages]] added to wiki&lt;br /&gt;
&lt;br /&gt;
Details of the Eternals [[Sung]] and [[Janon]] laid out.&lt;br /&gt;
&lt;br /&gt;
===Minor updates===&lt;br /&gt;
Recordings of songs added for Brass Coast (Lost Segura, Wagon Song, Without You) and Marches (Marcher Battle Song, Apple Wassail).&lt;br /&gt;
&lt;br /&gt;
An option to retire a character using [[Sift the Dreamscape&#039;s Sands]] added&lt;br /&gt;
&lt;br /&gt;
==Updates January 2014 ==&lt;br /&gt;
&lt;br /&gt;
More details added to the  [[Sanctioned_events|sanctioned events]] page including [[Sanctioned_event_rules|rules]]. &lt;br /&gt;
&lt;br /&gt;
The Play one, Crew one rule added to the [[Battles]] page&lt;br /&gt;
&lt;br /&gt;
[[Traders]] page updated&lt;br /&gt;
&lt;br /&gt;
[[Events]] page updated with details of 2014 events&lt;br /&gt;
&lt;br /&gt;
[[Facebook_%26_Forums|Facebook and Forums]] page with links for the various social media resources that exist for Empire.&lt;br /&gt;
&lt;br /&gt;
[[Profound_Decisions_management_team|PD management team ]] page updated to show Alison and Matt&#039;s current event roles.&lt;br /&gt;
&lt;br /&gt;
=== Minor additions ===&lt;br /&gt;
A new minor trapping added to the [[Naga]] page.&lt;br /&gt;
&lt;br /&gt;
New song &amp;quot;For Once I Was A Young Man&amp;quot; added to [[Highguard_music|Highguard music]]&lt;br /&gt;
&lt;br /&gt;
New costume diary added to [[Costume_advice|costume advice]] - high status Marchers doublet.&lt;br /&gt;
&lt;br /&gt;
==Updates after Event 4, Sept 2013 ==&lt;br /&gt;
&lt;br /&gt;
[[Synod Results, Autumn Summit, 377 YE]]&lt;br /&gt;
&lt;br /&gt;
==Updates between Event 3  and Event 4 2013 ==&lt;br /&gt;
All updates up to Event 4 are grouped here under appropriate heading.&lt;br /&gt;
&lt;br /&gt;
Details of event 4 [[Autumn Equinox 2013]] &lt;br /&gt;
&lt;br /&gt;
===Ring of Triumph===&lt;br /&gt;
An error on the summary page for the Ring of Triumph has been corrected. The correct materials for this item are include six ingots of [[Materials#Green Iron|green iron]] &#039;&#039;&#039;not&#039;&#039;&#039; six ingots of [[Materials#Tempest Jade|tempest jade]]&lt;br /&gt;
&lt;br /&gt;
===Rules and OOC info===&lt;br /&gt;
Update on the [[Frequently Asked Questions|FAQ]] &lt;br /&gt;
*Question added  - Can I email a longer background?&lt;br /&gt;
*Clarification about using using a one handed spear as a two handed pole weapon.&lt;br /&gt;
*Clarification about using hero skills at range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A section added to [[playing the game]] about stealing IC items and what to do with the phys reps.&lt;br /&gt;
&lt;br /&gt;
[[Traders]] info updated with details of Jolly Dicey, Twisted Flax, Grimm &amp;amp; Grizzly and a new website for Mandala Studios.&lt;br /&gt;
&lt;br /&gt;
=== World information===&lt;br /&gt;
A [[Current Affairs|current affairs]] page added to pull together various reports including elections, senate and synod decisions from the first three events. This page and the various other pages it leads to should be updated each event. There is also a page which details the [[Titles Autumn 377|planned elections at E4]] .&lt;br /&gt;
&lt;br /&gt;
Addition of [[Damaris|Damaris of Cantiarch&#039;s Hold]] as a [[ Paragons and Exemplars|examplar]]&lt;br /&gt;
&lt;br /&gt;
Pages about [[Trogoni]] and [[Plaguewulf]] added. &lt;br /&gt;
&lt;br /&gt;
The section on [[Madruga]] has been updated to show the current situation with the [[Repair the Spider&#039;s Dream|now repaired]] Spider&#039;s Dream bridge and the [[Imperial Title|Imperial title]] [[Spider&#039;s Tollkeep]] which is funded from the tolls is now available for election again.&lt;br /&gt;
&lt;br /&gt;
Section on [[ List of Criminal Offences|criminal offences]] updated with more links to the [[ Religious Crimes|religious crimes]] section. New crime of desecration added.&lt;br /&gt;
Several new [[Imperial Title|Imperial titles]] have been created they will be added to the [[Current Imperial Titles]] list in due course.&lt;br /&gt;
&lt;br /&gt;
More information added to some [[Foreign nations|foreign nations]] including a new page on [[Iron Confederacy]]&lt;br /&gt;
&lt;br /&gt;
Updated information on the [[Imperial Bourse]] about elections and titles.&lt;br /&gt;
&lt;br /&gt;
More [[Eternals]] detailed&lt;br /&gt;
&lt;br /&gt;
Details added about [[Fortifications]] and existing ones added to relevant territory pages.&lt;br /&gt;
&lt;br /&gt;
On going - Details of senate decisions and the resulting actions being added as the scribes have time, check the  [[Recent History (Senate)| Senate sessions]] for details.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*Ritual [[Cold Water from the Mountain]] changed from Spring to Day&lt;br /&gt;
*Autumn ritual [[Sum of the Parts]] added.&lt;br /&gt;
&lt;br /&gt;
Updates to [[Dean of the Lyceum]] and [[Conclave session]] about adding new rituals available to Imperial citizens. &lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
&lt;br /&gt;
[[Highguard Go To War]] added to [[Highguard music]]&lt;br /&gt;
&lt;br /&gt;
Extra information about music added to [[Urizen music|Urizen]] including three new songs.&lt;br /&gt;
&lt;br /&gt;
Also a whole bunch of song pdfs have been updated.&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Whisper_Gallery&amp;diff=23842</id>
		<title>Whisper Gallery</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Whisper_Gallery&amp;diff=23842"/>
		<updated>2014-04-10T21:49:10Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Eternal of Night==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
The Whisper Gallery are also known as the &#039;&#039;Shadow Courtiers&#039;&#039;; the two terms are used interchangeably.&lt;br /&gt;
&lt;br /&gt;
Specific shadow courtiers (assuming such a concept is relevant) claim to have their own names and demonstrate individual personalities and quirks. However, observers note that these names and personalities seem to lack stability - more than one magician has come away convinced that the courtier  she has just spoken to is the same being as a courtier they interacted with on a previous occasion, now with a different name and apparent personality.&lt;br /&gt;
&lt;br /&gt;
The [[Earl#Enchanters|enchanter]] Warwick de Alyons made a study of the Whisper Gallery and identified five distinct &#039;flavours&#039; of courtier (see [[#Members of the Court|below]]). Modern magicians have found his notes relatively reliable. The enchanter himself disappeared one night from his locked bedchamber less than a month after he first presented his findings to the Conclave; his sleeping husband was undisturbed by whatever happened to him but later enacted a [[Declaration#Declaration of Enmity|declaration of enmity]] against the Courtiers, blaming them for the disappearance of his husband. The declaration stood for ten years before being overturned, allegedly in return for information leading to the recovery of tomes of Night magic believed lost during the purges of [[Emperor Nicovar]].&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
The Whisper Gallery claim to be serpents (that is, their true form is that of winged snakes as distinct from the wyrm-form Night Eternals who are more draconic). No magician has ever seen one assume their &#039;true form&#039; however. Rather, they invariably appear as robed figures wearing full-face masks and gloves. Every part of their body is covered; some scholars have speculated that the shadow courtiers are composed entirely of living shadow inhabiting their garments rather than being physical beings. Some scholars have proposed that the Whisper Gallery as a whole might be a single entity, taking multiple forms; there does seem to be an odd continuity of knowledge among them, although this could be explained by a supernaturally developed method of communication or preternatural levels of intuition.&lt;br /&gt;
&lt;br /&gt;
Also unlike other Night Eternals, the Whisper Gallery do not noticably shift their shape - their appearance as robed, masked figures is constant. This supports supposition that the Whisper Gallery may not actually be Eternals at all, but the constructs of another Eternal using them as a mask. On more than one occasion both [[Sadogua]] and [[Lashonar]] have made comments that have been interpreted to suggest that they &#039;created&#039; the whisper gallery in some fashion. If there is any truth behind this hints, it is clear that the Gallery has achieved independence from their creator, and on rare occasions where courtiers have been in the company of agents of these two Eternals observers have claimed that they seemed ambivalent toward them - if not downright hostile. A similar hostility exists between the Eternals of the Gallery and the &#039;&#039;Lady of Mysteries&#039;&#039; [[Sung]], whose fascination with the preservation of enigmas they appear to consider self-indulgent and the expression of a weak mind.&lt;br /&gt;
&lt;br /&gt;
They are rarely encountered individually; a meeting with the Whisper Gallery usually involves at least two of them and a [[#Members of the Court|Sommelier]]. When they gather together, they create an [[auras|aura]] that encourages mystery, circumspection and secrecy in the mortals they meet with which can make audiences a less than straightforward affair.&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
The Whisper Gallery are obsessed with secrets. Unlike some other Night Eternals, they are equally concerned with learning secrets and with ensuring that secrets &#039;&#039;remain&#039;&#039; secrets. They have also evidenced some interest in the way that the things individuals know (or believe they know) about each other influence their interactions and desires.&lt;br /&gt;
&lt;br /&gt;
The gallery collects secrets. While the courtiers themselves have referred to their &amp;quot;collection&amp;quot; the details of what form it takes seem to be fluid. They also act to preserve secrets - in the past agents of the Whisper Gallery have acted to destroy rare books containing esoteric knowledge, and even (allegedly) to assassinate scholars who have been probing into hidden lore.&lt;br /&gt;
&lt;br /&gt;
The Shadow Courtiers love to interact with mortals, discussing their hopes and dreams and their innermost secrets. Individual courtiers appear to have specific interests (see [[#|Courtiers]] below).&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
On a mundane level, the Whisper Gallery are privy to an astonishing range of secrets. Before they will share something, however, they must usually be &#039;paid&#039; with a secret of equal or greater value. They are known to employ mortal agents to uncover specific pieces of lore, or to protect those pieces of lore from being uncovered.&lt;br /&gt;
&lt;br /&gt;
The Shadow Courtiers are closely connected to the ritual [[Whispering Shadow Courtiers]], and often evoked when it is cast - they have been known to offer boons that allow this ritual to be performed more effectively, as well as mysterious boons that allow individuals to add specific pieces of information to the &#039;pool&#039; of secrets the magic draws on. &lt;br /&gt;
&lt;br /&gt;
The Whisper Gallery are also known to offer boons that enhance the ability to conceal people, places or things whether through ritual such as [[Masque of the Blinded Weaver]] or [[Shroud of Mist and Shadow]]; permanently remove memories with effects such as [[Cast Off The Chain of Memory]]; or invoke [[enchantment|enchantments]] or even [[curse|curses]] that preserve secrecy such as [[Secrets of the Empty Heart]].&lt;br /&gt;
&lt;br /&gt;
They are also known to have an interest in, and the ability to offer enhancements to, the [[Night Pouch]] spell (and by extension the ritual [[Secrets for the Shadow Courier]]). Some magicians have reported that they can be prevailed upon to deliver messages or even small items to anyone, anywhere in the world provided there is an area of shadow or darkness near the target.&lt;br /&gt;
&lt;br /&gt;
Finally, they are known to be fascinated by and perhaps even dimly aware of the many shapes that future events might take. They enjoy hearing the results of rituals such as [[Signs and Portents]], and occasionally are known to speak prophecy - although in such vague and mysterious terms that their pronouncements are invariably incomprehensible until after the event they describe has come to pass.&lt;br /&gt;
&lt;br /&gt;
===Members of the Court===&lt;br /&gt;
Warwick de Alyons&#039; wrote a short treatise on the Whisper Gallery called &#039;The Book of Whispering Shadows&#039; in which he identified five specific &#039;flavours&#039; of Shadow Courtier. Four of the courtiers are identified by the colour of their robe and their general interest - and by the fact that there are never two matching these descriptions in the same group. The courtiers do not answer to these names, nor are they names they give themselves; rather these are viewed as being titles that have more weight than whatever name the courtier is claiming at the time. &lt;br /&gt;
&lt;br /&gt;
The fifth courtier (the Sommelier) seems to be a special case, and may actually be the form taken by the Courtiers&#039; Heralds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lover Clad in Crimson Robes&#039;&#039;&#039;: This courtier appears the most pleasant and engaging of the Shadow Courtiers. It is usually dressed in red, although Warwick mentions that sometimes the courtier appears in black or white robe but always with some scarlet element. It is fascinated by concepts of passionate romance, and by what motivates heroic (or villainous) deeds, especially those done in the name of love. In character it seems &#039;flighty&#039; or impulsive, easily distracted, and apparently responds well to gifts of painting or sculpture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Vizier Arrayed in the Raiment of Dawn&#039;&#039;&#039;: This courtier often takes the lead in situations where they are encountered as a group. It is usually dressed in yellow silk or gold, and with a mask to match. It encourages ambition, and is interested in the inner lives of leaders (especially but not restricted to senators; generals; cardinals and gatekeepers; archmagi and grandmasters) and reformers. In character it seems easily angered, and occasionally flies into uncontrollable rages that subside as rapidly as they arose into gloomy introspection. It appreciates deference, politeness and being treated with respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Emerald Scholar in Sable Ribbons&#039;&#039;&#039;: This courtier is always wrapped in green and black, and seems the most cerebral and introverted of the identified courtiers. It often presents a scholarly or even priestly appearance, and seems fascinated by educated discussion and philosophical debate. It consides itself a poet, and is said to appreciate gifts of poetry or song; it favours tragedy over all other themes however. It collects secrets that lead to, or have resulted from, tragic failure or internal flaws. It is especially interested in those who are motivated by jealousy or anger, but never seems entirely satisfied with the results its agents achieve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Incarnadine Minister&#039;&#039;&#039;: This courtier is usually in blue, and is often arrayed like a magician. It appreciates riddles, and is often the most reserved and distant of the identifiable courtiers. It is fascinated with magic, but never seems to perform any itself. It often answers questions with questions, and appears averse to making statements. It is known to consistently encourage those it meets to perform actions, without any concern for that the outcome might be (and often appears to offer material support although such rarely materialises). It is fascinated by secret lore, especially that of the distant past, or secrets that contradict widely-held belief. It is said to hoard such dangerous secrets in the same way a dragon hoards gold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sommelier&#039;&#039;&#039;: The fifth identifiable courtier never speaks, and is usually dressed in white. While it wears mask and gloves like the other courtiers, it rarely wears a robe. More commonly it appears as a servant or retainer, often in a [[League]] or [[Dawn|Dawnish]] style. It attends the other courtiers and their guests, bringing food and drink, arranging chairs and the like. It delivers payment, and is probably a Herald rather than a true Eternal. Also unlike the other Courtiers, flashes of skin may occasionally be seen beneath its clothing. When the Courtiers send out a Herald it is a Sommelier, often bearing a letter or small gift on a silver tray.&lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Archmage&amp;diff=23841</id>
		<title>Archmage</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Archmage&amp;diff=23841"/>
		<updated>2014-04-10T21:46:52Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=MandalaMagicians.jpg|title=Archmagi|caption=Costume by [Mandala Studios] for £30 kit challenge|align=left|width=243|height=320}}&lt;br /&gt;
Archmage is an Imperial title bestowed upon a [[Magical skills#Magician|magician]] by the members of the Conclave. There are six archmagi in the Conclave; one for each of the magical realms. They serve as a focal point for ritualists of that realm, as well as helping to guide the use of the Conclave&#039;s resources.&lt;br /&gt;
&lt;br /&gt;
The six archmagi match the six realms into which magic is divided. Where the influence of a [[grandmaster]] is primarily political, the archmagi are responsible for attending to the magical business of the Conclave. They are assumed by the [[Imperial Senate|Senate]], the [[Military Council]], foreign dignitaries and [[Eternals]] alike to be well-versed in the capabilities and lore of their Realm. The archmagi are often seen as the public faces of the Conclave; they are the individuals most likely to be consulted by other Imperial bodies when they wish to know what magical possibilities exist.&lt;br /&gt;
&lt;br /&gt;
Each archmage is addressed by their title and the name of the Realm of magic they stand for - &#039;&#039;Tavistock, Archmage of Spring&#039;&#039; or &#039;&#039;Archmage Reyon d&#039;Esange of Summer&#039;&#039;. The title archmage comes originally from [[Urizen]], a development of the title [[Urizen magical traditions#Magi|mage]].&lt;br /&gt;
&lt;br /&gt;
==Powers of an  Archmage==&lt;br /&gt;
Each archmage position is an [[Imperial title]] in the [[Imperial Conclave|Conclave]].&lt;br /&gt;
&lt;br /&gt;
===Addressing the Conclave===&lt;br /&gt;
Once per summit, an archmage can raise an [[address]] to the [[Conclave_session#Setting_the_Agenda|agenda]] of a [[Conclave session]] for free. This power is &#039;&#039;intended&#039;&#039; to be used to let an archmage appraise the Conclave of a magical problem or development related to their realm of mastery, but the archmage is free to address the Conclave however they wish.&lt;br /&gt;
&lt;br /&gt;
===Ambassador to the Eternals===&lt;br /&gt;
Each archmage is expected to represent the Empire to the Eternals of their Realm, and vice versa. Most Eternals understand that the archmage is a representative of the Empire and look to them for assistance. The majority of Eternals will meet with the appropriate archmage before meeting with other magicians, or ask the archmage to be present at a meeting. They also instruct their Heralds to look to the archmage for support and protection should it be necessary.&lt;br /&gt;
&lt;br /&gt;
===Presentation of Gambits===&lt;br /&gt;
Each archmage can present a single [[gambit]] during each [[Conclave session]]. A gambit is a request for magical resources to be provided by the Conclave. Each [[Conclave order]] decides how much support to offer the gambit from their [[Conclave vault]]. If collectively the Conclave agrees to provide all the resources requested then the materials are given to the archmage by the civil service at the end of the session. The [[Principle of Presence]] means that an archmage can appoint a proxy to raise a gambit on their behalf - but the proxy cannot present it.&lt;br /&gt;
&lt;br /&gt;
===Master of Magic===&lt;br /&gt;
In situations where it is unclear if a specific act of magic breaches a [[Declaration#Declaration of interdiction|Declaration of interdiction]] or association with a herald or eternal breaches a [[Declaration#Declaration of Enmity|Declaration of Enmity]] an Imperial Magistrate may issue a formal request for the appropriate archmage to provide a ruling. Control of the judicial process remains with the Magistrate, but the Archmage&#039;s ruling on whether the act is a breach of the relevant declaration is binding.&lt;br /&gt;
&lt;br /&gt;
An archmage is legally obligated to provide a ruling when requested by a magistrate or else to direct the magistrate to another archmage better able to clarify the situation.&lt;br /&gt;
&lt;br /&gt;
===Regalia of the Archmage===&lt;br /&gt;
Each archmage receives a [[#Staff of the Archmage|staff]], a [[#Chain of Aesch|chain]] and a [[#Belt of Stars|belt]] when they take the title. Together these are referred to as the regalia of the archmage. These items are re-enchanted each year. If an archmage loses their position, then the items must be given to the new archmage. If part of the regalia is lost or stolen it may be replaced depending on the resources available to the Conclave; otherwise it remains lost until the next Winter solstice when a replacement is made. Theft of part of an archmage&#039;s regalia is a very serious business. Archmagi are encouraged to take all appropriate precautions to keep these items safe (such as arranging for someone with access to the [[Reading the Weave]] ritual to bond the item to them).&lt;br /&gt;
&lt;br /&gt;
The regalia is created by a reclusive order of [[Dawn|Dawnish]] [[Crafting skills#Artisan|artisans]] in [[Weirwater]] who pledged themselves to this task in the first years of the Conclave.&lt;br /&gt;
&lt;br /&gt;
====Staff of the Archmage====&lt;br /&gt;
The archmage takes custody of the ceremonial staff of the archmage. Each of the staffs of the archmagi is a ritual staff, appropriate to the realm of the archmage, which grants two additional ranks of the appropriate [[Magical skills#Realm Lore|realm lore]] skill.&lt;br /&gt;
&lt;br /&gt;
====Chain of Aesh====&lt;br /&gt;
The chains are magical items that can be used to empower ritual magic, and are bound to the archmage in the same manner as other magical [[jewellery]]. Once per event the archmage can evoke the power of their chain before a ritual from their Realm is performed to reduce the effective magnitude of that ritual by 10. The archmage does not need to be a participant or contributor to the ritual, they only need to be present; likewise, they do not need to be of the same nation as the coven they are using the chain to assist.&lt;br /&gt;
&lt;br /&gt;
====Belt of Stars====&lt;br /&gt;
The belt allows an archmage to help different covens work together. Once each summit, they can invoke it to allow multiple covens from the same nation to co-operate on a single ritual from the archmage&#039;s realm of magic. This counts as a daily ritual use by each coven involved in the ritual, and while the covens may perform a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect one target coven). Each coven can use their own [[paraphenalia]] while performing a joint ritual. The target covens must all be from the same nation but that does not have to be the same nation as the archmage invoking the belt.&lt;br /&gt;
&lt;br /&gt;
Any ritual performed with the power of the belt of stars takes an extra minute to perform for each additional coven involved.&lt;br /&gt;
&lt;br /&gt;
==Selection of an Archmage==&lt;br /&gt;
The appointment, replacement or removal of an archmage is made by [[Declaration#Declaration Of Candidacy|declaration of candidacy]] as part of the [[Conclave session|agenda of a Conclave session]]. A candidate can be presented for the post of archmage only once a season.&lt;br /&gt;
&lt;br /&gt;
==Removing an Archmage==&lt;br /&gt;
An archmage serves until they are replaced by another magician using the Declaration of Candidacy. An archmage cannot be [[Revocation|revoked]] by any assembly of the [[Imperial Synod]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:Imperial Titles]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sadogua&amp;diff=23840</id>
		<title>Sadogua</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sadogua&amp;diff=23840"/>
		<updated>2014-04-10T21:42:13Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Eternal of Night==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Sadogua is most commonly known as the &#039;&#039;Brother of Wizards&#039;&#039;; the Eternal claims to be male, although this does not prevent him from taking on female guises when the mood strikes.&lt;br /&gt;
&lt;br /&gt;
Sadogua likes grand titles, and collects them. He clearly enjoys being flattered, especially when the flattery is amusing. Common sobriquets include the &#039;&#039;Toad King&#039;&#039;, the &#039;&#039;Black Beast&#039;&#039;, &#039;&#039;Wyrm-King&#039;&#039; or the &#039;&#039;Father of Bats&#039;&#039;. He is sometimes referred to as the &#039;&#039;Glutton&#039;&#039;, the &#039;&#039;Lazy&#039;&#039; or the &#039;&#039;Black Sloth&#039;&#039; - names that he appears to find amusing rather than offensive. His associations with the rune [[Diras]] occasionally lead to him being called &#039;&#039;Shuttered Lantern&#039;&#039; (although this can cause confusion with all the other meanings for that phrase). The [[Hakima]] Isobella i Javos i Guerra dubbed him &#039;&#039;Eater of Secrets&#039;&#039; due to his observed habit of consuming written secrets and mysteries.&lt;br /&gt;
&lt;br /&gt;
In the [[Sumaah Republic]] he is called &amp;quot;&#039;&#039;Forfører&#039;&#039;&amp;quot; which translates roughly as &#039;seducer&#039;, while the [[Asavean Archipelago|Asaveans]] call him &amp;quot;&#039;&#039;Patrícia preto&#039;&#039;&amp;quot; which seems to mean &#039;the black patrician&#039;. In [[Principalities of Jarm|Jarm]] they often call him &amp;quot;&#039;&#039;Wujek Sadogua&#039;&#039;&amp;quot; which means &#039;uncle Sadogua&#039;.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Sadogua makes no bones about the fact that he is a &#039;&#039;wyrm&#039;&#039; (that is, his true form is that of a wingless lizard as distinct from the serpent-form Night Eternals who possess feathered wings). As with other wyrms, this tends to mean that the Brother of Wizards is more earthy and concerned with practical matters than the more cerebral and philosophical serpents such as [[Soghter]]. It is extremely rare to meet Sadogua in anything approaching his &#039;true form&#039; however - as with most Night Eternals he loves to change his shape.&lt;br /&gt;
&lt;br /&gt;
His most common appearance is as a rotund, jolly humanoid, sometimes with [[naga]] features. He often incorporates elements of toad, bear or bat into his form and on more than one occasion has appeared with orc-like characteristics. The only constant is a golden chain, which may be worn around the neck, wrist, waist or ankle and seems to shift it&#039;s appearance as readily as it&#039;s master does. He almost always has a [[Magic overview#Implements|wand, staff or rod]] to hand and regularly consults divinatory devices such as crystal spheres or runes.&lt;br /&gt;
&lt;br /&gt;
While Sadogua generally appears lazy, self-indulgent, lustful, avaricious and gluttonous it is dangerous to underestimate him. Several magicians have warned that this genial appearance is almost certainly a mask to conceal deeper and darker motivations. Ultimately, he seems committed to the supremacy of magicians. While it is unlikely his every action is motivated by a desire to advance the status of magicians, it is certainly his overriding goal.&lt;br /&gt;
&lt;br /&gt;
Sadogua is almost never encountered alone; he is gregarious and affable, and usually has at least two Heralds - which he refers to as his Children. Questions about where these Children come from are always deflected. Some scholars have pointed out that a number of them bear naga features. These Children reflect the personality of Sadogua - they tend to be curious, friendly and prone to self-indulgence. Most also possess magical abilities.&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
Sadogua likes secrets, but does not obsessively collect them like some Eternals of the Realm of Night; he appears to view them as useful tools in games of intrigue and manipulation rather than things that have value in themselves. He is often openly contemptuous of the [[Whisper Gallery]] and other beings who value secrets as discrete items. Many magicians have reported that he &#039;&#039;eats&#039;&#039; secrets - the more scandalous they are, the more flavoursome he finds them. It is not clear if this is a metaphor or if the Eternal gains sustenance from doing so. &lt;br /&gt;
&lt;br /&gt;
He is usually eating - and is said to offer additional favour to anyone who shares food or drink with him or his Children. He is likewise known to enjoy pleasant company, verbal interplay, gossip and romance. He enjoys games of skill and chance, but more for the pleasure of playing (and, allegedly, the chance to learn about his opponents) than from any drive to win. Few things make him angry - denigration of magicians appears to be one of the few things likely to raise his ire; blatant disrespect annoys him; and anything that forces him to waste energy or tire himself out can make him exceptionally irritable.&lt;br /&gt;
&lt;br /&gt;
He loves to serve as a patron of the arts, especially musicians and poets. He is also known to be an especial fan of the culinary arts, and the arts of the brewer. While he is gluttonous and avaricious, he is not selfish - artists and chefs are likely to receive the benefit of his largesse in the form of small boons in recognition of their skill.&lt;br /&gt;
&lt;br /&gt;
He is known to dislike priests of [[The Way|Way]], with the exception of the priests of [[Prosperity]]. During the reign of [[Empress Teleri]] he was the subject of a [[Conclave session#Declaration of Enmity|Declaration of Enmity]] that was not repealed until 132YE. The foundation of this Enmity is unclear, and he will not speak of it, but it is assumed to have involved magicians from the [[Sevenfold Path]]. Since that time, he has presented a more appealing face to those magicians who follow the Way, although his sincerity is very much in question. On rare occasions when he has expressed an opinion,he has dismissed the Way - and indeed most forms of religion - as &#039;unnecessary restraints&#039;. He is known to be more tolerant toward the heterodox faith of the [[Asavean Archipelago]].&lt;br /&gt;
&lt;br /&gt;
At the end of the day, Sadogua appears to firmly believe that magic and magicians should be promoted at all times. Magic allows the individual to change the world. and magicians wield that power. Mundane humans are parochial, limited, restricted and ultimately boring. Anything that restricts magic or the freedom of magicians is anathema to Sadogua, and should be swept aside. Magicians are the only people fit to lead their fellow humans, and magic is the only tool that anyone need ever master. It has unlimited versatility, and in time it can solve almost any problem - and the problems it cannot solve are inconsequential. While he favours the Lore of Night over the other Lores, he is a rare Eternal who sees value in mastery of any form of magic, and actively encourages magicians to seek out their own path to power.&lt;br /&gt;
&lt;br /&gt;
Sadogua is prone to complicated enmities, and another uncommon quality is his awareness of and keen interest in Eternals of other realms. He is known to dislike the Eternals [[Meraud]], [[Kimus]], [[Basileus Kade]] and [[Wise Rangara]] and appears to view them as &#039;rivals&#039; for the affection of the Empire&#039;s magicians. For unknown reasons he appears to be deathly afraid of the [[Leviathan]], and will do nothing that might incur that Eternals wrath. Other Eternals tend to be viewed with a measure of amused contempt.&lt;br /&gt;
&lt;br /&gt;
The [[Highguard|Highborn]] [[Magister]] Zenobia daughter of Jocasta warned that Sadogua not only lies constantly, but that he actively encouraged [[Religious Crimes#idolatry|idolatry]] and [[Malign spiritual presences#Anarchy|anarchy]]. These claims have been repeated by numerous critics down through the ages. Sadogua and his allies rarely bother to respond to such claims. The [[The Brass Coast|Freeborn]] naga [[The Brass Coast religious beliefs|sutannir]] Daniego i Casiddia i Riqueza pointed out in response to Zenobia&#039;s claims that what Sadogua definitely does is encourage [[Pride]] and [[Ambition]] in the Empire&#039;s magicians, as well as being a staunch supporter of the virtue of [[Prosperity]] (for all that he encourages magicians to find easy ways to solve their problems).&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
Sadogua may be greedy, but he is not selfish. He appears to enjoy giving small tokens of his approval to those who entertain or assist him. These tokens are usually physical in nature, and commonly take the form of exotic flavours of mana, potions and other consumables, and trinkets that aid with or duplicate the effectiveness of magical spells of all sorts. Those who advance his agenda or assist him in some significant way receive more lasting gifts, but again he would rather give someone an object than invest them with any portion of his power.&lt;br /&gt;
&lt;br /&gt;
He appears to be a master of the Lore of Night, with wide-randing abilities to enhance or empower the performance of almost any ritual. He has a special fondness for both the [[Spell list#Night Pouch|night pouch]] incantation and the [[Secrets for the Shadow Courier]] ritual - things that conceal treasured items, rather than magic that conceals or reveals secrets, seem to be especially dear to him.&lt;br /&gt;
&lt;br /&gt;
He often engages in trades with magicians, and is known to have an insatiable desire for [[Materials#Iridescent gloaming|iridescent gloaming]], [[Materials#Ambergelt|ambergelt]], [[Materials#Dragonbone|dragonbone]] and [[Materials#Tempest Jade|tempest jade]] - often quite literally eating measures and ingots of these materials with every sign of gusto.&lt;br /&gt;
&lt;br /&gt;
He loves to promote magic. Rituals such as [[Missive for Sadogua]] draw on his power directly - he is slightly more likely than other Eternals to bind himself to a ritual promise if he can be convinced that doing so will offer assistance to many magicians without requiring too much actual activity from the lazy Eternal.&lt;br /&gt;
&lt;br /&gt;
Several magicians have mentioned that Sadogua is comparatively easy to manipulate, not least because he enjoys giving gifts and receiving praise. He rarely becomes angry if he is tricked, seeming to take it in good part and praise the cleverness of an opponent who has bested him in some way. Magicians are not advised to take his good nature for granted, however, and occasional he treasures gained from Sadogua have proved to possess unpleasant curses or side-effects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_military_concerns&amp;diff=23839</id>
		<title>Urizen military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Urizen_military_concerns&amp;diff=23839"/>
		<updated>2014-04-10T21:39:32Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;Courage is the first of human qualities because it is the quality which guarantees the others.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Urizen contribute only a single army to the Imperial Military, but they have a history of providing important arcane assistance in wars against the Empire&#039;s magically capable enemies. This history began even before they joined the Empire, with several notable Urizen magicians providing pivotal assistance to the Empire in the war against [[Alderei the Fair]] and the [[Volodny]] sorcerers. This earned them the hatred and enmity of the Volondy, but it created a precedent for future conflicts. When the Imperial Armies march to war against a foe that uses magic, the Urizen magicians work to provide what support they can.&lt;br /&gt;
&lt;br /&gt;
In theory each Urizen [[Spires|Spire]] maintains its own defences, but it is common for spires to collaborate to construct a spire in such a way that it can protect all its neighbours. These military spires – called citadels – are built at strategically important points and are usually heavily fortified. They attract individuals of a martial bent from all over the nation, drawn by the opportunities to practice their skills and hone their fighting [[Arete]].{{CaptionedImage|file=Urizen-0347.JPG|title=Urizen General|caption=Costume by [http://costumemercenary.blogspot.co.uk/p/costumes-for-empire.html Costume Mercenary]|align=left|width=313|height=330}}&lt;br /&gt;
&lt;br /&gt;
Citadels are often constructed on Urizen&#039;s borders, where they can guard important passes, but there are dangers throughout the mountains of Urizen. Brigands and bands of indigenous orcs threaten civilisation and the many powerful magical auras that afflict the region create problems of their own. A key advantage of the [[Urizen Culture and Customs#Heliopticon|Heliopticon]] is that it allows for the transmission of messages between spires without the need to traverse the dangerous valleys and passes that lie between them. &lt;br /&gt;
&lt;br /&gt;
Swords, spears and glaives are the favourite weapons; axes, maces and flails are considered to be heavy and ungainly weapons by many. Urizen masters teach their students to see a weapon as a tool to control the space around them, they prefer longer weapons with which they can keep an enemy at a distance. The Urizen disdain wrestling and pugilism. This is partly a result of their desire to keep people outside their personal space but fighting without a weapon is seen as ineffectual and barbaric – a waste of effort and energy that is the very opposite of the [[Net of the Heavens]] and a higher mind. “&#039;&#039;Animals fight with their hands&#039;&#039;” is a common rebuke for Urizen children caught fighting.&lt;br /&gt;
&lt;br /&gt;
===Sentinels===&lt;br /&gt;
Although most Urizen view skill with ritual magic as a sign of fitness to govern, ultimately it is excellence they respect. Arete is about skill, precision and effectiveness with one’s chosen art; a skilled warrior receives more acclaim than a careless mage. Those who train themselves to fight without using magic are unlikely to be considered for high office but they can still gain the respect of their peers. To do so requires more than just skill at fighting however; to demonstrate Arete as a warrior requires an individual to show a mastery of all aspects of warfare.&lt;br /&gt;
&lt;br /&gt;
Those Urizen warriors who strive to achieve this ideal call themselves sentinels. They combine study of strategy, tactics and the mastery of weapons and armour with knowledge of history, magic, religion and philosophy. They study not only the practical arts of fighting, but also the theories of how and why men and women fight, what it means to be a warrior, and the ethics of violence and killing. A few possess some magical ability, but just as often they are dedicated fighters who leave the practice of magic to their charges and allies. &lt;br /&gt;
&lt;br /&gt;
Some sentinels choose to focus their fighting skills, devoting their life to the goal of mastering a single weapon. Sentinels who choose this path are less likely to learn magic, as the time required makes it harder to master their chosen weapon.&lt;br /&gt;
{{CaptionedImage|file=MageArmour.jpg|title=Mage Armour|caption=Image courtesy of Totally Leathered|align=right|width=300}}&lt;br /&gt;
The alternative is to seek to develop equal skill with all weapons of war. This approach stresses flexibility, the idea that the ultimate warrior is one who can adapt themselves to any need. Sentinels who choose this path are much more likely to learn healing or combat magic, viewing magic as one of many weapons they can wield as circumstances require. These individuals tend to prepare the weapons and armour for each battle, depending on who they are fighting and in particular on who their allies are – specializing in supporting or complementing their allies approach to the battle.&lt;br /&gt;
&lt;br /&gt;
Sentinels strive to be mindful of the Net of the Heavens. To be effective requires a warrior to identify the perfect moment for a strike. Prolonged engagements are wasteful and to be avoided where possible; the ideal strategy commits troops only at the pivotal moment when they can transform the outcome. Sentinels are far from pacifists, they actively seek out battle, the better to master their skills and demonstrate their Arete, but the best generals are those who can achieve victory without wasted lives or effort.&lt;br /&gt;
&lt;br /&gt;
When fighting alongside other nations, sentinels often prefer to stay in reserve, avoiding the front lines of a battle – they observe the unfolding conflict and quickly decide where their particular skills can make the most difference to the outcome, then employ those skills with ruthless effectiveness before moving on to another crisis point. This often means engaging at the point where fighting is most fierce, bringing relief to beleaguered allies who are about to be overrun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;I hear and I forget. I see and I remember. I do and I understand.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Imperial Armies==&lt;br /&gt;
Urizen fields one [[imperial armies|Imperial army]]; the &#039;&#039;Army of the Citadel&#039;&#039;. The Urizen also have a great deal of interest in the position of [[Warmage]], appointed by the [[Imperial Conclave]] each Spring Equinox to serve as a de facto general, albeit one without command of an army.&lt;br /&gt;
&lt;br /&gt;
===The Army of the Citadel===&lt;br /&gt;
This army (unsurprisingly) incorporates a large number of magicians, battle-magicians and sentinels trained to fight alongside them. Their prowess with battlefield [[Military keywords#Magic|magic]] allows them to both inflict additional casualties and help troops recover very quickly after a battle.&lt;br /&gt;
&lt;br /&gt;
The first Urizen General leads the Army of the Citadel, and is appointed (or re-appointed) at the Summer solstice each year.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;br /&gt;
[[Category:Urizen]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declaration&amp;diff=23838</id>
		<title>Declaration</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Declaration&amp;diff=23838"/>
		<updated>2014-04-10T21:37:53Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Conclave has a number of powers to enable them to fulfil their constitutional role to support the proper use of magic by the Empire. These powers are grouped together as the Declarations of the Conclave. Declarations are used by the Conclave to determine policy and to appoint citizens to the Imperial titles appointed by the Conclave. They always require a vote by the assembled Imperial magicians to pass. &lt;br /&gt;
&lt;br /&gt;
A declaration can generally be thought of as a short sentence beginning &amp;quot;&#039;&#039;The Imperial conclave declares ...&#039;&#039;&amp;quot; and then a single specific thing such as &amp;quot;&#039;&#039;...that I am Archmage of Winter&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;...that Sadogua should be considered an ally of the Empire.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Procedure==&lt;br /&gt;
===Raising a declaration===&lt;br /&gt;
A declaration is placed on the [[Conclave_session#Setting_the_Agenda|agenda]] for the next [[Conclave session]]. Placing a declaration costs a mana crystal, which must be paid when the declaration is raised. The civil servant records the name of the person raising the declaration and the specifics of what that declaration is about. For example &amp;quot;&#039;&#039;Xavier i Guerra raises a Declaration of Sorcery against Pieter Vanderhooven&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Lebannon of Haros Water raises a Declaration of Candidacy for the title of Archmage of Winter&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The [[grandmaster]] of each [[Conclave order|order]] has a power called the [[Grandmaster#Veil of night|veil of night]] which allows them to raise a declaration to the agenda without revealing any specifics of that declaration, in which case it is recorded as &amp;quot;&#039;&#039;&amp;quot;The Grandmaster of (Order) raises a declaration.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Presentation===&lt;br /&gt;
The format follows the approach used for an [[address]]. Each declaration in turn is announced by the civil service, in the order in which they were placed on the agenda. The individual who raised the declaration to the agenda then has one minute to present their position, they must [[Principle of Proportions|spend crystal mana]] if they wish to [[Conclave_session#Speaking_before_the_Conclave|speak]] for longer.&lt;br /&gt;
&lt;br /&gt;
===Debate===&lt;br /&gt;
After the declaration has been presented, those present may pay mana for the right to [[Conclave session#Speaking before the Conclave|discuss]] the subject, in order determined by the [[Principle of Precedence]].&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
After the discussion is complete, every Imperial magician present may vote in favour or against, or may choose to abstain. If more magicians vote in favour than vote against, the declaration is carried. In the case of a tie, the declaration is considered to have failed.&lt;br /&gt;
&lt;br /&gt;
The civil servants supporting the meeting may choose to count votes on a general aye or nay where the outcome is very clear. If voting is required, magicians normally vote by raising their hands and are counted out by order with civil servant counting independents and verifying any counts.&lt;br /&gt;
&lt;br /&gt;
==List of Declarations==&lt;br /&gt;
===Declaration of Candidacy===&lt;br /&gt;
The Conclave can declare someone to hold a specific title controlled by the Conclave. This is most commonly used to propose someone for the title of [[archmage]], [[Warmage]] or [[Dean of the Lyceum]], but there are a number of other temporary or permanent positions that might be allocated using this declaration. Occasionally, this declaration has been used to simply remove someone from their position, by declaring that their post should be filled with &#039;&#039;nobody&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is typical for the civil service to group all declarations of candidacy that effect the same position together at the point on the agenda where the last one was raised and conduct a single vote for the position. In this case, each individual who has raised that declaration makes a presentation in the order they raised their candidacy, then a single discussion takes place followed by a single vote. The candidate with the most votes takes the title.  &lt;br /&gt;
&lt;br /&gt;
The incumbent does not automatically get to make a presentation - although there is nothing to stop them raising themselves as a candidate if they realise someone is challenging for their title. They may speak normally during the discussion period, and the incumbent is automatically presented as an option during the voting process without the need for a separate declaration.&lt;br /&gt;
&lt;br /&gt;
A Declaration of Candidacy comes into legal effect at the end of the session, after all the [[gambit|gambits]] are resourced. It is the responsibility of the previous holder of the title to ensure that all regalia passes to the new title holder speedily and with the minimum of fuss.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Concord ===&lt;br /&gt;
The Conclave makes an agreed upon statement of belief, intent or support. It has no binding legal element but clearly expresses the intent of the Conclave. It is often used to decide that the Conclave agrees to bring a matter before the [[Imperial Senate|Senate]], and potentially to nominate someone responsible for liaising with the [[Senator|senators]] to raise a motion there.&lt;br /&gt;
 &lt;br /&gt;
Occasionally the Declaration of Concord is used in advance to declare that a specific magical act will not be considered sorcery. In 326YE for example, a number of [[Curse|curses]] were placed on individuals who had been identified by the [[Shuttered Lantern]] as supporters of the [[Briar|briars]] involved in the [[Freedom Heresy|Freedom heresy]]. Given the personal power of several of these individuals, the covens involved sought this Declaration immediately before placing the curses and used it (successfully) as a defence when magicians associated with the [[Imperial Senate]] and [[Imperial Synod]] tried to have them declared sorcerers in the aftermath.&lt;br /&gt;
&lt;br /&gt;
The Declaration of Concord has also been used to set in motion the sequence of events that lead to the [[Conclave_order#Creation_and_Dissolution_of_an_Order|creation or dissolution of a Conclave order]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Endowment===&lt;br /&gt;
Any mana or illium that the Conclave owns is automatically added to the Font - for distribution between the orders. Other property, such as [[Game_items#Materials|materials]], items, money and even resources, are not added to the Font - they remain the property of the Conclave until they are distributed by a Declaration of Endowment.&lt;br /&gt;
&lt;br /&gt;
Anyone raising a Declaration of Endowment must state what property of the Conclave they wish to transfer and who to. The recipient may be any Imperial citizen - but it can also be one or more of the Conclave orders. Any resources, items or riches endowed on an order are added to that order&#039;s vaults. They may only be accessed thereafter via a gambit.&lt;br /&gt;
&lt;br /&gt;
The Conclave cannot rescind a Declaration of Endowment; once passed the item or items become the full legal property of the recipient. The Conclave can indicate that they &#039;&#039;expect&#039;&#039; a magician to bequeath an item to the Conclave when they are finished with it, but they cannot create a legal obligation to do so as part of a Declaration of Endowment. If the Conclave is bequeathed a resource that provides an ongoing income then they may either pass a declaration to endow the resource - or instead endow some portion of the income accrued to date.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Sorcery===&lt;br /&gt;
The Conclave may declare a magician to be a sorcerer. The most common reason for this declaration is as a result of an abuse of &#039;legal curses&#039; against citizens or allies of the Empire, or against those engaged in suspect trade of magical resources (often in conjunction with a legal penalty assessed by an [[Imperial magistrate]]). If this Declaration is made:&lt;br /&gt;
&lt;br /&gt;
* the sorcerer is prohibited from contributing to rituals.&lt;br /&gt;
* the sorcerer is prohibited from carrying or using crystal mana.&lt;br /&gt;
* the sorcerer is not permitted to run a mana site; the resource is confiscated by the civil service.&lt;br /&gt;
* the sorcerer cannot hold any title within the Imperial Conclave.&lt;br /&gt;
* the sorcerer cannot use mana to raise an item to the conclave agenda.&lt;br /&gt;
* the sorcerer cannot use mana to speak before the conclave.&lt;br /&gt;
&lt;br /&gt;
All crystal mana owned by someone declared to be a sorcerer is legally forfeit to the Conclave. A sorcerer who violates these prohibitions will be subject to arrest and trial before a [[Imperial Law|magistrate]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Reconciliation===&lt;br /&gt;
The Conclave may reconcile a sorcerer with the Empire. If this declaration is made, all rights that were taken from them are returned. They regain possession of any confiscated mana site, but not of any crystal mana it may have produced while they were sorcerers.&lt;br /&gt;
&lt;br /&gt;
This declaration can also be used to remove or modify a ban placed by the [[#Declaration of Interdiction|declaration of interdiction]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Amity===&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] is an ally of the Conclave. Members of the Conclave are encouraged to demonstrate courtesy and even aid these Eternals, or their Heralds, where it is possible for them to do so. The Eternal, and any associated Heralds, gain the rights of [[Amity_and_emnity|Amity]]. This declaration overturns a [[#Declaration of Enmity|declaration of enmity]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Enmity===&lt;br /&gt;
The Conclave may declare a specific [[Eternals|Eternal]] to be an enemy of the Empire. If this declaration is made, it becomes dangerous for anyone to consort with the Eternal named in this declaration, or with their Heralds. Such an act usually results in the offender being declared a sorcerer, but they may also face investigation by a magistrate for treason. Having [[Amity_and_emnity|enmity]] from the Conclave brings with it a number of other drawbacks. It automatically overturns a [[#Declaration of Amity|declaration of amity]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of Neutrality===&lt;br /&gt;
This declaration removes either amity or enmity from a specific target and returns them to a neutral legal status. Any benefits gained from, or penalties imposed by, the previous status are lost at the end of the conclave session.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Imperial Lore===&lt;br /&gt;
Rituals that are part of Imperial Lore are widely available to any Imperial citizen. New rituals may be added to Imperial Lore by this declaration. The declaration instructs the civil service to arrange for a specific ritual be added to the body of Imperial Lore, allowing magicians all over the Empire to receive training in the ritual. This process requires three things:&lt;br /&gt;
* A copy of a ritual text detailing the ritual which is used up as part of the process&lt;br /&gt;
* A successful Declaration of Imperial Lore&lt;br /&gt;
* Ten thrones which are given to the civil service to pay for distribution of the ritual&lt;br /&gt;
Once a ritual is added to Imperial Lore it is functionally impossible to remove it. The best the Conclave can do is attempt to declare performance of the ritual to be sorcery with the [[#Declaration of Interdiction|Declaration of Interdiction]]. In the past, the Conclave has often approached the [[Imperial Senate]] for assistance paying the ten Thrones, but this requires a separate motion from the Senators.&lt;br /&gt;
&lt;br /&gt;
===Declaration of Interdiction===&lt;br /&gt;
The Conclave may censor rituals that represent a significant magical danger to the Empire. They can use this declaration to add a specific magical ritual to the list of proscribed effects. It doesn&#039;t prevent knowing the ritual, but it means that producing the magical effect that that ritual creates is [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|henceforth illegal]].&lt;br /&gt;
&lt;br /&gt;
===Declaration of the Balance===&lt;br /&gt;
This declaration requires every [[grandmaster]] pass a vote of confidence from the members of their order who are present. If the declaration succeeds then each order in turn votes whether to support for the grandmaster or not, starting with the order with the highest precedence. If the majority of members support their grandmaster, their position is safe; if the majority do not, then the grandmaster loses their position at the end of the conclave session, and the civil service arrange [[Grandmaster#Hustings|a new election]] before the next conclave session.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23837</id>
		<title>Amity and enmity</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23837"/>
		<updated>2014-04-10T21:31:10Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Imperial Conclave]] has the ability to [[Conclave_session#Declarations|declare]] amity or enmity towards an [[Eternals|Eternal]].&lt;br /&gt;
&lt;br /&gt;
Amity or Enmity towards an Eternal is considered to apply to all that Eternal&#039;s Heralds. The Conclave may also occasionally extend amity or enmity towards a specific herald without changing the designation of other heralds or the patron eternal.&lt;br /&gt;
&lt;br /&gt;
==Amity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Amity gains the following rights:&lt;br /&gt;
* They can attend conclave meetings&lt;br /&gt;
* They may be nominated to speak before the conclave, although they cannot vote.&lt;br /&gt;
* They can place an Address or Declaration onto the conclave agenda under the normal rules as if they were Imperial citizens (the civil service does not accept realm-specific mana as payment). &lt;br /&gt;
* They can make [[Conclave_vault#Bequests|bequests]] to the [[Conclave vault|vault]] of a specific order or to the Conclave as a whole.&lt;br /&gt;
&lt;br /&gt;
The declaration also has a magical effect. Eternals and their Heralds find it easier to manifest in the Hall of Worlds and to move into Anvil.&lt;br /&gt;
&lt;br /&gt;
===Eternals with Amity===&lt;br /&gt;
As of 376YE, no Eternals were in a position of amity following the disastrous intervention of [[Emperor Walter]]. Over the course of 377YE, declarations of Amity were passed by the Conclave for the Eternal [[Sadogua]], the Eternal [[Basileus Kade]] and Carolinus Kade, the Herald of [[Basileus Kade]].&lt;br /&gt;
&lt;br /&gt;
==Enmity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Enmity suffers the following penalties:&lt;br /&gt;
* Eternals and Heralds under enmity count as barbarians for [[Imperial_Law_Overview#Individuals_and_the_law|legal purposes]].&lt;br /&gt;
* Trading with an Eternal under enmity is illegal.&lt;br /&gt;
* Any ritual that deals directly with an Eternal subject to the declaration of enmity (such as [[Ephisis&#039; Scale]] for [[Ephisis]], [[Clarion Call of Ivory and Dust]] for [[Kaela]] or [[Missive for Sadogua]] for [[Sadogua]] and so on) is automatically considered to be [[Declaration#Declaration of Interdiction|interdicted]]; magistrates may seek the assistance of the [[archmage|archmagi]] to clarify which rituals this effects, unless there is a separate [[Conclave session#Declaration of Interdiction|declaration of interdiction]] against specific rituals.&lt;br /&gt;
&lt;br /&gt;
The declaration also has magical effects. Eternals find it much harder to enter the Hall of Worlds. Heralds cannot use the portal in the Hall of Worlds to travel to Anvil without ritual assistance from an Imperial citizen. &lt;br /&gt;
&lt;br /&gt;
===Eternals with enmity===&lt;br /&gt;
As of 376 YE, the only well-known Eternal subject to declaration of enmity is [[Wendigo]], a Winter Eternal that promotes unspeakable acts and cannibalistic feasts. He was made subject to this declaration in the 306 YE Winter Solstice session of the Conclave following exposure of his involvement in no less than three cannibalistic cults dedicated to blasphemy, idolatry and heresy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:The Law]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23836</id>
		<title>Amity and enmity</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Amity_and_enmity&amp;diff=23836"/>
		<updated>2014-04-10T21:26:21Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Enmity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Imperial Conclave]] has the ability to [[Conclave_session#Declarations|declare]] amity or emnity towards an [[Eternals|Eternal]].&lt;br /&gt;
&lt;br /&gt;
Amity or Emnity towards an Eternal is considered to apply to all that Eternal&#039;s Heralds. The Conclave may also occasionally extend amity or emnity towards a specific herald without changing the designation of other heralds or the patron eternal.&lt;br /&gt;
&lt;br /&gt;
==Amity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Amity gains the following rights:&lt;br /&gt;
* They can attend conclave meetings&lt;br /&gt;
* They may be nominated to speak before the conclave, although they cannot vote.&lt;br /&gt;
* They can place an Address or Declaration onto the conclave agenda under the normal rules as if they were Imperial citizens (the civil service does not accept realm-specific mana as payment). &lt;br /&gt;
* They can make [[Conclave_vault#Bequests|bequests]] to the [[Conclave vault|vault]] of a specific order or to the Conclave as a whole.&lt;br /&gt;
&lt;br /&gt;
The declaration also has a magical effect. Eternals and their Heralds find it easier to manifest in the Hall of Worlds and to move into Anvil.&lt;br /&gt;
&lt;br /&gt;
===Eternals with Amity===&lt;br /&gt;
As of 376YE, no Eternals were in a position of amity following the disastrous intervention of [[Emperor Walter]]. Over the course of 377YE, declarations of Amity were passed by the Conclave for the Eternal [[Sadogua]] and Carolinus Kade, the Herald of [[Basileus Kade]].&lt;br /&gt;
&lt;br /&gt;
==Enmity==&lt;br /&gt;
An Eternal (and associated Heralds) under Declaration of Enmity suffers the following penalties:&lt;br /&gt;
* Eternals and Heralds under enmity count as barbarians for [[Imperial_Law_Overview#Individuals_and_the_law|legal purposes]].&lt;br /&gt;
* Trading with an Eternal under enmity is illegal.&lt;br /&gt;
* Any ritual that deals directly with an Eternal subject to the declaration of enmity (such as [[Ephisis&#039; Scale]] for [[Ephisis]], [[Clarion Call of Ivory and Dust]] for [[Kaela]] or [[Missive for Sadogua]] for [[Sadogua]] and so on) is automatically considered to be [[Declaration#Declaration of Interdiction|interdicted]]; magistrates may seek the assistance of the [[archmage|archmagi]] to clarify which rituals this effects, unless there is a separate [[Conclave session#Declaration of Interdiction|declaration of interdiction]] against specific rituals.&lt;br /&gt;
&lt;br /&gt;
The declaration also has magical effects. Eternals find it much harder to enter the Hall of Worlds. Heralds cannot use the portal in the Hall of Worlds to travel to Anvil without ritual assistance from an Imperial citizen. &lt;br /&gt;
&lt;br /&gt;
===Eternals with enmity===&lt;br /&gt;
As of 376 YE, the only well-known Eternal subject to declaration of enmity is [[Wendigo]], a Winter Eternal that promotes unspeakable acts and cannibalistic feasts. He was made subject to this declaration in the 306 YE Winter Solstice session of the Conclave following exposure of his involvement in no less than three cannibalistic cults dedicated to blasphemy, idolatry and heresy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Conclave]]&lt;br /&gt;
[[Category:The Law]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mine&amp;diff=23429</id>
		<title>Mine</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mine&amp;diff=23429"/>
		<updated>2014-03-31T23:05:46Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A mine represents a worked holding. It could be a small but profitable shaft mine, a series of underground tunnels but it could be something as small as a panning operation.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Upon taking a mine, you must choose one of Green Iron, Tempest Jade, Weltsilver or  Orichalcum. A mine produces 10 Ingots of the chosen material. &lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
&lt;br /&gt;
It is possible to obtain additional materials from a mine during any given season. You may spend 6 crowns to have the mine produce an additional 5 ingots of the same material as it would naturally produce.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A mine can be upgraded using mithril obtained from the Bourse. Each time a mine is upgraded, the owner receives an additional 2 ingots from then on.&lt;br /&gt;
&lt;br /&gt;
To upgrade a mine requires Imperial Wains of mithril equal to the level the mine is being upgraded to. So the first upgrade of a starting level 1 mine costs 2 Imperial Wains of mithril, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A mine can be diversified to sacrifice production of one material for another. To diversify a mine requires one Imperial Wain of white granite and one Imperial Wain of weirwood. Each time a mine diversifies, the owner chooses a different resource from the list for mines; the mine produces 2 ingots of the new material at the expense of 2 less of the original material. &lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_unit&amp;diff=23428</id>
		<title>Military unit</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_unit&amp;diff=23428"/>
		<updated>2014-03-31T23:05:00Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A military unit represents a small band of approximately 20 skilled soldiers. The military unit could be as few as a dozen elite warriors or it could be as many as a hundred raw recruits. Imperial civil servants use simple day magic rituals to rate the effective fighting force a unit is equivalent to.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
A military unit can raid adjacent regions and territories held by enemies of the Empire to produce valuable resources. This happens automatically if the owner does not select any other option. Raiding produces ten ingots or measures chosen randomly from the eight basic resources available.&lt;br /&gt;
&lt;br /&gt;
In rare circumstances a unit may recover herbs or mana crystals instead. This is a rare, random outcome; it is not possible to take action to improve the likelihood of this outcome.&lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
A military unit can be assigned to fight alongside an Imperial army. An normal Imperial Army has an effective fighting force equivalent to 5000 soldiers who are raw recruits. When the skills and experience of a military unit are combined with a campaign army, they improve the effective fighting force of the army by the equivalent of 100 soldiers. A unit assigned to an Imperial army produces five ingots or measures chosen randomly from the eight basic resources.&lt;br /&gt;
&lt;br /&gt;
Military units lack the deep logistical support that is the backbone of the Imperial Armies and without which it is impossible to operate in large numbers. As a result it is not possible for military units to work together independently of an Imperial Army. If you wish your military unit to take part in a military campaign, it can &#039;&#039;&#039;only&#039;&#039;&#039; do so by being attached to an Imperial Army.&lt;br /&gt;
&lt;br /&gt;
Sometimes the option to assign a military unit to a special project may be available. Examples might include assignment to deal with bandits in an Imperial territory, or to assist a scouting campaign in an enemy territory. Such special projects show up in the Downtime system as if they were Imperial armies. Any character can assign their military unit to help with one of these projects.The degree of success depends on the total number of ranks of military units assigned. Military units assigned to a special project receive the same half income, as if they were assigned to an Imperial army.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A military unit can be upgraded using mithril obtained from the Bourse. Each time a military unit is upgraded, the effective fighting force of the unit is increased by 20, returns from raiding are increased by 2, and returns from assignment to an Imperial army are increased by 1.&lt;br /&gt;
&lt;br /&gt;
To upgrade a military unit requires Imperial Wains of mithril equal to the level the military unit is being upgraded to. So the first upgrade of a starting level 1 military unit costs 2 Imperial Wains of mithril, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A military unit cannot be diversified.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Herb_garden&amp;diff=23427</id>
		<title>Herb garden</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Herb_garden&amp;diff=23427"/>
		<updated>2014-03-31T23:04:09Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A herb garden represents an area of land where herbs grow. A herb garden can be of almost any size, it could be a tiny personal garden in an Urizen spire, meticulously tended and cared for, or it could be a vast forest in Wintermark or Varushka that a character scours in search of wild herbs.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
A herb garden produces 6 doses of True Vervain, 2 doses of Cerulean Mazzarine, 2 does of Bladeroot, 2 doses of Imperial Roseweald and 2 doses of Marrowort.&lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
It is possible to obtain a higher yield from a herb garden. You may spend 6 crowns to have the herb garden produce an additional 3 True Vervain, 1 Cerulean Mazzerine, 1 Imperial Roseweald, 1 Bladeroot and 1 Marrowort in that season.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A herb garden can be upgraded using weirwood obtained from the Bourse. Each time a herb garden is upgraded, the owner chooses a single herb from the list. The herb garden produces 2 additional doses of that herb from then on.&lt;br /&gt;
&lt;br /&gt;
To upgrade a herb garden requires Imperial Wains of weirwood equal to the level the herb garden is being upgraded to. So the first upgrade of a starting level 1 herb garden costs 2 Imperial Wains of weirwood, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fleet&amp;diff=23426</id>
		<title>Fleet</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fleet&amp;diff=23426"/>
		<updated>2014-03-31T23:03:16Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A fleet represents one or more ships; it could be a single large swift vessel or a fleet of half a dozen much smaller vessels. Fleets are able to sail to foreign ports to trade for resources and precious items that are valuable in the Empire.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
If the players does not select a downtime option for their fleet, it is randomly assigned a single foreign port to visit between events. The owner gains the resources to be had from trading at that port.&lt;br /&gt;
&lt;br /&gt;
==New Players==&lt;br /&gt;
A new player who starts with a fleet receives a random trading result from the table below. It is not possible to choose which port your fleet has traded at before you attend your first event.&lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
You may choose one of seven foreign ports to trade with, or one of two ports to raid. The resources that each port provides are listed below.&lt;br /&gt;
&lt;br /&gt;
===Foreign Ports===&lt;br /&gt;
&lt;br /&gt;
====[[Asavean Archipelago ports#Nemoria|Nemoria]] ([[Asavean Archipelago]])====&lt;br /&gt;
3 doses of cerulean mazzarine, 3 ingots of orichalcum, 3 measures of iridescent gloaming and 2 ingots of tempest jade.&lt;br /&gt;
&lt;br /&gt;
====The [[Sarcophan Delves]]====&lt;br /&gt;
3 doses of marrowort and imperial roseweald, 3 measures of beggar&#039;s lye and 3 ingots of weltsilver.&lt;br /&gt;
&lt;br /&gt;
====[[Principalities of Jarm ports#Vezak|Vezak]] (Southern [[Principalities of Jarm]])====&lt;br /&gt;
3 measures of dragonbone and ambergelt and 3 mana crystals.&lt;br /&gt;
&lt;br /&gt;
====[[Principalities of Jarm ports#Kavor|Kavor]] (Northern [[Principalities of Jarm]])====&lt;br /&gt;
4 doses of cerulean mazzarine, 3 ingots of green iron, 3 measures of iridescent gloaming and 1 mana crystal&lt;br /&gt;
&lt;br /&gt;
====[[Commonwealth ports#Leerdam|Leerdam]] (Eastern [[The Commonwealth|Commonwealth]])====&lt;br /&gt;
3 doses of bladeroot, 3 ingots of tempest jade, 3 ingots of green iron and 2 measures of beggar&#039;s Lye.&lt;br /&gt;
&lt;br /&gt;
====[[Commonwealth ports#Volkavaar|Volkavaar]] (Western [[The Commonwealth|Commonwealth]])====&lt;br /&gt;
3 measures of ambergelt, 3 measures of weltsilver and 3 mana crystals.&lt;br /&gt;
&lt;br /&gt;
====[[Sumaah Republic ports#Zemeh|Zemeh]] (The [[Sumaah Republic]])====&lt;br /&gt;
4 ingots of orichalcum, 4 measures of dragonbone and 3 vials of liao.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Ports===&lt;br /&gt;
&lt;br /&gt;
====Kierheim (Jotun)====&lt;br /&gt;
3 ingots of orichalcum, 3 measures of ambergelt, 2 drams of Bladeroot, 1 measure of dragonbone and 30 rings&lt;br /&gt;
&lt;br /&gt;
====Dubhtraig (Broken Shore)====&lt;br /&gt;
3 ingots of tempest jade, 2 ingots of green iron, 54 rings, 1 imperial roseweald and 1 mana crystal&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A fleet can be upgraded using weirwood obtained from the Bourse. A fleet produces more valuable resources each time it is upgraded, according to this chart of [[foreign ports]].&lt;br /&gt;
&lt;br /&gt;
To upgrade a fleet requires Imperial Wains of weirwood equal to the level the fleet is being upgraded to. So the first upgrade of a starting level 1 fleet costs 2 Imperial Wains of weirwood, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
Instead of Trading with a Foreign port or Raiding a Barbarian port, you may choose to Raid a Foreign port or Trade with a Barbarian port. Doing either provides 1 additional effective level to the personal resource for the purposes of that action.&lt;br /&gt;
&lt;br /&gt;
Raiding a Foreign port will aggravate that nation and will be investigated as a crime under [[Imperial_Law_Overview#Individuals and the law|Imperial Law]] if it is discovered. If sufficient raiding occurs it will lead to the port being closed to the Empire, and therefore unavailable for trading. If this occurs it will still be possible to raid that port, but there will no longer be a bonus for doing so. Further raids against that port may result in them offering aid to the Empire&#039;s enemies.&lt;br /&gt;
&lt;br /&gt;
Trading with a barbarian port will aid those Barbarians. It will not make them more friendly to the Empire, and indeed is illegal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Farm&amp;diff=23425</id>
		<title>Farm</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Farm&amp;diff=23425"/>
		<updated>2014-03-31T23:00:27Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A farm can represent almost any type of farm or agricultural holding. It could be vinyards, orchards of fruit or more prosaically sheep, cattle or crops. It shouldn&#039;t be a forest or wood - if that is what you want to take then we would recommend you choose the forest resource instead.&lt;br /&gt;
&lt;br /&gt;
The size of a farm can vary dramatically, depending on how productive the land is and what crops are grown, a normal size for a farm would be around twenty acres but an orchard might be much smaller, only a few acres, while a sheep farm on the Urizen hills could easily be ten times this size.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
A farm produces 9 crowns. &lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
There are no downtime options for a farm. It produces income automatically.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A farm can be upgraded using weirwood obtained from the Bourse. Each time a farm is upgraded, the owner receives an additional income of 36 rings from then on.&lt;br /&gt;
&lt;br /&gt;
To upgrade a farm requires Imperial Wains of weirwood equal to the level the farm is being upgraded to. So the first upgrade of a starting level 1 farm costs 2 Imperial Wains of weirwood, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A farm can be diversified to sacrifice income for resources or herbs. To diversify a farm requires one Imperial Wain of mithril and one Imperial Wain of white granite. Each time a farm diversifies, the owner chooses one resource produced by a forest or a single herb; the farm produces 2 measures of the chosen natural material or two doses of the herb but produces 36 rings less income.&lt;br /&gt;
&lt;br /&gt;
==National Implications==&lt;br /&gt;
Senators in The Marches are chosen by the steward who controls the most land in furlongs (an old Imperial unit of agricultural measure). This is represented by the farm personal resource. A Marcher character who has been operating a farm personal resource in a Marcher territory contributes 20 furlongs to the steward whose group they are in or to whom their group has sworn fealty. If a farm is upgraded - then the character who operates that farm contributes 4 additional furlongs for each upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Congregation&amp;diff=23424</id>
		<title>Congregation</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Congregation&amp;diff=23424"/>
		<updated>2014-03-31T22:59:23Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A congregation can represent almost any structure or location where people could receive spiritual instruction, such as a monastery, a church, a sacred grove, a burial site, or similar structure. &lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
A congregation entitles the owner to ten votes in the Imperial Synod. In addition the Imperial civil service will provide the owner with five doses of liao.&lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
It is possible to sell the liao produced by a congregation. You receive 12 rings for each dose of liao that you sell in this way.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A congregation can be upgraded using white granite obtained from the Bourse. Each time a congregation is upgraded, the owner receives two additional votes in the Synod and one additional dose of liao from then on.&lt;br /&gt;
&lt;br /&gt;
To upgrade a congregation requires Imperial Wains of white granite equal to the level the congregation is being upgraded to. So the first upgrade of a starting level 1 congregation costs 2 Imperial Wains of white granite, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A congregation cannot be diversified.&lt;br /&gt;
&lt;br /&gt;
==National Implications==&lt;br /&gt;
Senators in Highguard are chosen by the Highborn National Assembly on the basis of who gets the least votes against them. This vote is a normal Synod vote - but only Highborn characters with a congregation personal resource can vote.&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Business&amp;diff=23423</id>
		<title>Business</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Business&amp;diff=23423"/>
		<updated>2014-03-31T22:58:28Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A business can represent almost any structure or property that could produce an income, such as inn, a smithy, a brothel, theatre or similar structure. It shouldn&#039;t be land or a farm - if that is what you want to take then we would recommend you choose the farm resource instead. But it can represent a trader who buys and sells goods within the Empire (if you want to represent a character who travels overseas to trade then choose a [[fleet]]).&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
A business produces 9 crowns. &lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
There are no downtime options for a business. It produces income automatically.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A business can be upgraded using white granite obtained from the Bourse. Each time a business is upgraded, the owner receives an additional income of 36 rings from then on.&lt;br /&gt;
&lt;br /&gt;
To upgrade a business requires Imperial Wains of white granite equal to the level the business is being upgraded to. So the first upgrade of a starting level 1 business costs 2 Imperial Wains of white granite, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A business can be diversified to sacrifice income for resources. To diversify a business requires one Imperial Wain of mithril and one Imperial Wain of weirwood. Each time a business diversifies, the owner chooses one resource produced by a mine; the business produces 2 ingots of the chosen metal but produces 36 rings less income.&lt;br /&gt;
&lt;br /&gt;
==National Implications==&lt;br /&gt;
Senators in the League are chosen on the basis of who can command the most support of individuals with substantial investments in the city. This is represented by the business personal resource. A League character who has been operating a business personal resource in a League city receives 10 votes for that city&#039;s senatorial elections. If a business is upgraded - then the character who operates that business receives 2 additional votes for each upgrade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forest&amp;diff=23422</id>
		<title>Forest</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forest&amp;diff=23422"/>
		<updated>2014-03-31T21:35:06Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A forest represents an area of wildlands that are harvested to gain magical materials. It shouldn&#039;t be a farm or a garden - if that is what you want to take then we would recommend you choose the farm resource or a herb garden resource instead. &lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Upon taking a forest, you must choose one of Ambergelt, Beggar&#039;s Lye, Dragonbone or Iridescent Gloaming. A forest produces 10 measures of the chosen material. &lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
&lt;br /&gt;
It is possible to harvest additional materials from a forest during any given season. You may spend 6 crowns to have the forest produce an additional 5 measures of the same material as it would naturally produce.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A forest can be upgraded using white granite obtained from the Bourse. Each time a forest is upgraded, the owner receives an additional 2 measures from then on.&lt;br /&gt;
&lt;br /&gt;
To upgrade a forest requires Imperial Wains of white granite equal to the level the forest is being upgraded to. So the first upgrade of a starting level 1 forest costs 2 Imperial Wains of white granite, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A forest can be diversified to sacrifice production of one material for another. To diversify a forest requires one Imperial Wain of mithril and one Imperial Wain of weirwood. Each time a forest diversifies, the owner chooses a different resource from the list for forests; the forest produces 2 measures of the new material at the expense of 2 less of the original material.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mana_site&amp;diff=23421</id>
		<title>Mana site</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mana_site&amp;diff=23421"/>
		<updated>2014-03-31T21:32:50Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A mana site represents a location where flows of magic are particularly strong. A practised individual can use solutions of rare salts placed strategically throughout the area to cause mana crystals to form. The flows of magic tend to move as they ebb and flow so the methods used to catch them must be continuously adjusted.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
A mana site  produces 7 mana crystals.&lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
There are no downtime options for a mana crystals. It produces mana automatically.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A mana site can be upgraded using mithril obtained from the Bourse. The first time a mana site is upgraded, the owner receives one additional mana crystals from then on, the second time a mana site is upgraded, the owner receives two additional mana crystals. Production increases continue to alternate in this way every time the mana site is upgraded.&lt;br /&gt;
&lt;br /&gt;
To upgrade a mana site requires Imperial Wains of mithril equal to the level the mana site is being upgraded to. So the first upgrade of a starting level 1 mana site costs 2 Imperial Wains of mithril, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A mana site cannot be diversified.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Axos&amp;diff=20620</id>
		<title>Axos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Axos&amp;diff=20620"/>
		<updated>2013-05-21T23:46:12Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Axos in Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The Axos Citadels are located to the south east of the Empire sharing a border with[[ Skoura]] and [[Urizen]]. Their name refers to the chain of citadels that protrude from the crags that line the coast. A people with an ancient history, the Aneleito Axou, or Merciless Axis, are an allegiance of sorcerous city states each answering to a sorcerer king.  The Citadels have fierce rivalries with each other, but stand together against the barbarians and the Empire. Due to the catastrophic losses they have suffered, they are more given to diplomatic outcomes and solutions. They have developed strong cultural ties with the people of the mountain in Skoura, trading with them for ore and stone in exchange for military aid and sorcerous assistance. .&lt;br /&gt;
&lt;br /&gt;
Never particularly friendly to the Empire, they politely closed their borders against Imperial traders in 207YE. Prior to that there had been a few border skirmishes, but given their closest neighbours were the Urizen, these skirmishes rarely came to anything. In 330 YE, diplomatic overtures from the Senator for [[Spiral]] were sent into Axos but rebuffed; it is believed that the Urizen were attempting to arrange a joint defence of that beleaguered territory but no records exist one way or another.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
The people of Axos are well educated and have a reputation for being cunning, pragmatic and arrogant - convinced that their way of life is superior to all others. Recent information about the Axou is sparse; since they closed their borders, most of what is known of their society is based on written works nearly a century and a half out of date.&lt;br /&gt;
&lt;br /&gt;
Their population is almost entirely concentrated in their massive citadels. Very different to the measured open spaces that characterize Urizen spires the diplomat Mercadia de Sarvos wrote in 196YE &amp;quot;&#039;&#039;It is as if someone has taken the city of Tassato, or perhaps a nest of vipers, and built it into the side of a mountain.&#039;&#039;&amp;quot; Of the people, Savella of Stormspire wrote in her short treatise &#039;&#039;Studies of the Axou&#039;&#039; &amp;quot;&#039;&#039;It is as if someone has taken all the misplaced confidence of the most boastful citizen of the League, mixed in the worst elements of the parochialism of the Marches, and then forced thousands of them to live on top of one another like rats!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
Like their neighbours and, allegedly, distant cousins the Urizen, the Axou are steeped in magical tradition. It is believed that their culture is strongly influenced by their mystical beliefs in - some might say obsession with - death and what happens afterwards.&lt;br /&gt;
&lt;br /&gt;
In person, Axou usually appear friendly and welcoming, but to Imperial citizens often seem superstitious and unpredictable. They are known to have made a great study of summoning and communicating with the spirits of the dead - a practice they call &#039;&#039;necromantia&#039;&#039;. Their skills in this area rival and in some areas exceed the knowledge of the Empire.&lt;br /&gt;
&lt;br /&gt;
The people are grouped into clans known as Ile, which appear to be organised in a very hierarchical fashion. In each Ile there is a circle of sorcerers known as the Ilae who are responsible for leading their household and holding its secrets. Amongst these, an Ilarch is chosen to lead the house and represent the Ile to the Commander of the Agema Guard. One Ile within each citadel is pre-eminent. The Ilarch that holds the Throne and the Crown of the citadel take the title of Grand Ilarch and have undisputed control over the citadel.&lt;br /&gt;
&lt;br /&gt;
==Abridged History==&lt;br /&gt;
The early &#039;&#039;Nikitis Axou&#039;&#039; or &#039;&#039;Victorious Axis&#039;&#039; were a nomadic people who navigated the Skoura plains using a series of peaks along the coast as markers for their hunting patterns. Over time, monuments were built on these peaks, then settlements, then the Axou Citadels that stand today. Imperial scholars theorize that the original Axou were cousins of the modern Urizen and [[Navarr]], although the Axou have denied this repeatedly. There is some evidence that exiles from the nations that would become the Eastern Empire found a welcome of sorts in Axou, and many Ile have [[Highguard|Highborn]], [[Dawn|Dawnish]] and [[Urizen]] ancestors. Unfortunately these exiled Imperial ancestors tend to have left dark reputations for heresy, criminality or sorcery behind them in the Empire, a fact which has in the past caused some tension with the Axou.&lt;br /&gt;
&lt;br /&gt;
During the time of [[Emperor Nicovar]] the Axou closed their borders; two years later they launched an unexpected attack into the Imperial territory of Spiral. The attack was eventually rebuffed, but seriously damaged relationships with the Axou from that point onwards. The motivation behind the Axou attacked are unclear, but it seems likely that it was an opportunistic activity by a single citadel looking to gain access to Urizen magical resources rather than a concerted effort of the entire nation.&lt;br /&gt;
&lt;br /&gt;
==Axou Military Concerns==&lt;br /&gt;
The armies of the Axou consist of the &#039;&#039;Agema&#039;&#039; and the &#039;&#039;Toxatai&#039;&#039;, heavy and light skirmishers respectively. Many Toxatai are magicians as well, wearing mage armour on the battle field. Agema by contrast are usually fully devoted to the fighting arts. Crescent shaped shields, long thin swords, and sorcerous rods are the weapons of choice among the Axou, although both the Agema and the Toxatai are known to make good use of compact bows before engaging in melee.&lt;br /&gt;
&lt;br /&gt;
Axou forces are often supported by small numbers of elite magical troops known as &#039;&#039;Tavos Ageli&#039;&#039;. These creatures are identified by their heavy armour and the face-covering masks that they wear. Urizen sentinels who have faced them in battle say that they appear to be moderately intelligent, or at least cunning, and appear to possess both great strength and barely controllable blood-lust. Their exact nature is unknown. Some scholars theorize that they are similar to the husks created with [[Quickening Cold Meat]], most likely preserved human corpses possessed by more powerful Winter spirits; others believe they are similar to the undying soldiers summoned with [[Clarion Call of Ivory and Dust]], perhaps the result of an enduring pact with an [[Eternals|Eternal]] such as [[Sorin]] or [[Kaela]].&lt;br /&gt;
&lt;br /&gt;
==Axou Economic Concerns==&lt;br /&gt;
The Axos do not trade with the Empire. The Axou have close ties with the Skoura who they rely on for many raw materials. The citadels that lie along the coast are known to make use of fleets of dark-sailed ships that have been encountered as far afield as [[Asavean Archipelago]] and [[Principalities of Jarm]]. They are known to trade extensively with the [[Sarcophan Delves]]. It is believed that the jungle-like forests of central Axos are a hostile environment with few raw materials, a serious problem for a nation with as much interest in magical implements and robes as the Axos. Prior to 307YE the Axou were known to offer a particularly good price for Imperial [[Materials#Dragonbone|dragonbone]]. They are also believed to have little access to Weirwood, and are known to import much of the Mithril they require from Skoura in return for access to the fine white granite with which they build and expand their citadels.&lt;br /&gt;
&lt;br /&gt;
The Axou have a reputation for being duplicitous and untrustworthy in matters of trade, but this may be based on a misconception. While the nation is united in matters of self-defence the individual citadels - and often individual families within them - see to their own trade agreements and one family or citadel rarely feels bound by an agreement made by another Ile or Ilarch.&lt;br /&gt;
&lt;br /&gt;
==Axou Religious Beliefs==&lt;br /&gt;
The Axou are known to have a series of spiritual beliefs based on the relationship between body and soul. They are known to dig vast mausoleum warrens beneath their Citadels where the dead are interred, and it is believed that they consider the passage of the soul into the Labyrinth of Ages to be a bad thing. Like many orc tribes, they are believed to revere the spirits of their ancestors to an unhealthy degree.&lt;br /&gt;
&lt;br /&gt;
Axou mystics use all manner of divinatory methods to seek to communicate with the spirits of the dead - cards and runes are common, especially runes carved from the bones of dead people. They are also known to pursue visionary trances, and in the past have sought access to [[Liao]] specifically to seek contact with dead spirits. Even the most sensible-appearing Axou will make offerings to the spirits of their dead ancestors who they appear to believe cluster around their living descendants at all times - the most common offerings appear to be alcohol and food mixed with the fresh blood of the offerer.&lt;br /&gt;
&lt;br /&gt;
It is important to the Axou that the bones of the fallen are taken back to the citadel - parallels are drawn with the [[The Marches|Marcher]] desire to be interred in Marcher soil. Following skirmishes with the Empire the Axou have been known to pay for the safe return of their fallen soldiers, and are known to honour every agreement they have made with Imperial troops designed to allow themselves and their opponents to recover the bodies of the dead and injured. On the rare occasions that Axou mercenaries have fought alongside Imperial troops, this single-minded desire to recover the bodies of the dead has lead to occasional problems - Axou troops will often take foolhardy risks in their pursuit of their dead comrades.&lt;br /&gt;
&lt;br /&gt;
==Axou Magic Traditions==&lt;br /&gt;
The magicians of Axos appear to be as competent and talented as their Imperial counterparts; if they have a weakness it is that each citadel and in many cases each Ile jealously guards it&#039;s own magical lore. The Axou are known to make regular deals with the Eternals, especially those of the Realms of Autumn and Night. Their interest in necromantia means that several seek out specific Winter eternals whose interests align with their own - especially [[Kaele]] and [[Sorin]].&lt;br /&gt;
&lt;br /&gt;
==Axou Territories==&lt;br /&gt;
Axos appears to be made up of six areas of land equivalent to an Imperial territory. Each Citadel is believed to be situated on the mausoleum of the founder of the structure, and is named for that founder. The land that surrounds the citadel shares the same name; so the Tunnels of Kaban control an area of land called Kaban. The six citadels of Axos are:&lt;br /&gt;
*  the &#039;&#039;&#039;Towers of Kantor&#039;&#039;&#039;; which has the closest ties of any of the Citadels with the Skoura&lt;br /&gt;
* the &#039;&#039;&#039;Chambers of Issyk&#039;&#039;&#039;; perhaps the most active of the citadels in external trade especially with the [[Principalities of Jarm]].&lt;br /&gt;
* the &#039;&#039;&#039;Tunnels of Kaban&#039;&#039;&#039;; known to be almost constantly at war with the [[Druj]] barbarians.&lt;br /&gt;
* the &#039;&#039;&#039;Gates of Ipatovo&#039;&#039;&#039;; like the Tunnels of Kaban engaged in war with the Druj.&lt;br /&gt;
* the &#039;&#039;&#039;Halls of Maykop&#039;&#039;&#039;, believed to have the largest necropolis in Axos and be home to the most advanced practitioners of necromantia.&lt;br /&gt;
* the &#039;&#039;&#039;Spires of Solokha&#039;&#039;&#039;; while this is the closest citadel to the Empire, it is believed to have been abandoned or destroyed at some point after the closing of the borders.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
TBC.&lt;br /&gt;
&lt;br /&gt;
==Axos in Play==&lt;br /&gt;
Axos lies near to the Empire, and the Axou speak the language known as Imperial, represented by English. Axos does not directly border any Imperial territory, and it&#039;s people are insular - much of the information presented here may be a century or so out-of-date. The Axou are not at war with the Empire, but they are not friendly, either. Imperial player characters will not have greater knowledge about Axos than is presented here, and it is very unlikely that any background that includes periods of time spent in Axos will be accepted. This may be subject to change based on activities that take place during the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreigners]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Axos&amp;diff=20619</id>
		<title>Axos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Axos&amp;diff=20619"/>
		<updated>2013-05-21T23:41:41Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Axou Religious Beliefs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The Axos Citadels are located to the south east of the Empire sharing a border with[[ Skoura]] and [[Urizen]]. Their name refers to the chain of citadels that protrude from the crags that line the coast. A people with an ancient history, the Aneleito Axou, or Merciless Axis, are an allegiance of sorcerous city states each answering to a sorcerer king.  The Citadels have fierce rivalries with each other, but stand together against the barbarians and the Empire. Due to the catastrophic losses they have suffered, they are more given to diplomatic outcomes and solutions. They have developed strong cultural ties with the people of the mountain in Skoura, trading with them for ore and stone in exchange for military aid and sorcerous assistance. .&lt;br /&gt;
&lt;br /&gt;
Never particularly friendly to the Empire, they politely closed their borders against Imperial traders in 207YE. Prior to that there had been a few border skirmishes, but given their closest neighbours were the Urizen, these skirmishes rarely came to anything. In 330 YE, diplomatic overtures from the Senator for [[Spiral]] were sent into Axos but rebuffed; it is believed that the Urizen were attempting to arrange a joint defence of that beleaguered territory but no records exist one way or another.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
The people of Axos are well educated and have a reputation for being cunning, pragmatic and arrogant - convinced that their way of life is superior to all others. Recent information about the Axou is sparse; since they closed their borders, most of what is known of their society is based on written works nearly a century and a half out of date.&lt;br /&gt;
&lt;br /&gt;
Their population is almost entirely concentrated in their massive citadels. Very different to the measured open spaces that characterize Urizen spires the diplomat Mercadia de Sarvos wrote in 196YE &amp;quot;&#039;&#039;It is as if someone has taken the city of Tassato, or perhaps a nest of vipers, and built it into the side of a mountain.&#039;&#039;&amp;quot; Of the people, Savella of Stormspire wrote in her short treatise &#039;&#039;Studies of the Axou&#039;&#039; &amp;quot;&#039;&#039;It is as if someone has taken all the misplaced confidence of the most boastful citizen of the League, mixed in the worst elements of the parochialism of the Marches, and then forced thousands of them to live on top of one another like rats!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
Like their neighbours and, allegedly, distant cousins the Urizen, the Axou are steeped in magical tradition. It is believed that their culture is strongly influenced by their mystical beliefs in - some might say obsession with - death and what happens afterwards.&lt;br /&gt;
&lt;br /&gt;
In person, Axou usually appear friendly and welcoming, but to Imperial citizens often seem superstitious and unpredictable. They are known to have made a great study of summoning and communicating with the spirits of the dead - a practice they call &#039;&#039;necromantia&#039;&#039;. Their skills in this area rival and in some areas exceed the knowledge of the Empire.&lt;br /&gt;
&lt;br /&gt;
The people are grouped into clans known as Ile, which appear to be organised in a very hierarchical fashion. In each Ile there is a circle of sorcerers known as the Ilae who are responsible for leading their household and holding its secrets. Amongst these, an Ilarch is chosen to lead the house and represent the Ile to the Commander of the Agema Guard. One Ile within each citadel is pre-eminent. The Ilarch that holds the Throne and the Crown of the citadel take the title of Grand Ilarch and have undisputed control over the citadel.&lt;br /&gt;
&lt;br /&gt;
==Abridged History==&lt;br /&gt;
The early &#039;&#039;Nikitis Axou&#039;&#039; or &#039;&#039;Victorious Axis&#039;&#039; were a nomadic people who navigated the Skoura plains using a series of peaks along the coast as markers for their hunting patterns. Over time, monuments were built on these peaks, then settlements, then the Axou Citadels that stand today. Imperial scholars theorize that the original Axou were cousins of the modern Urizen and [[Navarr]], although the Axou have denied this repeatedly. There is some evidence that exiles from the nations that would become the Eastern Empire found a welcome of sorts in Axou, and many Ile have [[Highguard|Highborn]], [[Dawn|Dawnish]] and [[Urizen]] ancestors. Unfortunately these exiled Imperial ancestors tend to have left dark reputations for heresy, criminality or sorcery behind them in the Empire, a fact which has in the past caused some tension with the Axou.&lt;br /&gt;
&lt;br /&gt;
During the time of [[Emperor Nicovar]] the Axou closed their borders; two years later they launched an unexpected attack into the Imperial territory of Spiral. The attack was eventually rebuffed, but seriously damaged relationships with the Axou from that point onwards. The motivation behind the Axou attacked are unclear, but it seems likely that it was an opportunistic activity by a single citadel looking to gain access to Urizen magical resources rather than a concerted effort of the entire nation.&lt;br /&gt;
&lt;br /&gt;
==Axou Military Concerns==&lt;br /&gt;
The armies of the Axou consist of the &#039;&#039;Agema&#039;&#039; and the &#039;&#039;Toxatai&#039;&#039;, heavy and light skirmishers respectively. Many Toxatai are magicians as well, wearing mage armour on the battle field. Agema by contrast are usually fully devoted to the fighting arts. Crescent shaped shields, long thin swords, and sorcerous rods are the weapons of choice among the Axou, although both the Agema and the Toxatai are known to make good use of compact bows before engaging in melee.&lt;br /&gt;
&lt;br /&gt;
Axou forces are often supported by small numbers of elite magical troops known as &#039;&#039;Tavos Ageli&#039;&#039;. These creatures are identified by their heavy armour and the face-covering masks that they wear. Urizen sentinels who have faced them in battle say that they appear to be moderately intelligent, or at least cunning, and appear to possess both great strength and barely controllable blood-lust. Their exact nature is unknown. Some scholars theorize that they are similar to the husks created with [[Quickening Cold Meat]], most likely preserved human corpses possessed by more powerful Winter spirits; others believe they are similar to the undying soldiers summoned with [[Clarion Call of Ivory and Dust]], perhaps the result of an enduring pact with an [[Eternals|Eternal]] such as [[Sorin]] or [[Kaela]].&lt;br /&gt;
&lt;br /&gt;
==Axou Economic Concerns==&lt;br /&gt;
The Axos do not trade with the Empire. The Axou have close ties with the Skoura who they rely on for many raw materials. The citadels that lie along the coast are known to make use of fleets of dark-sailed ships that have been encountered as far afield as [[Asavean Archipelago]] and [[Principalities of Jarm]]. They are known to trade extensively with the [[Sarcophan Delves]]. It is believed that the jungle-like forests of central Axos are a hostile environment with few raw materials, a serious problem for a nation with as much interest in magical implements and robes as the Axos. Prior to 307YE the Axou were known to offer a particularly good price for Imperial [[Materials#Dragonbone|dragonbone]]. They are also believed to have little access to Weirwood, and are known to import much of the Mithril they require from Skoura in return for access to the fine white granite with which they build and expand their citadels.&lt;br /&gt;
&lt;br /&gt;
The Axou have a reputation for being duplicitous and untrustworthy in matters of trade, but this may be based on a misconception. While the nation is united in matters of self-defence the individual citadels - and often individual families within them - see to their own trade agreements and one family or citadel rarely feels bound by an agreement made by another Ile or Ilarch.&lt;br /&gt;
&lt;br /&gt;
==Axou Religious Beliefs==&lt;br /&gt;
The Axou are known to have a series of spiritual beliefs based on the relationship between body and soul. They are known to dig vast mausoleum warrens beneath their Citadels where the dead are interred, and it is believed that they consider the passage of the soul into the Labyrinth of Ages to be a bad thing. Like many orc tribes, they are believed to revere the spirits of their ancestors to an unhealthy degree.&lt;br /&gt;
&lt;br /&gt;
Axou mystics use all manner of divinatory methods to seek to communicate with the spirits of the dead - cards and runes are common, especially runes carved from the bones of dead people. They are also known to pursue visionary trances, and in the past have sought access to [[Liao]] specifically to seek contact with dead spirits. Even the most sensible-appearing Axou will make offerings to the spirits of their dead ancestors who they appear to believe cluster around their living descendants at all times - the most common offerings appear to be alcohol and food mixed with the fresh blood of the offerer.&lt;br /&gt;
&lt;br /&gt;
It is important to the Axou that the bones of the fallen are taken back to the citadel - parallels are drawn with the [[The Marches|Marcher]] desire to be interred in Marcher soil. Following skirmishes with the Empire the Axou have been known to pay for the safe return of their fallen soldiers, and are known to honour every agreement they have made with Imperial troops designed to allow themselves and their opponents to recover the bodies of the dead and injured. On the rare occasions that Axou mercenaries have fought alongside Imperial troops, this single-minded desire to recover the bodies of the dead has lead to occasional problems - Axou troops will often take foolhardy risks in their pursuit of their dead comrades.&lt;br /&gt;
&lt;br /&gt;
==Axou Magic Traditions==&lt;br /&gt;
The magicians of Axos appear to be as competent and talented as their Imperial counterparts; if they have a weakness it is that each citadel and in many cases each Ile jealously guards it&#039;s own magical lore. The Axou are known to make regular deals with the Eternals, especially those of the Realms of Autumn and Night. Their interest in necromantia means that several seek out specific Winter eternals whose interests align with their own - especially [[Kaele]] and [[Sorin]].&lt;br /&gt;
&lt;br /&gt;
==Axou Territories==&lt;br /&gt;
Axos appears to be made up of six areas of land equivalent to an Imperial territory. Each Citadel is believed to be situated on the mausoleum of the founder of the structure, and is named for that founder. The land that surrounds the citadel shares the same name; so the Tunnels of Kaban control an area of land called Kaban. The six citadels of Axos are:&lt;br /&gt;
*  the &#039;&#039;&#039;Towers of Kantor&#039;&#039;&#039;; which has the closest ties of any of the Citadels with the Skoura&lt;br /&gt;
* the &#039;&#039;&#039;Chambers of Issyk&#039;&#039;&#039;; perhaps the most active of the citadels in external trade especially with the [[Principalities of Jarm]].&lt;br /&gt;
* the &#039;&#039;&#039;Tunnels of Kaban&#039;&#039;&#039;; known to be almost constantly at war with the [[Druj]] barbarians.&lt;br /&gt;
* the &#039;&#039;&#039;Gates of Ipatovo&#039;&#039;&#039;; like the Tunnels of Kaban engaged in war with the Druj.&lt;br /&gt;
* the &#039;&#039;&#039;Halls of Maykop&#039;&#039;&#039;, believed to have the largest necropolis in Axos and be home to the most advanced practitioners of necromantia.&lt;br /&gt;
* the &#039;&#039;&#039;Spires of Solokha&#039;&#039;&#039;; while this is the closest citadel to the Empire, it is believed to have been abandoned or destroyed at some point after the closing of the borders.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
TBC.&lt;br /&gt;
&lt;br /&gt;
==Axos in Play==&lt;br /&gt;
Axos lies near to the Empire, and the Axou speak the language known as Imperial, represented by English. Axos does not directly border any Imperial territory, and it&#039;s people are insular - much of the information presented here may be a century or so out-of-date. The Axou are not at war with the Empire, but they are not friendly, either. Imperial player characters will not have greater knowledge about Axos that is presented here, and it is very unlikely that any background that includes periods of time spend in Axos will be accepted. This may be subject to change based on activities that take place during the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreigners]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Axos&amp;diff=20618</id>
		<title>Axos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Axos&amp;diff=20618"/>
		<updated>2013-05-21T23:29:22Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Abridged History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The Axos Citadels are located to the south east of the Empire sharing a border with[[ Skoura]] and [[Urizen]]. Their name refers to the chain of citadels that protrude from the crags that line the coast. A people with an ancient history, the Aneleito Axou, or Merciless Axis, are an allegiance of sorcerous city states each answering to a sorcerer king.  The Citadels have fierce rivalries with each other, but stand together against the barbarians and the Empire. Due to the catastrophic losses they have suffered, they are more given to diplomatic outcomes and solutions. They have developed strong cultural ties with the people of the mountain in Skoura, trading with them for ore and stone in exchange for military aid and sorcerous assistance. .&lt;br /&gt;
&lt;br /&gt;
Never particularly friendly to the Empire, they politely closed their borders against Imperial traders in 207YE. Prior to that there had been a few border skirmishes, but given their closest neighbours were the Urizen, these skirmishes rarely came to anything. In 330 YE, diplomatic overtures from the Senator for [[Spiral]] were sent into Axos but rebuffed; it is believed that the Urizen were attempting to arrange a joint defence of that beleaguered territory but no records exist one way or another.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
The people of Axos are well educated and have a reputation for being cunning, pragmatic and arrogant - convinced that their way of life is superior to all others. Recent information about the Axou is sparse; since they closed their borders, most of what is known of their society is based on written works nearly a century and a half out of date.&lt;br /&gt;
&lt;br /&gt;
Their population is almost entirely concentrated in their massive citadels. Very different to the measured open spaces that characterize Urizen spires the diplomat Mercadia de Sarvos wrote in 196YE &amp;quot;&#039;&#039;It is as if someone has taken the city of Tassato, or perhaps a nest of vipers, and built it into the side of a mountain.&#039;&#039;&amp;quot; Of the people, Savella of Stormspire wrote in her short treatise &#039;&#039;Studies of the Axou&#039;&#039; &amp;quot;&#039;&#039;It is as if someone has taken all the misplaced confidence of the most boastful citizen of the League, mixed in the worst elements of the parochialism of the Marches, and then forced thousands of them to live on top of one another like rats!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
Like their neighbours and, allegedly, distant cousins the Urizen, the Axou are steeped in magical tradition. It is believed that their culture is strongly influenced by their mystical beliefs in - some might say obsession with - death and what happens afterwards.&lt;br /&gt;
&lt;br /&gt;
In person, Axou usually appear friendly and welcoming, but to Imperial citizens often seem superstitious and unpredictable. They are known to have made a great study of summoning and communicating with the spirits of the dead - a practice they call &#039;&#039;necromantia&#039;&#039;. Their skills in this area rival and in some areas exceed the knowledge of the Empire.&lt;br /&gt;
&lt;br /&gt;
The people are grouped into clans known as Ile, which appear to be organised in a very hierarchical fashion. In each Ile there is a circle of sorcerers known as the Ilae who are responsible for leading their household and holding its secrets. Amongst these, an Ilarch is chosen to lead the house and represent the Ile to the Commander of the Agema Guard. One Ile within each citadel is pre-eminent. The Ilarch that holds the Throne and the Crown of the citadel take the title of Grand Ilarch and have undisputed control over the citadel.&lt;br /&gt;
&lt;br /&gt;
==Abridged History==&lt;br /&gt;
The early &#039;&#039;Nikitis Axou&#039;&#039; or &#039;&#039;Victorious Axis&#039;&#039; were a nomadic people who navigated the Skoura plains using a series of peaks along the coast as markers for their hunting patterns. Over time, monuments were built on these peaks, then settlements, then the Axou Citadels that stand today. Imperial scholars theorize that the original Axou were cousins of the modern Urizen and [[Navarr]], although the Axou have denied this repeatedly. There is some evidence that exiles from the nations that would become the Eastern Empire found a welcome of sorts in Axou, and many Ile have [[Highguard|Highborn]], [[Dawn|Dawnish]] and [[Urizen]] ancestors. Unfortunately these exiled Imperial ancestors tend to have left dark reputations for heresy, criminality or sorcery behind them in the Empire, a fact which has in the past caused some tension with the Axou.&lt;br /&gt;
&lt;br /&gt;
During the time of [[Emperor Nicovar]] the Axou closed their borders; two years later they launched an unexpected attack into the Imperial territory of Spiral. The attack was eventually rebuffed, but seriously damaged relationships with the Axou from that point onwards. The motivation behind the Axou attacked are unclear, but it seems likely that it was an opportunistic activity by a single citadel looking to gain access to Urizen magical resources rather than a concerted effort of the entire nation.&lt;br /&gt;
&lt;br /&gt;
==Axou Military Concerns==&lt;br /&gt;
The armies of the Axou consist of the &#039;&#039;Agema&#039;&#039; and the &#039;&#039;Toxatai&#039;&#039;, heavy and light skirmishers respectively. Many Toxatai are magicians as well, wearing mage armour on the battle field. Agema by contrast are usually fully devoted to the fighting arts. Crescent shaped shields, long thin swords, and sorcerous rods are the weapons of choice among the Axou, although both the Agema and the Toxatai are known to make good use of compact bows before engaging in melee.&lt;br /&gt;
&lt;br /&gt;
Axou forces are often supported by small numbers of elite magical troops known as &#039;&#039;Tavos Ageli&#039;&#039;. These creatures are identified by their heavy armour and the face-covering masks that they wear. Urizen sentinels who have faced them in battle say that they appear to be moderately intelligent, or at least cunning, and appear to possess both great strength and barely controllable blood-lust. Their exact nature is unknown. Some scholars theorize that they are similar to the husks created with [[Quickening Cold Meat]], most likely preserved human corpses possessed by more powerful Winter spirits; others believe they are similar to the undying soldiers summoned with [[Clarion Call of Ivory and Dust]], perhaps the result of an enduring pact with an [[Eternals|Eternal]] such as [[Sorin]] or [[Kaela]].&lt;br /&gt;
&lt;br /&gt;
==Axou Economic Concerns==&lt;br /&gt;
The Axos do not trade with the Empire. The Axou have close ties with the Skoura who they rely on for many raw materials. The citadels that lie along the coast are known to make use of fleets of dark-sailed ships that have been encountered as far afield as [[Asavean Archipelago]] and [[Principalities of Jarm]]. They are known to trade extensively with the [[Sarcophan Delves]]. It is believed that the jungle-like forests of central Axos are a hostile environment with few raw materials, a serious problem for a nation with as much interest in magical implements and robes as the Axos. Prior to 307YE the Axou were known to offer a particularly good price for Imperial [[Materials#Dragonbone|dragonbone]]. They are also believed to have little access to Weirwood, and are known to import much of the Mithril they require from Skoura in return for access to the fine white granite with which they build and expand their citadels.&lt;br /&gt;
&lt;br /&gt;
The Axou have a reputation for being duplicitous and untrustworthy in matters of trade, but this may be based on a misconception. While the nation is united in matters of self-defence the individual citadels - and often individual families within them - see to their own trade agreements and one family or citadel rarely feels bound by an agreement made by another Ile or Ilarch.&lt;br /&gt;
&lt;br /&gt;
==Axou Religious Beliefs==&lt;br /&gt;
The Axou are known to have a series of spiritual beliefs based on the relationship between body and soul. They are known to dig vast mausoleum warrens beneath their Citadels where the dead are interred, and it is believed that they consider the passage of the soul into the Labyrinth of Ages to be a bad thing. Like many orc tribes, they are believed to revere the spirits of their ancestors to an unhealthy degree.&lt;br /&gt;
&lt;br /&gt;
Axou mystics use all manner of divinatory methods to seek to communicate with the spirits of the dead - cards and runes are common, especially runes carved from the bones of dead people. They are also known to pursue visionary trances, and in the past have sought access to [[Liao]] specifically to seek contact with dead spirits. Even the most sensible-appearing Axou will make offerings to the spirits of their dead ancestors who they appear to believe cluster around their living descendants at all times - the most common offerings appear to be alcohol and food mixed with the fresh blood of the offerer.&lt;br /&gt;
&lt;br /&gt;
It is important to the Axou that the bones of the fallen are taken back to the citadel - parallels are drawn with the [[The Marches|Marcher]] desire to be interred in Marcher soul. Following skirmishes with the Empire the Axou have been known to pay for the safe return of their fallen soldiers, and are known to honour every agreement they have made with Imperial troops designed to allow themselves and their opponents to recover the bodies of the dead and injured. On the rare occasions that Axou mercenaries have fought alongside Imperial troops, this single-minded desire to recover the bodies of the dead has lead to occasional problems - Axou troops will often take foolhardy risks in their pursuit of their dead comrades. &lt;br /&gt;
&lt;br /&gt;
==Axou Magic Traditions==&lt;br /&gt;
The magicians of Axos appear to be as competent and talented as their Imperial counterparts; if they have a weakness it is that each citadel and in many cases each Ile jealously guards it&#039;s own magical lore. The Axou are known to make regular deals with the Eternals, especially those of the Realms of Autumn and Night. Their interest in necromantia means that several seek out specific Winter eternals whose interests align with their own - especially [[Kaele]] and [[Sorin]].&lt;br /&gt;
&lt;br /&gt;
==Axou Territories==&lt;br /&gt;
Axos appears to be made up of six areas of land equivalent to an Imperial territory. Each Citadel is believed to be situated on the mausoleum of the founder of the structure, and is named for that founder. The land that surrounds the citadel shares the same name; so the Tunnels of Kaban control an area of land called Kaban. The six citadels of Axos are:&lt;br /&gt;
*  the &#039;&#039;&#039;Towers of Kantor&#039;&#039;&#039;; which has the closest ties of any of the Citadels with the Skoura&lt;br /&gt;
* the &#039;&#039;&#039;Chambers of Issyk&#039;&#039;&#039;; perhaps the most active of the citadels in external trade especially with the [[Principalities of Jarm]].&lt;br /&gt;
* the &#039;&#039;&#039;Tunnels of Kaban&#039;&#039;&#039;; known to be almost constantly at war with the [[Druj]] barbarians.&lt;br /&gt;
* the &#039;&#039;&#039;Gates of Ipatovo&#039;&#039;&#039;; like the Tunnels of Kaban engaged in war with the Druj.&lt;br /&gt;
* the &#039;&#039;&#039;Halls of Maykop&#039;&#039;&#039;, believed to have the largest necropolis in Axos and be home to the most advanced practitioners of necromantia.&lt;br /&gt;
* the &#039;&#039;&#039;Spires of Solokha&#039;&#039;&#039;; while this is the closest citadel to the Empire, it is believed to have been abandoned or destroyed at some point after the closing of the borders.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
TBC.&lt;br /&gt;
&lt;br /&gt;
==Axos in Play==&lt;br /&gt;
Axos lies near to the Empire, and the Axou speak the language known as Imperial, represented by English. Axos does not directly border any Imperial territory, and it&#039;s people are insular - much of the information presented here may be a century or so out-of-date. The Axou are not at war with the Empire, but they are not friendly, either. Imperial player characters will not have greater knowledge about Axos that is presented here, and it is very unlikely that any background that includes periods of time spend in Axos will be accepted. This may be subject to change based on activities that take place during the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreigners]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Axos&amp;diff=20617</id>
		<title>Axos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Axos&amp;diff=20617"/>
		<updated>2013-05-21T23:27:12Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Culture and Customs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The Axos Citadels are located to the south east of the Empire sharing a border with[[ Skoura]] and [[Urizen]]. Their name refers to the chain of citadels that protrude from the crags that line the coast. A people with an ancient history, the Aneleito Axou, or Merciless Axis, are an allegiance of sorcerous city states each answering to a sorcerer king.  The Citadels have fierce rivalries with each other, but stand together against the barbarians and the Empire. Due to the catastrophic losses they have suffered, they are more given to diplomatic outcomes and solutions. They have developed strong cultural ties with the people of the mountain in Skoura, trading with them for ore and stone in exchange for military aid and sorcerous assistance. .&lt;br /&gt;
&lt;br /&gt;
Never particularly friendly to the Empire, they politely closed their borders against Imperial traders in 207YE. Prior to that there had been a few border skirmishes, but given their closest neighbours were the Urizen, these skirmishes rarely came to anything. In 330 YE, diplomatic overtures from the Senator for [[Spiral]] were sent into Axos but rebuffed; it is believed that the Urizen were attempting to arrange a joint defence of that beleaguered territory but no records exist one way or another.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
The people of Axos are well educated and have a reputation for being cunning, pragmatic and arrogant - convinced that their way of life is superior to all others. Recent information about the Axou is sparse; since they closed their borders, most of what is known of their society is based on written works nearly a century and a half out of date.&lt;br /&gt;
&lt;br /&gt;
Their population is almost entirely concentrated in their massive citadels. Very different to the measured open spaces that characterize Urizen spires the diplomat Mercadia de Sarvos wrote in 196YE &amp;quot;&#039;&#039;It is as if someone has taken the city of Tassato, or perhaps a nest of vipers, and built it into the side of a mountain.&#039;&#039;&amp;quot; Of the people, Savella of Stormspire wrote in her short treatise &#039;&#039;Studies of the Axou&#039;&#039; &amp;quot;&#039;&#039;It is as if someone has taken all the misplaced confidence of the most boastful citizen of the League, mixed in the worst elements of the parochialism of the Marches, and then forced thousands of them to live on top of one another like rats!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
Like their neighbours and, allegedly, distant cousins the Urizen, the Axou are steeped in magical tradition. It is believed that their culture is strongly influenced by their mystical beliefs in - some might say obsession with - death and what happens afterwards.&lt;br /&gt;
&lt;br /&gt;
In person, Axou usually appear friendly and welcoming, but to Imperial citizens often seem superstitious and unpredictable. They are known to have made a great study of summoning and communicating with the spirits of the dead - a practice they call &#039;&#039;necromantia&#039;&#039;. Their skills in this area rival and in some areas exceed the knowledge of the Empire.&lt;br /&gt;
&lt;br /&gt;
The people are grouped into clans known as Ile, which appear to be organised in a very hierarchical fashion. In each Ile there is a circle of sorcerers known as the Ilae who are responsible for leading their household and holding its secrets. Amongst these, an Ilarch is chosen to lead the house and represent the Ile to the Commander of the Agema Guard. One Ile within each citadel is pre-eminent. The Ilarch that holds the Throne and the Crown of the citadel take the title of Grand Ilarch and have undisputed control over the citadel.&lt;br /&gt;
&lt;br /&gt;
==Abridged History==&lt;br /&gt;
The early &#039;&#039;Nikitis Axou&#039;&#039; or &#039;&#039;Victorious Axis&#039;&#039; were a nomadic people who navigated the Skoura plains using a series of peaks along the coast as markers for their hunting patterns. Over time, monuments were built on these peaks, then settlements, then the Axou Citadels that stand today. Imperial scholars theorize that the original Axou were cousins of the modern Urizen and [[Navarr]], although the Axou have denied this repeatedly. There is some evidence that exiles from the nations that would become the Eastern Empire found a welcome of sorts in Axou, and many Ile have [[Highguard|Highborn]], [[Dawn|Dawnish]] and [[Urizen}} ancestors. Unfortunately these exiled Imperial ancestors tend to have left dark reputations for heresy, criminality or sorcery behind them in the Empire, a fact which has in the past caused some tension with the Axou.&lt;br /&gt;
&lt;br /&gt;
During the time of [[Emperor Nicovar]] the Axou closed their borders; two years later they launched an unexpected attack into the Imperial territory of Spiral. The attack was eventually rebuffed, but seriously damaged relationships with the Axou from that point onwards. The motivation behind the Axou attacked are unclear, but it seems likely that it was an opportunistic activity by a single citadel looking to gain access to Urizen magical resources rather than a concerted effort of the entire nation.&lt;br /&gt;
&lt;br /&gt;
==Axou Military Concerns==&lt;br /&gt;
The armies of the Axou consist of the &#039;&#039;Agema&#039;&#039; and the &#039;&#039;Toxatai&#039;&#039;, heavy and light skirmishers respectively. Many Toxatai are magicians as well, wearing mage armour on the battle field. Agema by contrast are usually fully devoted to the fighting arts. Crescent shaped shields, long thin swords, and sorcerous rods are the weapons of choice among the Axou, although both the Agema and the Toxatai are known to make good use of compact bows before engaging in melee.&lt;br /&gt;
&lt;br /&gt;
Axou forces are often supported by small numbers of elite magical troops known as &#039;&#039;Tavos Ageli&#039;&#039;. These creatures are identified by their heavy armour and the face-covering masks that they wear. Urizen sentinels who have faced them in battle say that they appear to be moderately intelligent, or at least cunning, and appear to possess both great strength and barely controllable blood-lust. Their exact nature is unknown. Some scholars theorize that they are similar to the husks created with [[Quickening Cold Meat]], most likely preserved human corpses possessed by more powerful Winter spirits; others believe they are similar to the undying soldiers summoned with [[Clarion Call of Ivory and Dust]], perhaps the result of an enduring pact with an [[Eternals|Eternal]] such as [[Sorin]] or [[Kaela]].&lt;br /&gt;
&lt;br /&gt;
==Axou Economic Concerns==&lt;br /&gt;
The Axos do not trade with the Empire. The Axou have close ties with the Skoura who they rely on for many raw materials. The citadels that lie along the coast are known to make use of fleets of dark-sailed ships that have been encountered as far afield as [[Asavean Archipelago]] and [[Principalities of Jarm]]. They are known to trade extensively with the [[Sarcophan Delves]]. It is believed that the jungle-like forests of central Axos are a hostile environment with few raw materials, a serious problem for a nation with as much interest in magical implements and robes as the Axos. Prior to 307YE the Axou were known to offer a particularly good price for Imperial [[Materials#Dragonbone|dragonbone]]. They are also believed to have little access to Weirwood, and are known to import much of the Mithril they require from Skoura in return for access to the fine white granite with which they build and expand their citadels.&lt;br /&gt;
&lt;br /&gt;
The Axou have a reputation for being duplicitous and untrustworthy in matters of trade, but this may be based on a misconception. While the nation is united in matters of self-defence the individual citadels - and often individual families within them - see to their own trade agreements and one family or citadel rarely feels bound by an agreement made by another Ile or Ilarch.&lt;br /&gt;
&lt;br /&gt;
==Axou Religious Beliefs==&lt;br /&gt;
The Axou are known to have a series of spiritual beliefs based on the relationship between body and soul. They are known to dig vast mausoleum warrens beneath their Citadels where the dead are interred, and it is believed that they consider the passage of the soul into the Labyrinth of Ages to be a bad thing. Like many orc tribes, they are believed to revere the spirits of their ancestors to an unhealthy degree.&lt;br /&gt;
&lt;br /&gt;
Axou mystics use all manner of divinatory methods to seek to communicate with the spirits of the dead - cards and runes are common, especially runes carved from the bones of dead people. They are also known to pursue visionary trances, and in the past have sought access to [[Liao]] specifically to seek contact with dead spirits. Even the most sensible-appearing Axou will make offerings to the spirits of their dead ancestors who they appear to believe cluster around their living descendants at all times - the most common offerings appear to be alcohol and food mixed with the fresh blood of the offerer.&lt;br /&gt;
&lt;br /&gt;
It is important to the Axou that the bones of the fallen are taken back to the citadel - parallels are drawn with the [[The Marches|Marcher]] desire to be interred in Marcher soul. Following skirmishes with the Empire the Axou have been known to pay for the safe return of their fallen soldiers, and are known to honour every agreement they have made with Imperial troops designed to allow themselves and their opponents to recover the bodies of the dead and injured. On the rare occasions that Axou mercenaries have fought alongside Imperial troops, this single-minded desire to recover the bodies of the dead has lead to occasional problems - Axou troops will often take foolhardy risks in their pursuit of their dead comrades. &lt;br /&gt;
&lt;br /&gt;
==Axou Magic Traditions==&lt;br /&gt;
The magicians of Axos appear to be as competent and talented as their Imperial counterparts; if they have a weakness it is that each citadel and in many cases each Ile jealously guards it&#039;s own magical lore. The Axou are known to make regular deals with the Eternals, especially those of the Realms of Autumn and Night. Their interest in necromantia means that several seek out specific Winter eternals whose interests align with their own - especially [[Kaele]] and [[Sorin]].&lt;br /&gt;
&lt;br /&gt;
==Axou Territories==&lt;br /&gt;
Axos appears to be made up of six areas of land equivalent to an Imperial territory. Each Citadel is believed to be situated on the mausoleum of the founder of the structure, and is named for that founder. The land that surrounds the citadel shares the same name; so the Tunnels of Kaban control an area of land called Kaban. The six citadels of Axos are:&lt;br /&gt;
*  the &#039;&#039;&#039;Towers of Kantor&#039;&#039;&#039;; which has the closest ties of any of the Citadels with the Skoura&lt;br /&gt;
* the &#039;&#039;&#039;Chambers of Issyk&#039;&#039;&#039;; perhaps the most active of the citadels in external trade especially with the [[Principalities of Jarm]].&lt;br /&gt;
* the &#039;&#039;&#039;Tunnels of Kaban&#039;&#039;&#039;; known to be almost constantly at war with the [[Druj]] barbarians.&lt;br /&gt;
* the &#039;&#039;&#039;Gates of Ipatovo&#039;&#039;&#039;; like the Tunnels of Kaban engaged in war with the Druj.&lt;br /&gt;
* the &#039;&#039;&#039;Halls of Maykop&#039;&#039;&#039;, believed to have the largest necropolis in Axos and be home to the most advanced practitioners of necromantia.&lt;br /&gt;
* the &#039;&#039;&#039;Spires of Solokha&#039;&#039;&#039;; while this is the closest citadel to the Empire, it is believed to have been abandoned or destroyed at some point after the closing of the borders.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
TBC.&lt;br /&gt;
&lt;br /&gt;
==Axos in Play==&lt;br /&gt;
Axos lies near to the Empire, and the Axou speak the language known as Imperial, represented by English. Axos does not directly border any Imperial territory, and it&#039;s people are insular - much of the information presented here may be a century or so out-of-date. The Axou are not at war with the Empire, but they are not friendly, either. Imperial player characters will not have greater knowledge about Axos that is presented here, and it is very unlikely that any background that includes periods of time spend in Axos will be accepted. This may be subject to change based on activities that take place during the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreigners]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_Council&amp;diff=19888</id>
		<title>Military Council</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_Council&amp;diff=19888"/>
		<updated>2013-04-05T09:58:56Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Nation Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Military Council is the gathering of Imperial generals who determine the strategic plans for the [[Imperial armies|Empire’s armies]]. Comprised of each Imperial general and their staff, it meets during each festival to review the current state of the Empire’s wars and to plan future campaigns.&lt;br /&gt;
&lt;br /&gt;
During these meetings, the Empire uses the opportunities for gate travel to send their heroes to fight pitched [[battles]] against the barbarians. The generals decide which of the opportunities divined by the Civil Service they will attempt, who will go and who will be in command.&lt;br /&gt;
&lt;br /&gt;
==Role within the Empire==&lt;br /&gt;
The Military Council prosecutes the Empire&#039;s wars against the barbarians and defending her borders. Declarations and cessations of war can only be made by the Senate, but is solely empowered to decide on how war should be prosecuted. They also play a minor role in the judicial system; the council has the power to release individuals who have been sentenced to fight to the death in battle, if service has been exemplery. &lt;br /&gt;
&lt;br /&gt;
==Entry Requirements==&lt;br /&gt;
The generals are appointed by the senators of that nation by unanimous vote. In the event the senators are unable to collectively agree on their choice of generals, then the Senate as a whole votes on the matter, with candidates from the nation presenting themselves to the Senate.&lt;br /&gt;
&lt;br /&gt;
Each general is permitted to bring an adjutant to the council with them, but only those with a vote on the council can speak unless invited to do so. In practice the rule is rarely enforced unless the tent is crowded or those present are being disruptive. Synod members have the right of witness, but cannot speak unless invited to do so.&lt;br /&gt;
&lt;br /&gt;
However the constitution explicitly forbids senators from entering the Military Council under any circumstances. Some historical scholars claim this reflects the importance the First Empress and her advisers placed on the separating the business of war from the busines of politics. Less flattering interpretations point out that since the Empress (or Emperor) is a member of both chambers, this ruling also enhances the prestiege and power of The Throne.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The structure of the Military Council and the Imperial armies was laid down at the creation of the Empire. The Marcher Steward, Tom Drake, argued passionately that the command of Marchers yeoman must be with a yeoman. He point blank refused to compromise, for Drake it was about the principle of representation and the right for Marchers to choose who they raised up. But his vision of armies raised within nations and led by generals of those nations appointed by their senators quickly gained ground easing concerns that the Empress might wield the might of the armies as a tyrant.&lt;br /&gt;
&lt;br /&gt;
==Powers and functions==&lt;br /&gt;
===Command of an army===&lt;br /&gt;
A general commands a single Imperial army, usually of around 5000 fresh recruits, drawn from volunteers from their nation. Once a general is given their command, they have sole authority to order the army to move or attack as they choose. Traditionally the generals of one nation will cooperate but it is not a requirement and a general is within his right to give orders as they see fit.&lt;br /&gt;
&lt;br /&gt;
Generals do not have control of the logistics of their army, all these matters are handled for them by the civil service. Some generals choose to fight in the field with their army, others prefer to issue orders only, but either way such matters are &#039;&#039;&#039;not handled during the political meetings at Anvil&#039;&#039;&#039;. Experience has shown that all attempts to plan intricate tactics for a vast military campaign that will span the next three months are worse than pointless.&lt;br /&gt;
&lt;br /&gt;
As a result the civil service will not accept any instruction from a general for precise tactical deployments or operations. What is decided at Anvil is where the army will move and where it will fight - over the next three months and nothing more. It is this decision that the general must make when at Anvil.&lt;br /&gt;
&lt;br /&gt;
===Battle Opportunities===&lt;br /&gt;
During the meetings at Anvil, the Empire has the opportunity to intervene in the ongoing campaigns that the armies are fighting. These interventions are critical to the fortunes of the campaign and the ability to intervene in this way is the Empire&#039;s greatest tactical asset. The goal is for the heroes of the Empire, who are gathered together at Anvil, to commit themselves to a single pitched battle with the Empire&#039;s enemies at the most pivotal point and thereby turn the tide of war in the Empire&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
The opportunities to intervene are prepared for the generals by the civil service who make extensive use of day and night magic divinations and collate numerous military intelligence reports to assess the most effective locations to strike.&lt;br /&gt;
&lt;br /&gt;
Usually, however there are more opportunities to strike, than there are chances to use the portal. When this occurs, the military council must choose which opportunities to take. If the council cannot reach a consensus, then the Military Council most vote. In this case, each general has a single vote with ties being decided by The Throne. Deadlock has only ever occurred once in the history of the Empire - and the outcome was determined by drawing runes from a bag; since then common sense has reigned.&lt;br /&gt;
&lt;br /&gt;
===Nation Support===&lt;br /&gt;
Once the battle opportunities are chosen, each nation must decide which battle they wish to support. The portal is not powerful enough to allow the transport of all the Imperial Heroes, so only the very best of each nation attend Anvil and the nations have to choose which battle they will fight.&lt;br /&gt;
&lt;br /&gt;
Because of the nature of the magic involved, a nation must take the field together. The only exception is for bands with a magic standard that carries the Mercenary Banner enchantment. The members of this band can choose to fight with their nation or instead fight a different battle with their banner. Other than this, the nation&#039;s heroes take the field together.&lt;br /&gt;
&lt;br /&gt;
The Imperial Civil service use day magic to calculate what distribution of nations may travel on each battle. They give this information to the generals and they discuss amongst themselves which nations will fight on which battles. These discussions are often heated, but are usually resolved sensibly - the generals know from bitter experience that political maneuvering that is too overt can damage a nation&#039;s morale if they are sent to fight in a battle in which they have little interest. As a result the council tries to find the best allocation for all.&lt;br /&gt;
&lt;br /&gt;
If they cannot agree an allocation by the time a decision must be made, then the matter is put to a vote, with each member of the Military Council present receiving a single vote.&lt;br /&gt;
&lt;br /&gt;
===Choosing a Field Commander===&lt;br /&gt;
After the nations have been allocated to battle then the Military Council must choose a single individual to act as overall battlefield commander for that battle. Like the issue of nation support this is often incredibly contentious; consensus is the ideal and is often reached, but if it cannot be generally agreed upon, then all suggested candidates are put to the vote, with the candidate receiving the least votes being eliminated each time until only one remains.&lt;br /&gt;
&lt;br /&gt;
The field commander has the ultimate authority for determining the plan for the battle and the responsibility for winning the battle opportunity for the Empire. The field commander is legally required to report to the Senate on the conduct and outcome of a battle, including any exceptional actions undertaken by individuals or banners under her command, as well as explaining any failures that took place.&lt;br /&gt;
&lt;br /&gt;
===Pardon===&lt;br /&gt;
Imperial magistrates may condemn a character to military penal service in the Empire&#039;s armies. These individuals are legally bound to fight with their nation and are expected to be given direct orders by the generals in every battle that they fight. Military penal service is instead of the death penalty so it is considered appropriate to give them high risk orders appropriate to their status and they can be legally executed for disobeying these orders.&lt;br /&gt;
&lt;br /&gt;
If a character or group sentenced to military penal service performs exceptionally well over a prolonged period of time it is possible for the Military Council to vote to grant them a pardon them for their crimes.&lt;br /&gt;
&lt;br /&gt;
==OOC Explanation==&lt;br /&gt;
This is an additional OOC explanation to try to make crystal clear how war and battles happen in Empire. The Empire has approximately twenty armies at its disposal of approximately 5000 men each. These armies are sent on campaign by the general issuing a single order at each event, instructing them on where to go and whether to attack or defend.&lt;br /&gt;
&lt;br /&gt;
Between the events Profound Decisions will compare the deployment of the Empire&#039;s armies with the deployment of the barbarian forces and will calculate, with no random factor - the rough outcome that is going to result.&lt;br /&gt;
&lt;br /&gt;
This outcome forms the basis for the prediction produced by the Imperial Civil Service (using divination magic) for the generals. In effect, they are told what the outcome will be if they do not intervene in anyway. They then have a set of battle options to intervene, which will affect this outcome. The better they do on their battle, the more objectives they achieve, the more positive the impact on the outcome of the military campaign that their armies are engaged in. In effect the random element of the clash of armies is the represented by the dyanmic impact of the battles the players fight.&lt;br /&gt;
&lt;br /&gt;
An analogy that one of the authors of the system used was that of Sharpe from the novels by Bernard Cornwall - Wellington is on campaign with his army in Spain - his army of thousands spends months maneuvering and fighting battles with the French - but the outcome is always critically affectd by the actions of Sharpe and his small band of elite soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Empire]]&lt;br /&gt;
[[Category:Military Council]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_Council&amp;diff=19887</id>
		<title>Military Council</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_Council&amp;diff=19887"/>
		<updated>2013-04-05T09:56:32Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Battle Opportunities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Military Council is the gathering of Imperial generals who determine the strategic plans for the [[Imperial armies|Empire’s armies]]. Comprised of each Imperial general and their staff, it meets during each festival to review the current state of the Empire’s wars and to plan future campaigns.&lt;br /&gt;
&lt;br /&gt;
During these meetings, the Empire uses the opportunities for gate travel to send their heroes to fight pitched [[battles]] against the barbarians. The generals decide which of the opportunities divined by the Civil Service they will attempt, who will go and who will be in command.&lt;br /&gt;
&lt;br /&gt;
==Role within the Empire==&lt;br /&gt;
The Military Council prosecutes the Empire&#039;s wars against the barbarians and defending her borders. Declarations and cessations of war can only be made by the Senate, but is solely empowered to decide on how war should be prosecuted. They also play a minor role in the judicial system; the council has the power to release individuals who have been sentenced to fight to the death in battle, if service has been exemplery. &lt;br /&gt;
&lt;br /&gt;
==Entry Requirements==&lt;br /&gt;
The generals are appointed by the senators of that nation by unanimous vote. In the event the senators are unable to collectively agree on their choice of generals, then the Senate as a whole votes on the matter, with candidates from the nation presenting themselves to the Senate.&lt;br /&gt;
&lt;br /&gt;
Each general is permitted to bring an adjutant to the council with them, but only those with a vote on the council can speak unless invited to do so. In practice the rule is rarely enforced unless the tent is crowded or those present are being disruptive. Synod members have the right of witness, but cannot speak unless invited to do so.&lt;br /&gt;
&lt;br /&gt;
However the constitution explicitly forbids senators from entering the Military Council under any circumstances. Some historical scholars claim this reflects the importance the First Empress and her advisers placed on the separating the business of war from the busines of politics. Less flattering interpretations point out that since the Empress (or Emperor) is a member of both chambers, this ruling also enhances the prestiege and power of The Throne.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The structure of the Military Council and the Imperial armies was laid down at the creation of the Empire. The Marcher Steward, Tom Drake, argued passionately that the command of Marchers yeoman must be with a yeoman. He point blank refused to compromise, for Drake it was about the principle of representation and the right for Marchers to choose who they raised up. But his vision of armies raised within nations and led by generals of those nations appointed by their senators quickly gained ground easing concerns that the Empress might wield the might of the armies as a tyrant.&lt;br /&gt;
&lt;br /&gt;
==Powers and functions==&lt;br /&gt;
===Command of an army===&lt;br /&gt;
A general commands a single Imperial army, usually of around 5000 fresh recruits, drawn from volunteers from their nation. Once a general is given their command, they have sole authority to order the army to move or attack as they choose. Traditionally the generals of one nation will cooperate but it is not a requirement and a general is within his right to give orders as they see fit.&lt;br /&gt;
&lt;br /&gt;
Generals do not have control of the logistics of their army, all these matters are handled for them by the civil service. Some generals choose to fight in the field with their army, others prefer to issue orders only, but either way such matters are &#039;&#039;&#039;not handled during the political meetings at Anvil&#039;&#039;&#039;. Experience has shown that all attempts to plan intricate tactics for a vast military campaign that will span the next three months are worse than pointless.&lt;br /&gt;
&lt;br /&gt;
As a result the civil service will not accept any instruction from a general for precise tactical deployments or operations. What is decided at Anvil is where the army will move and where it will fight - over the next three months and nothing more. It is this decision that the general must make when at Anvil.&lt;br /&gt;
&lt;br /&gt;
===Battle Opportunities===&lt;br /&gt;
During the meetings at Anvil, the Empire has the opportunity to intervene in the ongoing campaigns that the armies are fighting. These interventions are critical to the fortunes of the campaign and the ability to intervene in this way is the Empire&#039;s greatest tactical asset. The goal is for the heroes of the Empire, who are gathered together at Anvil, to commit themselves to a single pitched battle with the Empire&#039;s enemies at the most pivotal point and thereby turn the tide of war in the Empire&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
The opportunities to intervene are prepared for the generals by the civil service who make extensive use of day and night magic divinations and collate numerous military intelligence reports to assess the most effective locations to strike.&lt;br /&gt;
&lt;br /&gt;
Usually, however there are more opportunities to strike, than there are chances to use the portal. When this occurs, the military council must choose which opportunities to take. If the council cannot reach a consensus, then the Military Council most vote. In this case, each general has a single vote with ties being decided by The Throne. Deadlock has only ever occurred once in the history of the Empire - and the outcome was determined by drawing runes from a bag; since then common sense has reigned.&lt;br /&gt;
&lt;br /&gt;
===Nation Support===&lt;br /&gt;
Once the battle opportunities are chosen, each nation must decide which battle they wish to support. The portal is not powerful enough to allow the transport of all the Imperial Heroes, so only the very best of each nation attend Anvil and the nations have to choose which battle they will fight.&lt;br /&gt;
&lt;br /&gt;
Because of the natre of the magic involved, a nation must take the field together. The only exception is for bands with a magic standard that carries the Mercenary Banner enchantment. The members of this band can choose to fight with their nation or instead fight a different battle with their banner. Other than this, the nation&#039;s heroes take the field together.&lt;br /&gt;
&lt;br /&gt;
The Imperial Civil service use day magic to calculate what distribution of nations may travel on each battle. They give this information to the generals and they discuss amongst themselves which nations will fight on which battles. These discussions are often heated, but are usually resolved sensibly - the generals know from bitter experience that political maneuvering that is too overt can damage a nation&#039;s morale if they are sent to fight in a battle in which they have little interest. As a result the council tries to find the best allocation for all.&lt;br /&gt;
&lt;br /&gt;
If they cannot agree an allocation by the time a decision must be made, then the matter is put to a vote, with each member of the Military Council present receiving a single vote.&lt;br /&gt;
&lt;br /&gt;
===Choosing a Field Commander===&lt;br /&gt;
After the nations have been allocated to battle then the Military Council must choose a single individual to act as overall battlefield commander for that battle. Like the issue of nation support this is often incredibly contentious; consensus is the ideal and is often reached, but if it cannot be generally agreed upon, then all suggested candidates are put to the vote, with the candidate receiving the least votes being eliminated each time until only one remains.&lt;br /&gt;
&lt;br /&gt;
The field commander has the ultimate authority for determining the plan for the battle and the responsibility for winning the battle opportunity for the Empire. The field commander is legally required to report to the Senate on the conduct and outcome of a battle, including any exceptional actions undertaken by individuals or banners under her command, as well as explaining any failures that took place.&lt;br /&gt;
&lt;br /&gt;
===Pardon===&lt;br /&gt;
Imperial magistrates may condemn a character to military penal service in the Empire&#039;s armies. These individuals are legally bound to fight with their nation and are expected to be given direct orders by the generals in every battle that they fight. Military penal service is instead of the death penalty so it is considered appropriate to give them high risk orders appropriate to their status and they can be legally executed for disobeying these orders.&lt;br /&gt;
&lt;br /&gt;
If a character or group sentenced to military penal service performs exceptionally well over a prolonged period of time it is possible for the Military Council to vote to grant them a pardon them for their crimes.&lt;br /&gt;
&lt;br /&gt;
==OOC Explanation==&lt;br /&gt;
This is an additional OOC explanation to try to make crystal clear how war and battles happen in Empire. The Empire has approximately twenty armies at its disposal of approximately 5000 men each. These armies are sent on campaign by the general issuing a single order at each event, instructing them on where to go and whether to attack or defend.&lt;br /&gt;
&lt;br /&gt;
Between the events Profound Decisions will compare the deployment of the Empire&#039;s armies with the deployment of the barbarian forces and will calculate, with no random factor - the rough outcome that is going to result.&lt;br /&gt;
&lt;br /&gt;
This outcome forms the basis for the prediction produced by the Imperial Civil Service (using divination magic) for the generals. In effect, they are told what the outcome will be if they do not intervene in anyway. They then have a set of battle options to intervene, which will affect this outcome. The better they do on their battle, the more objectives they achieve, the more positive the impact on the outcome of the military campaign that their armies are engaged in. In effect the random element of the clash of armies is the represented by the dyanmic impact of the battles the players fight.&lt;br /&gt;
&lt;br /&gt;
An analogy that one of the authors of the system used was that of Sharpe from the novels by Bernard Cornwall - Wellington is on campaign with his army in Spain - his army of thousands spends months maneuvering and fighting battles with the French - but the outcome is always critically affectd by the actions of Sharpe and his small band of elite soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Empire]]&lt;br /&gt;
[[Category:Military Council]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_Council&amp;diff=19886</id>
		<title>Military Council</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_Council&amp;diff=19886"/>
		<updated>2013-04-05T09:53:11Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Command of an army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Military Council is the gathering of Imperial generals who determine the strategic plans for the [[Imperial armies|Empire’s armies]]. Comprised of each Imperial general and their staff, it meets during each festival to review the current state of the Empire’s wars and to plan future campaigns.&lt;br /&gt;
&lt;br /&gt;
During these meetings, the Empire uses the opportunities for gate travel to send their heroes to fight pitched [[battles]] against the barbarians. The generals decide which of the opportunities divined by the Civil Service they will attempt, who will go and who will be in command.&lt;br /&gt;
&lt;br /&gt;
==Role within the Empire==&lt;br /&gt;
The Military Council prosecutes the Empire&#039;s wars against the barbarians and defending her borders. Declarations and cessations of war can only be made by the Senate, but is solely empowered to decide on how war should be prosecuted. They also play a minor role in the judicial system; the council has the power to release individuals who have been sentenced to fight to the death in battle, if service has been exemplery. &lt;br /&gt;
&lt;br /&gt;
==Entry Requirements==&lt;br /&gt;
The generals are appointed by the senators of that nation by unanimous vote. In the event the senators are unable to collectively agree on their choice of generals, then the Senate as a whole votes on the matter, with candidates from the nation presenting themselves to the Senate.&lt;br /&gt;
&lt;br /&gt;
Each general is permitted to bring an adjutant to the council with them, but only those with a vote on the council can speak unless invited to do so. In practice the rule is rarely enforced unless the tent is crowded or those present are being disruptive. Synod members have the right of witness, but cannot speak unless invited to do so.&lt;br /&gt;
&lt;br /&gt;
However the constitution explicitly forbids senators from entering the Military Council under any circumstances. Some historical scholars claim this reflects the importance the First Empress and her advisers placed on the separating the business of war from the busines of politics. Less flattering interpretations point out that since the Empress (or Emperor) is a member of both chambers, this ruling also enhances the prestiege and power of The Throne.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The structure of the Military Council and the Imperial armies was laid down at the creation of the Empire. The Marcher Steward, Tom Drake, argued passionately that the command of Marchers yeoman must be with a yeoman. He point blank refused to compromise, for Drake it was about the principle of representation and the right for Marchers to choose who they raised up. But his vision of armies raised within nations and led by generals of those nations appointed by their senators quickly gained ground easing concerns that the Empress might wield the might of the armies as a tyrant.&lt;br /&gt;
&lt;br /&gt;
==Powers and functions==&lt;br /&gt;
===Command of an army===&lt;br /&gt;
A general commands a single Imperial army, usually of around 5000 fresh recruits, drawn from volunteers from their nation. Once a general is given their command, they have sole authority to order the army to move or attack as they choose. Traditionally the generals of one nation will cooperate but it is not a requirement and a general is within his right to give orders as they see fit.&lt;br /&gt;
&lt;br /&gt;
Generals do not have control of the logistics of their army, all these matters are handled for them by the civil service. Some generals choose to fight in the field with their army, others prefer to issue orders only, but either way such matters are &#039;&#039;&#039;not handled during the political meetings at Anvil&#039;&#039;&#039;. Experience has shown that all attempts to plan intricate tactics for a vast military campaign that will span the next three months are worse than pointless.&lt;br /&gt;
&lt;br /&gt;
As a result the civil service will not accept any instruction from a general for precise tactical deployments or operations. What is decided at Anvil is where the army will move and where it will fight - over the next three months and nothing more. It is this decision that the general must make when at Anvil.&lt;br /&gt;
&lt;br /&gt;
===Battle Opportunities===&lt;br /&gt;
During the meetings at Anvil, the Empire has the opportunity to intervene in the ongoing campaigns that the armies are fighting. These interventions are critical to the fortures of the campaign and the ability to intervene in this way is the Empire&#039;s greatest tactical asset. The goal is for the heroes of the Empire, who are gathered together at Anvil, to commit themselves to a single pitched battle with the Empire&#039;s enemies at the most pivotal point and thereby turn the tide of war in the Empire&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
The opportunities to intervene are prepared for the generals by the civil service who make extensive use of day and night magic divinations and collate numerous military intelligence reports to assess the most effective locations to strike.&lt;br /&gt;
&lt;br /&gt;
Usually, however there are more opportunities to strike, than there are chances to use the portal. When this occurs, the military council must choose which opportunities to take. If the council cannot reach a consensus, then the Military Council most vote. In this case, each general has a single vote with ties being decided by The Throne. Deadlock has only ever occurred once in the history of the Empire - and the outcome was determined by drawing runes from a bag; since them common sense has reigned.&lt;br /&gt;
&lt;br /&gt;
===Nation Support===&lt;br /&gt;
Once the battle opportunities are chosen, each nation must decide which battle they wish to support. The portal is not powerful enough to allow the transport of all the Imperial Heroes, so only the very best of each nation attend Anvil and the nations have to choose which battle they will fight.&lt;br /&gt;
&lt;br /&gt;
Because of the natre of the magic involved, a nation must take the field together. The only exception is for bands with a magic standard that carries the Mercenary Banner enchantment. The members of this band can choose to fight with their nation or instead fight a different battle with their banner. Other than this, the nation&#039;s heroes take the field together.&lt;br /&gt;
&lt;br /&gt;
The Imperial Civil service use day magic to calculate what distribution of nations may travel on each battle. They give this information to the generals and they discuss amongst themselves which nations will fight on which battles. These discussions are often heated, but are usually resolved sensibly - the generals know from bitter experience that political maneuvering that is too overt can damage a nation&#039;s morale if they are sent to fight in a battle in which they have little interest. As a result the council tries to find the best allocation for all.&lt;br /&gt;
&lt;br /&gt;
If they cannot agree an allocation by the time a decision must be made, then the matter is put to a vote, with each member of the Military Council present receiving a single vote.&lt;br /&gt;
&lt;br /&gt;
===Choosing a Field Commander===&lt;br /&gt;
After the nations have been allocated to battle then the Military Council must choose a single individual to act as overall battlefield commander for that battle. Like the issue of nation support this is often incredibly contentious; consensus is the ideal and is often reached, but if it cannot be generally agreed upon, then all suggested candidates are put to the vote, with the candidate receiving the least votes being eliminated each time until only one remains.&lt;br /&gt;
&lt;br /&gt;
The field commander has the ultimate authority for determining the plan for the battle and the responsibility for winning the battle opportunity for the Empire. The field commander is legally required to report to the Senate on the conduct and outcome of a battle, including any exceptional actions undertaken by individuals or banners under her command, as well as explaining any failures that took place.&lt;br /&gt;
&lt;br /&gt;
===Pardon===&lt;br /&gt;
Imperial magistrates may condemn a character to military penal service in the Empire&#039;s armies. These individuals are legally bound to fight with their nation and are expected to be given direct orders by the generals in every battle that they fight. Military penal service is instead of the death penalty so it is considered appropriate to give them high risk orders appropriate to their status and they can be legally executed for disobeying these orders.&lt;br /&gt;
&lt;br /&gt;
If a character or group sentenced to military penal service performs exceptionally well over a prolonged period of time it is possible for the Military Council to vote to grant them a pardon them for their crimes.&lt;br /&gt;
&lt;br /&gt;
==OOC Explanation==&lt;br /&gt;
This is an additional OOC explanation to try to make crystal clear how war and battles happen in Empire. The Empire has approximately twenty armies at its disposal of approximately 5000 men each. These armies are sent on campaign by the general issuing a single order at each event, instructing them on where to go and whether to attack or defend.&lt;br /&gt;
&lt;br /&gt;
Between the events Profound Decisions will compare the deployment of the Empire&#039;s armies with the deployment of the barbarian forces and will calculate, with no random factor - the rough outcome that is going to result.&lt;br /&gt;
&lt;br /&gt;
This outcome forms the basis for the prediction produced by the Imperial Civil Service (using divination magic) for the generals. In effect, they are told what the outcome will be if they do not intervene in anyway. They then have a set of battle options to intervene, which will affect this outcome. The better they do on their battle, the more objectives they achieve, the more positive the impact on the outcome of the military campaign that their armies are engaged in. In effect the random element of the clash of armies is the represented by the dyanmic impact of the battles the players fight.&lt;br /&gt;
&lt;br /&gt;
An analogy that one of the authors of the system used was that of Sharpe from the novels by Bernard Cornwall - Wellington is on campaign with his army in Spain - his army of thousands spends months maneuvering and fighting battles with the French - but the outcome is always critically affectd by the actions of Sharpe and his small band of elite soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Empire]]&lt;br /&gt;
[[Category:Military Council]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Unfettered_Mind&amp;diff=19867</id>
		<title>Unfettered Mind</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Unfettered_Mind&amp;diff=19867"/>
		<updated>2013-04-04T16:11:16Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* The Manifesto */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Motto==&lt;br /&gt;
&#039;&#039;Explore the unknown and master it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Order of the Unfettered Mind has used a range of symbols across its history, including an open and unblinking eye, and a ray of light.&lt;br /&gt;
{{CaptionedImage|file=OrderUnfetteredMind.jpg|title=Order of the Unfettered Mind|align=right|width=255|height=240}}&lt;br /&gt;
==The Manifesto==&lt;br /&gt;
The Order of the Unfettered Mind holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
* The Empire&#039;s rich understanding of magic is one of its great strengths&lt;br /&gt;
* As the Empire&#039;s knowledge and use of magic increases, so does its power and influence&lt;br /&gt;
* The Empire must stay at the apex of magical knowledge and power and not cede this ground to another force&lt;br /&gt;
&lt;br /&gt;
The Order of the Unfettered Mind therefore exists to:&lt;br /&gt;
&lt;br /&gt;
* Expand the body of magical lore, theory and practice throughout the Empire&lt;br /&gt;
* Challenge any constraints to the practice and expansion of such knowledge&lt;br /&gt;
* Boldly consider possibilities and opportunities that others may not consider&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Dawn-0070.JPG|title=As above ...|caption=Costume by [http://costumemercenary.blogspot.co.uk/p/costumes-for-empire.html Costume Mercenary]|align=left|width=268|height=598}}&lt;br /&gt;
&lt;br /&gt;
==Membership of the Order==&lt;br /&gt;
Researchers, theoreticians and magicians for whom magic is both a mystery and the greatest calling flock to the Unfettered Mind. Members are often frustrated that other orders do not appreciate the joy of pure research, or the way that everyone is enriched by greater understanding of the theories of magic. They are sometimes seen as frivolous but nothing could be further from the truth. They tend to be ritual magicians rather than spellcasters, because ritual magic is seen as offering the greatest opportunity to expand the power and knowledge of Imperial magicans. They are second-only to the [[Celestial Arch]] in their interest in the [[Eternals]], and they compete regularly with the [[Rod and Shield]] for the position of [[Dean of the Lyceum]].&lt;br /&gt;
&lt;br /&gt;
It would be wrong to consider them naive or politically weak; they have a great need for crystal mana and other resources, and can be quite ruthless in their acquisition. Their membership includes a number of magicians interested in understanding magic specifically to gain more personal power, or more power for the Empire, and they often &#039;&#039;love&#039;&#039; to use magic, especially in new ways. There is no doubt that more members of the Unfettered Mind have been found to be sorcerers through the [[Conclave session#Declaration of Sorcery|declaration of sorcery]] than any other order; their recklessness and their tendency to reach for their crystal mana rather than seek more mundane solutions to vexation are well known. The order was very nearly [[Conclave order#Creation and Dissolution of an Order|dissolved]] in 264 YE following the unwise application of a major curse to an entire delegation of visiting dignitaries from the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The magicians of this order are often at odds with both the [[Celestial Arch]] and [[Sevenfold Path]] because they oppose all efforts to needlessly restrain, constrain or censor Imperial understanding of magic. After all, they often point out, the enemies of the Empire are under no such constraints. They sometimes find unlikely allies in the [[Shuttered Lantern]] and even the [[Rod and Shield]] in this regard.&lt;br /&gt;
&lt;br /&gt;
The order generally has far more ideas of things to try and do than it has [[Conclave session#Hearing the Gambits|gambits]] available to it, and its members are among those most likely to risk five crystals of mana on a personal gambit if their scheme is not selected by the Grandmaster.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Conclave]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shuttered_Lantern&amp;diff=19866</id>
		<title>Shuttered Lantern</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shuttered_Lantern&amp;diff=19866"/>
		<updated>2013-04-04T16:08:45Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Membership of the Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Motto==&lt;br /&gt;
&#039;&#039;All knowledge is power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Order has been known to use the symbol of a black lantern, or the rune Diras picked out in grey on a darker or lighter grey background, or both together.&lt;br /&gt;
{{CaptionedImage|file=OrderShutteredLantern.jpg|title=Order of the Shuttered Lantern|align=right|width=175|height=240}}&lt;br /&gt;
==The Manifesto==&lt;br /&gt;
The Order of the Shuttered Lantern holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
* Magic is capable of both protecting, and exposing, secrets and knowledge.&lt;br /&gt;
* Acquiring the knowledge and secrets of the Empire&#039;s enemies strengthens us.&lt;br /&gt;
* Guarding and shielding the secrets of the Empire protects us.&lt;br /&gt;
&lt;br /&gt;
The Order of the Shuttered Lantern therefore exists to:&lt;br /&gt;
&lt;br /&gt;
* Utilise magic in the detection and monitoring of threats, whether subtle or obvious, internal or external&lt;br /&gt;
* Support the acquisition of the secrets and knowledge of hostile forces in all ways, from scrying to espionage&lt;br /&gt;
* Stave off blind fear, and allay the concerns of citizens, by addressing threats and hazards with discretion&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=League-0209.JPG|title=Friends and enemies|caption=Costume by [http://costumemercenary.blogspot.co.uk/p/costumes-for-empire.html Costume Mercenary]|align=right|width=322|height=599}}&lt;br /&gt;
==Membership of the Order==&lt;br /&gt;
Although the Shuttered Lantern&#039;s manifesto lays out a vision of the order as acting discreetly so as not to cause undue concern to the citizens of the Empire, this inclination toward secrecy has occasionally been a two-edged sword. There are many rumours that the order has been engaged in shadowy warfare with sinister cults, cabals and secret societies. The order as a whole dismiss such notions as fanciful storytelling, pointing out that resourcing strategically applied scrying of hostile powers forms the core of their work and is &#039;&#039;far&#039;&#039; less glamorous.&lt;br /&gt;
&lt;br /&gt;
Despite this, it is an open secret that the Shuttered Lantern employ curses against those they consider to be a threat to the Empire, whether Imperial citizen, barbarian or foreigner. Often the grandmaster throws an unexpectedly large amount of mana against a [[Conclave session#Declaration of Sorcery|declaration of sorcery]] occasioned by an unpopular curse; the orders assume that this means that someone has placed a curse on the instructions of the order - although the order is also known to subvert this expectation by occasionally opposing declarations of sorcery against entirely unrelated magicians in the hope of concealing their own true agendas. &lt;br /&gt;
&lt;br /&gt;
They are also known to engage in espionage using mundane means as well as magical ones, and sometimes this means that they refuse to acknowledge how they have come by their information. They consider it good sense to keep an eye not only on known enemies, but also on friends and allies - especially those who are close enough to harm the Empire. As the first grandmaster, the [[Navarr]] [[Navarr magical traditions#Vates|vate]] Damien Cloaked-in-Green famously said &amp;quot;&#039;&#039;It is in our interests to keep our friends close, our enemies closer still, and those friends who may become our enemies closest.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The order has a reputation for being paranoid, even among themselves - most take it as a matter of practicality that the order is infiltrated by counter-spies and double-agents, and consequently prefer to work only with those they personally trust. These agents use the order as a way to maintain influence in the Conclave; to gain the magical resources they need to scry and uncover the plots of the enemies of the Empire; and to keep an eye on their fellow magicians. &lt;br /&gt;
&lt;br /&gt;
The order is very popular with [[Suaq]], [[Navarr]] and [[Highguard|Highborn]] magicians, and after the [[Sevenfold Path]] and [[Golden Pyramid]] has the most magician-priests (in this case, priests of [[Vigilance]]). The grandmaster of the order most often presents gambits revolving around either scrying or concealment rituals, or for specific esoteric effects that will apparently aid one of their members in protecting the Empire. They are often so cagey about the reason they want the resources that their gambit goes unfilled, meaning that they are also an order with a past record of presenting gambits for the other orders in return for &#039;under the table&#039; support. &lt;br /&gt;
&lt;br /&gt;
They occasionally find themselves strange allies of the [[Unfettered Mind]] because both orders oppose needless regulation on Imperial magicians - although it must be said that the Shuttered Lantern are more interested in opposing unnecessary control of &#039;&#039;their&#039;&#039; magical behaviour, rather than the general magical behaviour of all wizards.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Conclave]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Celestial_Arch&amp;diff=19865</id>
		<title>Celestial Arch</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Celestial_Arch&amp;diff=19865"/>
		<updated>2013-04-04T15:44:46Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Membership of the Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Motto==&lt;br /&gt;
&#039;&#039;Knowledge and power in union.&#039;&#039;&lt;br /&gt;
==Symbol==&lt;br /&gt;
A symbol that has been associated with this Order in the past has been a dark blue archway surmounting a six-pointed star&lt;br /&gt;
{{CaptionedImage|file=OrderCelestialArch.jpg|title=Order of the Celestial Arch|align=right|width=241|height=240}}&lt;br /&gt;
==The Manifesto==&lt;br /&gt;
The Order of the Celestial Arch holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
* Both politics and magic are the art of the judicious application of power&lt;br /&gt;
* Magicians, by nature of their knowledge, discipline, perception and power are prepared for leadership&lt;br /&gt;
*Negotiation with Eternals and diplomacy with Foreign Powers are comparable skills, and of comparable importance to the Empire&lt;br /&gt;
&lt;br /&gt;
The Order of the Celestial Arch therefore exists to:&lt;br /&gt;
&lt;br /&gt;
* Ensure that the the major political decisions receive the benefit and insight of Conclave mages&lt;br /&gt;
* Encourage those in positions of leadership and authority to hone their skill through study of magic&lt;br /&gt;
* Ensure unity of purpose between the Conclave and the Senate&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Urizen-2647.jpg|title=Nobler in the mind|caption=Mage armour by [http://www.evenlodestudio.com/ Evenlode Studios]&amp;lt;br/&amp;gt;|align=left|width=360|height=540}}&lt;br /&gt;
==Membership of the Order==&lt;br /&gt;
The Celestial Arch often works closely with Senators seeking a voice in the Conclave, and prepared to return the favour in the [[Imperial Senate]]. They lobby constantly for more magicians to take up political life, and make no secret of the fact that many of them support magicial training as a prerequisite of candidacy for the Senate. &lt;br /&gt;
&lt;br /&gt;
They tend to make an effort to maintain good relations between the Empire and friendly [[Eternals]], while being quick to identify Eternals who are enemies of the Empire and proscribe interaction with them. As with the [[Sevenfold Path]] they have a no-nonsense approach to magicians who fall back on curses and other actions likely to damage the standing of magicians as a whole in the Empire - a surprising number of [[The Marches magical traditions#Threshers|threshers]] who are also magicians belong to his order.&lt;br /&gt;
&lt;br /&gt;
The grandmasters of this order tend to wield magic and politics with equal aplomb. This order tends to attract a number of [[Urizen]] [[Urizen magical traditions#Magi|magi]], which can often give them easy access to crystal mana.&lt;br /&gt;
&lt;br /&gt;
They are likely to propose [[Conclave session#Hearing the gambits|gambits]] that will garner political favours, either within the Conclave or with other Imperial bodies; when they have no gambit of their own to propose, they often arrange to propose an additional gambit for another order in return for favours or simple payment.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Conclave]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Background&amp;diff=18971</id>
		<title>Background</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Background&amp;diff=18971"/>
		<updated>2013-03-21T15:11:30Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Developing a background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Developing a background==&lt;br /&gt;
&lt;br /&gt;
The descriptions of the Empire and the world are presented on the wiki as a broad but deep overview. They include all the detail you should need to be able to create your background including culture, history and geography relevant to your character. When you develop your personal background the briefing material is designed to allow you to perhaps add some small details to the setting during the submission process.&lt;br /&gt;
&lt;br /&gt;
==Submitting a background==&lt;br /&gt;
● Submit your background online when you create your character or group&amp;lt;br&amp;gt;&lt;br /&gt;
● Our plot team will check your background&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your background will be checked by out plot teams who will ensure that it fits with the detail of the Empire setting. If your background is not possible within the setting then they will be able to give you feedback so that you can amend your background accordingly.  They may also be able to give you some additional input or ideas to enhance your background. Please ensure that your email address is up to date on your Profound Decisions account, as this is how they will contact you.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
The pre-dominant language in the Empire, and the surrounding region, is called Imperial, which is phys repped by the English language. &lt;br /&gt;
&lt;br /&gt;
===Common misunderstandings===&lt;br /&gt;
&lt;br /&gt;
We have already noted some consistent errors or misunderstandings.&lt;br /&gt;
&lt;br /&gt;
● Inheritance - the Empire is a meritocracy where there is no inheritance of property, lands or titles.&amp;lt;br&amp;gt;&lt;br /&gt;
● Lineage - [[Lineage|lineage]] is not a genetic inheritance and can occur in many ways.&amp;lt;br&amp;gt;&lt;br /&gt;
● Longer backgrounds - we do not accept longer backgrounds by email. The limit is there for a reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Submitting a personal background==&lt;br /&gt;
&lt;br /&gt;
===Creating a Personal background===&lt;br /&gt;
● A personal background is a brief biography of your character.&amp;lt;br&amp;gt;&lt;br /&gt;
● A personal background should be no more than 2000 characters in length (including spaces).&amp;lt;br&amp;gt;&lt;br /&gt;
● Please contact us at empire.backgrounds@profounddecisions.co.uk if you want additional help or information when writing your background.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A background summarises the things you have done and your reasons for being at Anvil for the meetings of the movers and shakers of the Empire. Creating  a  background  can  help  you  develop  a sense  of  who  your  character  is and how they interact with the world in which the game is set. Detailed information about the campaign setting is presented in the Empire wiki. The information presented in the Wiki is all available to any Imperial character and if you read the sections of the wiki that are relevant to your character then they should help you develop a background that is in keeping with the setting. You will not be provided additional briefing material after you have generated your character; all the information available is kept on the wiki. &lt;br /&gt;
&lt;br /&gt;
===What to include===&lt;br /&gt;
● A short character history.&amp;lt;br&amp;gt;&lt;br /&gt;
● Any secrets that your character might have.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When  submitting  your  background  for  the  plot team to read, please try to bear in mind that there are hundreds of players in the campaign so the plot team have a lot of backgrounds to read through.  A background that is informative but concise is ideal. A background  that  includes  a  short  in-character piece or description is fine, but lengthy in-character documents are not necessary. Occasionally the plot team will make use of details submitted in backgrounds when creating plot for events.  This is fairly unusual; your background is intended for your use, to help you create goals and a motivation for your character. The kind of background that is most useful to the plot team is a short summary of the things you have done and how your character fits into your nation&#039;s and the Empire&#039;s history. Descriptions of your personality or your arch-nemesis are not used by the plot team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Submitting a group background==&lt;br /&gt;
&lt;br /&gt;
===Creating a Group background===&lt;br /&gt;
● A group background is a brief history of the group.&amp;lt;br&amp;gt;&lt;br /&gt;
● It should be a short summary, providing key details, of no more than 4000 characters (including spaces).&amp;lt;br&amp;gt;&lt;br /&gt;
● The Group&#039;s Oath should be no more than 1000 characters (including spaces).&amp;lt;br&amp;gt;&lt;br /&gt;
● Please contact us at empire.backgrounds@profounddecisions.co.uk if you want additional help or information when writing your background.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A group background summarizes the history of your group, how it came into being and what it has done since its founding. Creating a group background can help develop  a sense of what your group is, how the characters in the group relate to each other as well as provide you all with objectives and activities for fun at events.   Detailed information about the campaign setting is presented on the Empire wiki and should provide a number of possible group types for each nation that might be very applicable to your group - some of these have their own pages that discuss how to create that type of group. &lt;br /&gt;
&lt;br /&gt;
===What to include===&lt;br /&gt;
● A short group history.&amp;lt;br&amp;gt;&lt;br /&gt;
● Any secrets that your group might have.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When  submitting  your  background  for  the  plot team to read, please try to bear in mind that there are hundreds of players in the campaign so the plot team have a lot of backgrounds to read through.  A background that is informative but concise is ideal. A background  that  includes  a  short  in-character piece or description is fine, but lengthy in-character documents are not necessary. Occasionally the plot team will make use of details submitted in backgrounds when creating plot for events.  This is fairly unusual; your background is intended for your use, to help you create goals and a motivation for your group. The kind of background that is most useful to the plot team is a short summary of the things your group have done and how you fit into your nation&#039;s and the Empire&#039;s history. Descriptions of your personalities or your group&#039;s arch-nemesis are not used by the plot team.&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resource&amp;diff=18687</id>
		<title>Resource</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resource&amp;diff=18687"/>
		<updated>2013-03-17T22:47:48Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Income */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Income==&lt;br /&gt;
*&#039;&#039;&#039;Every PC receives 18 Rings at the start of every event they attend&#039;&#039;&#039;&lt;br /&gt;
Characters attending an event automatically receive eighteen rings. This represents the wealth the character has accumulated in the months leading up to the event. It is up to the player to interpret how they have earned this money in a way that is appropriate to the setting and their character.&lt;br /&gt;
&lt;br /&gt;
Character with personal or campaign resources that produce money, receive this in addition to their 18 rings.&lt;br /&gt;
&lt;br /&gt;
==Personal Resource==&lt;br /&gt;
*&#039;&#039;&#039;Every PC chooses one personal resource at character creation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You can never have more than one personal resource&#039;&#039;&#039;&lt;br /&gt;
Every character chooses one type of personal resource and what territory it is located in when their character is created. Most personal resources automatically produce money or items for the character’s use every event that they attend.&lt;br /&gt;
&lt;br /&gt;
Personal resources have broad generic names that imply a whole category of possible options. Like income, it is up to the player to interpret the precise nature of their personal resource in a way that is appropriate to the setting and their character.&lt;br /&gt;
&lt;br /&gt;
All personal resources can be upgraded to make them more productive or effective. Upgrading a personal resource requires [[building materials]] which are held in Imperial Warehouses and can be acquired at the Bourse. &lt;br /&gt;
&lt;br /&gt;
* [[Business]] - produces 9 crowns.&lt;br /&gt;
* [[Congregation]] - produces five doses of [[liao]] and provides 10 votes in the [[Imperial Synod]].&lt;br /&gt;
* [[Farm]] - produces 9 crowns.&lt;br /&gt;
* [[Fleet]] - can trade with foreigners, to produce items or money, or commit piracy, to steal items or money from [[Foreign Nations|foreigners]] or [[barbarians]].&lt;br /&gt;
* [[Forest]] - produces ten units of one rare [[Materials|material]] that are used by an [[Crafting skills#artisan|artisan]] to make magic items.&lt;br /&gt;
* [[Herb garden]] - produces fourteen herbs for use by a [[Surgical skills#physick|physick]] or [[Surgical skills#apothecary|apothecary]].&lt;br /&gt;
* [[Mana site]] - produces seven crystalized mana for use in [[Magic overview#spellcasting|spellcasting]] and [[Magic overview#rituals|rituals]].&lt;br /&gt;
* [[Military unit]] - can be used to enhance an Imperial army or to raid barbarian areas to produce money.&lt;br /&gt;
* [[Mine]] - produces ten units of one rare [[Materials|metal]] that are used by an [[Crafting skills#artisan|artisan]] to make magic items.&lt;br /&gt;
&lt;br /&gt;
You can never operate more than one personal resource at once. Although a group might hold more than one personal resource, each character can only own and use one personal resource. This represents the time and effort required to manage the resource.&lt;br /&gt;
&lt;br /&gt;
Although Orcs cannot purchase religious skills, they can purchase a congregation. They receive liao and votes in the Synod accordingly.&lt;br /&gt;
Personal resources can be improved to make them more effective, those resources that produce money or items will produce more when improved.&lt;br /&gt;
{{CaptionedImage|file=OrcWarband.jpg|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Campaign Resource==&lt;br /&gt;
*&#039;&#039;&#039;Any character may be allocated control of a campaign resource&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may control more than one campaign resource&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may legally only hold one Imperial title or position&#039;&#039;&#039;&lt;br /&gt;
Campaign resources are similar to personal resources, but each one is unique and they can only be acquired in play. Characters do not own campaign resources, they are assigned them as a result of the actions of characters at the event. Some Imperial titles, such as General have a campaign resource associated with them. Although you may control any number of campaign resources at once, the Imperial constitution forbids an individual from holding more than one Imperial title at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. The Imperial title of General of the 1st Marcher Army. The character with the position has control of the accompanying army and can determine its actions between events. The Imperial constitution forbids any Imperial citizen from holding two offices simultaneously, so a Marcher Senator would have to resign their position to assume this position.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;E.g. The Lord of the Four Winds, an [[Eternals|Eternal]] from the realm of [[Autumn]] can choose to give control of the North Wind to a character. This campaign resource is not an Imperial title or position, so it does not affect your ability to control any other campaign resource.&lt;br /&gt;
&lt;br /&gt;
Campaign resources are unique, they may produce money or items or they may present other options for your character between events.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_unit&amp;diff=18686</id>
		<title>Military unit</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Military_unit&amp;diff=18686"/>
		<updated>2013-03-17T21:57:08Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Definition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
A military unit represents a small band of approximately 20 skilled soldiers. The military unit could be as few as a dozen elite warriors or it could be as many as a hundred raw recruits. Imperial civil servants use simple day magic rituals to rate the effective fighting force a unit is equivalent to.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
A military unit can raid adjacent regions and territories held by enemies of the Empire to produce valuable resources. This happens automatically if the owner does not select any other option. Raiding produces ten ingots or measures chosen randomly from the eight basic resources available.&lt;br /&gt;
&lt;br /&gt;
In rare circumstances a unit may recover herbs or mana crystals instead. This is a rare, random outcome; it is not possible to take action to improve the likelihood of this outcome.&lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
A military unit can be assigned to fight alongside an Imperial army. An normal Imperial Army has an effective fighting force equivalent to 5000 soldiers who are raw recruits. When the skills and experience of a military unit are combined with a campaign army, they improve the effective fighting force of the army by the equivalent of 100 soldiers.&lt;br /&gt;
&lt;br /&gt;
Military units lack the deep logistical support that is the backbone of the Imperial Armies and without which it is impossible to operate in large numbers. As a result it is not possible for military units to work together independently of an Imperial Army. If you wish your military unit to take part in a military campaign, it can &#039;&#039;&#039;only&#039;&#039;&#039; do so by being attached to an Imperial Army.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A military unit can be upgraded using mithril obtained from the Bourse. Each time a military unit is upgraded, the effective fighting force of the unit is increased by 20.&lt;br /&gt;
&lt;br /&gt;
To upgrade a military unit requires Imperial Wains of mithril equal to the level the military unit is being upgraded to. So the first upgrade of a starting level 1 military unit costs costs 2 Imperial Wains of mithril, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A military unit cannot be diversified.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Empress_Britta&amp;diff=18006</id>
		<title>Empress Britta</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Empress_Britta&amp;diff=18006"/>
		<updated>2013-03-08T18:43:51Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Early Life and Election */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
===Reign: 374 YE - 376 YE===&lt;br /&gt;
&lt;br /&gt;
===Called: The Young Empress===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
====Early Life and Election====&lt;br /&gt;
In 349 YE the [[Steinr]] Britta Gilderling was born in [[Skarsind]], the north-eastern [[Wintermark]]. Her territory beset by problems with the [[Thule]] barbarians. She grew up to be a competent warrior and an inspiring battlefield commander. &lt;br /&gt;
&lt;br /&gt;
In 369 YE she was appointed to the [[Imperial Military Council]] as one of the Wintermark generals. Her appointment came at the insistence of the senator for [[Kallavesa]], and the [[Kallavesi]] mystics were among her earliest supporters when her Imperial ambitions became clear. &lt;br /&gt;
&lt;br /&gt;
Britta served with distinction as a general. While she was a capable fighter, on the battlefield, she served as a [[Wintermark military concerns#Bannermen|bannerman]] fighting with standard in one hand, sword in the other and her mighty horn &#039;&#039;Warcaller&#039;&#039; at her belt. Always at the heart of the action she was seriously injured numerous times, especially during the retreat from Skarsind. She fought desperately to help as many of her people survive the Thule incursion as possible, and was instrumental in defending the smiths of [[Skarsind#Gulhule|Gulhule]] as they fled the oncoming barbarian tide. &lt;br /&gt;
&lt;br /&gt;
Those who fought alongside her were often smitten by her, although she never married. The [[Wintermark culture and customs#Art and history|scops]] began to tell stories of the way she burnt with a &#039;&#039;spiritual fire&#039;&#039; that inspired and strengthened everyone around her, and after her coronation these stories became commonplace among [[Troubadour|troubadours]] and bards. Even during her early career she was often pointed to as the epitome of a Steinr hero, and an example of what every virtuous warrior should aspire to be. &lt;br /&gt;
&lt;br /&gt;
Serving under the incompetent leadership of [[Emperor Walter]], she saw first-hand the damage that was caused by someone unsuitable occupying the Throne.&lt;br /&gt;
&lt;br /&gt;
In 371 YE she personally helped coordinate a brilliant campaign on the western borders of the Empire, pushing the [[Jotun]] barbarians out of [[Sermersuaq]] and [[Kallavesa]] at the head of joint Wintermark and [[The Marches|Marcher]] armies. Without her excellent leadership and inspirational presence is it widely believed that both territories would have been lost to the orcs. She left her army to defend the western borders of Wintermark. but took her personal forces across the Empire to the east.&lt;br /&gt;
&lt;br /&gt;
Britta&#039;s personal troops, and those of her close allies, joined the engagement on the eastern front against the [[Druj]]. Her presence was instrumental in helping the [[Dawn|Dawnish]] armies drive the Druj out of [[Semmerholm]], and in reinforcing the garrisons at [[Holberg]] after they came under concerted attack from barbarian forces. &lt;br /&gt;
&lt;br /&gt;
Wherever she went she spread the idea that enough was enough; that it was time for the Empire to take a stand, to throw back the barbarians, to stop thinking defensively, each in their own corner. Time to begin thinking like an Empire again, take back what was lost and then destroy the barbarians and expand the Empire.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
====Reign====&lt;br /&gt;
With growing grass-roots support, Britta openly challenged the corruption of the Senate and Synod. Her impassioned speeches shamed many senators and priests, and she declared herself as candidate for the Throne. While some senators were inspired by her, the more self-serving senators quickly saw which way the wind was blowing and concealed their dislike of the new Empress, voting in her favour to try and secure their political careers. She was elected by a significant majority&lt;br /&gt;
&lt;br /&gt;
She had seen the mistakes of the previous three incumbents, and vowed openly not to repeat them. She had the courage to speak her mind, but she tempered this with the wisdom to select competent advisors, and give those advisors the freedom to act on behalf of the Empire.&lt;br /&gt;
&lt;br /&gt;
She surrounded herself with competent generals, and began to formulate and prosecute a campaign to recover lost territories and drive the barbarians back. She demanded that the Synod turn its eye on the Empire and weed out the virtueless parasites who had grown fat feeding on it&#039;s life-blood. She called on the Conclave to resolve it&#039;s internal squabbling and find magical ways to support the Empire and it&#039;s people.&lt;br /&gt;
&lt;br /&gt;
A popular and charismatic figure, she united the people of the Empire behind her and dealt ruthlessly with her enemies using all the tools available to a popular Empress.  &lt;br /&gt;
&lt;br /&gt;
People began to call her the Young Empress, and hailed her as the reincarnation of the First Empress, come to protect the Empire in its time of need.&lt;br /&gt;
&lt;br /&gt;
She found particular favour with the [[Imperial Orcs]]; wheras previously the throne had tended to keep them at arms&#039; length, she brought them into the inner circle of her advisors. She promised them her support in gaining lands for themselves if her campaign of expansion was successful.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
====Death and Legacy====&lt;br /&gt;
Britta was killed on campaign a month before the Winter equinox of 376 YE, in battle against the Thule barbarians in [[Skarsind]]. Her death takes out a swathe of her supporters. Her key supporters are by her side and they go down with her.&lt;br /&gt;
&lt;br /&gt;
She teleports into battle at the previous Equinox, it goes hellishly wrong and they all die. Not one of them comes back. A lot of rumour trickles down, and confirmation of her death is received a month ago. Scouts and such confirm the Empress is dead. She dies in battle; she hopelessly overestimates her abilities, and does a really hard battle. She is overconfident about the ability of the heroes of the Empire to turn a battle with thousands of orcs in it. This creates a leadership vacuum. A massive hole opportunity comes up and she decides to use it to jump to Otkodov and try a decapitation attack against the Thule.&lt;br /&gt;
&lt;br /&gt;
News of her death has come as a particularly bitter blow to many Imperial Orcs. One of their strongest supporters been snatched away before she could fulfill her promise to help them take land. &lt;br /&gt;
&lt;br /&gt;
Many now fear that the Empire may return to the dark years of divided and weak leadership.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need some IC text --&amp;gt;&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Something a bit Joan of Arc-y.&amp;quot;&amp;lt;/ic&amp;gt;..&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
===Britta in Play===&lt;br /&gt;
The young Empress is definitely dead, and part of the story of the first Empire event will deal with what her death means for the Empire as a whole. Some elements of that death are intentionally obscured with that in mind. For the most part, any character can have had interactions with Britta, simply because she has been the most recent holder of the Throne. &lt;br /&gt;
&lt;br /&gt;
Almost anyone who has attended a meeting at Anvil over the last five years or so will have had a chance to meet and work with her.&lt;br /&gt;
&lt;br /&gt;
Anyone may have fought in one of her campaigns, both before and after she was Empress.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t have been her closest advisors or her bodyguard or her lover because they are dead. All of her key supporters are dead.&lt;br /&gt;
&lt;br /&gt;
When Britta launched her attack she took with her the heroes of the Empire - the majority of the Senators, Generals and titled characters in the Synod and the Conclave went with her. Anyone who help a position but stayed behind is likely to be considered to have been a coward or a splitter, especially by NPCs.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=16171</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=16171"/>
		<updated>2013-01-23T16:18:18Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* New Player Discount */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions will run four Empire events each year. Although we are keen to give players the freedom to run their own Empire events if they wish, we believe it is also important for players to know what level of commitment and involvement a game presents. Therefore there will only ever be four Profound Decisions Empire events each year.&lt;br /&gt;
&lt;br /&gt;
We will update the wiki with IC and OOC details of the events as they are finalized. &lt;br /&gt;
==Events in 2013==&lt;br /&gt;
OOC details for all our events in 2013 are below. If you have any questions about the details then please [mailto:admin@profounddecisions.co.uk email us] and we will endeavour to answer them for you.&lt;br /&gt;
&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
Our first ever Empire event will take place from the 29&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; March to the 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; April.&lt;br /&gt;
&lt;br /&gt;
The campaign begins with the calling of the great and the good from across the Empire to appoint new senators, generals and other Imperial positions following the recent death of [[Imperial_history#.28376_YE.29_Death_of_the_Young_Empress|Empress Britta]].&lt;br /&gt;
&lt;br /&gt;
There is going to be a lot to do at the first event, so we have decided to take advantage of the Easter bank holiday and begin the game a little earlier than normal. As a result time-in will be at 13:00 on the Friday. Normal times for [[Playing_the_game#Time-in_and_the_IC_area|time-in and time-out]] will then apply for the rest of the event. The first event ends at 15:00 on the Monday.&lt;br /&gt;
&lt;br /&gt;
Players are welcome to [[#Early Arrival|come on site early on Thursday]] to get everything set-up. Because the game is starting early, we are waiving the normal fee to stay on site on Thursday at this event only. We know a lot of people want to come early to get all their camps set-up and we hope this will help to make that easier for everyone.&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
The second Empire event will take place from the 24&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; May to the 27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; May.&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
The third Empire event will take place from the 26&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July to the 28&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July.&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
The fourth Empire event will take place from the 13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September to the 15&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September.&lt;br /&gt;
&lt;br /&gt;
==Booking and Prices==&lt;br /&gt;
Online booking is available for all Profound Decisions events via our [www.profounddecisions.co.uk online account system]. Please create  an account, enter your details and choose which events you wish to attend. You can even use the online booking system if you wish to pay by cheque as the system will give you a single booking reference to write on the back of your cheque.&lt;br /&gt;
&lt;br /&gt;
All our events cost £55 if booked well in advance. The price rises after the early booking deadline and then again if you pay on the gate. Please see our [http://www.profounddecisions.co.uk/event/Deadlines ticket booking deadlines] for details. Various discounts are available and all discounts are cumulative.&lt;br /&gt;
&lt;br /&gt;
===Multi-booking Discounts===&lt;br /&gt;
If you book for more than one event simultaneously then you are receive a £5 discount for each additional event that you book. For example, if you book for three events then you are eligible for a discount of £10 from the total price. &lt;br /&gt;
&lt;br /&gt;
===Concessions===&lt;br /&gt;
Players are eligible for a discount of £15 off the price of each event if they are eligible for concessions. Anyone who is a full time student, in receipt of unemployment benefits such as job-seekers allowance or is a pensioner is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students or can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] after you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will be forced to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
===New Player Discount===&lt;br /&gt;
As all players are new to Empire in 2013, our normal new player discount scheme is not applicable to Empire.&lt;br /&gt;
&lt;br /&gt;
==Early Arrival==&lt;br /&gt;
Although there is no role-playing before time-in on Friday, you are very welcome to arrive early to begin setting up your camp. The bar will be open on Thursday evening and our caterers will be aiming to provide hot food. Please enjoy this opportunity to socialize out-of-character.&lt;br /&gt;
&lt;br /&gt;
The earliest that you can arrive is 11:00 am on the Thursday before each event. There is an additional charge of £5 for anyone who stays on site  on Thursday night that must be paid on the door.&lt;br /&gt;
&lt;br /&gt;
==Payment==&lt;br /&gt;
===Ebanking===&lt;br /&gt;
You can pay for your ticket with a simple bank transfer, which is quick and easy especially if you use internet or telephone banking. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes.&lt;br /&gt;
&lt;br /&gt;
Bank transfers are by far the cheapest way for us to take payment. If you do not mind what payment method you use then please pay by bank transfer as it helps us considerably.&lt;br /&gt;
&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
You can set up a standing order to pay for your tickets. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes. We do not get charged for standing order payments, so like bank transfers, it helps us out considerably if you choose to pay this way.&lt;br /&gt;
&lt;br /&gt;
===Cheque===&lt;br /&gt;
Make cheques payable to Profound Decisions Ltd and post them to us at Profound Decisions, PO Box 666, Preston, PR2 1ZW. If you use the website to create your booking then you will receive a unique reference number to write on the bank of your cheque. We will have an online character creation form available soon for people who do not want to use the website to book.&lt;br /&gt;
&lt;br /&gt;
===Card Payments===&lt;br /&gt;
Your can use most cards to pay for your bookings if you use the online booking system. If you don&#039;t wish to enter your details online then you can phone the office on 0845 0944 798 and we can process a card payment for you. &lt;br /&gt;
&lt;br /&gt;
==Cancellations and Transfers==&lt;br /&gt;
You may cancel or transfer a ticket for an event if you inform us before 6pm on the Friday that the event begins. You can inform us by sending an email or leaving a message on our answer machine. We reserve the right to charge a £5 administration fee for cancellations or transfers within two weeks of the start of an event.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
At present all our events in 2013 are being held at our current site in Northamptonshire. See details on [[Tournament Stud]] for more information about site rules and regulations and directions.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=16170</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=16170"/>
		<updated>2013-01-23T16:16:17Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Autumn Equinox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions will run four Empire events each year. Although we are keen to give players the freedom to run their own Empire events if they wish, we believe it is also important for players to know what level of commitment and involvement a game presents. Therefore there will only ever be four Profound Decisions Empire events each year.&lt;br /&gt;
&lt;br /&gt;
We will update the wiki with IC and OOC details of the events as they are finalized. &lt;br /&gt;
==Events in 2013==&lt;br /&gt;
OOC details for all our events in 2013 are below. If you have any questions about the details then please [mailto:admin@profounddecisions.co.uk email us] and we will endeavour to answer them for you.&lt;br /&gt;
&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
Our first ever Empire event will take place from the 29&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; March to the 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; April.&lt;br /&gt;
&lt;br /&gt;
The campaign begins with the calling of the great and the good from across the Empire to appoint new senators, generals and other Imperial positions following the recent death of [[Imperial_history#.28376_YE.29_Death_of_the_Young_Empress|Empress Britta]].&lt;br /&gt;
&lt;br /&gt;
There is going to be a lot to do at the first event, so we have decided to take advantage of the Easter bank holiday and begin the game a little earlier than normal. As a result time-in will be at 13:00 on the Friday. Normal times for [[Playing_the_game#Time-in_and_the_IC_area|time-in and time-out]] will then apply for the rest of the event. The first event ends at 15:00 on the Monday.&lt;br /&gt;
&lt;br /&gt;
Players are welcome to [[#Early Arrival|come on site early on Thursday]] to get everything set-up. Because the game is starting early, we are waiving the normal fee to stay on site on Thursday at this event only. We know a lot of people want to come early to get all their camps set-up and we hope this will help to make that easier for everyone.&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
The second Empire event will take place from the 24&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; May to the 27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; May.&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
The third Empire event will take place from the 26&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July to the 28&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July.&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
The fourth Empire event will take place from the 13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September to the 15&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September.&lt;br /&gt;
&lt;br /&gt;
==Booking and Prices==&lt;br /&gt;
Online booking is available for all Profound Decisions events via our [www.profounddecisions.co.uk online account system]. Please create  an account, enter your details and choose which events you wish to attend. You can even use the online booking system if you wish to pay by cheque as the system will give you a single booking reference to write on the back of your cheque.&lt;br /&gt;
&lt;br /&gt;
All our events cost £55 if booked well in advance. The price rises after the early booking deadline and then again if you pay on the gate. Please see our [http://www.profounddecisions.co.uk/event/Deadlines ticket booking deadlines] for details. Various discounts are available and all discounts are cumulative.&lt;br /&gt;
&lt;br /&gt;
===Multi-booking Discounts===&lt;br /&gt;
If you book for more than one event simultaneously then you are receive a £5 discount for each additional event that you book. For example, if you book for three events then you are eligible for a discount of £10 from the total price. &lt;br /&gt;
&lt;br /&gt;
===Concessions===&lt;br /&gt;
Players are eligible for a discount of £15 off the price of each event if they are eligible for concessions. Anyone who is a full time student, in receipt of unemployment benefits such as job-seekers allowance or is a pensioner is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students or can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] after you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will be forced to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
===New Player Discount===&lt;br /&gt;
As all players are now to Empire in 2013, our normal new player discount scheme is not applicable to Empire.&lt;br /&gt;
&lt;br /&gt;
==Early Arrival==&lt;br /&gt;
Although there is no role-playing before time-in on Friday, you are very welcome to arrive early to begin setting up your camp. The bar will be open on Thursday evening and our caterers will be aiming to provide hot food. Please enjoy this opportunity to socialize out-of-character.&lt;br /&gt;
&lt;br /&gt;
The earliest that you can arrive is 11:00 am on the Thursday before each event. There is an additional charge of £5 for anyone who stays on site  on Thursday night that must be paid on the door.&lt;br /&gt;
&lt;br /&gt;
==Payment==&lt;br /&gt;
===Ebanking===&lt;br /&gt;
You can pay for your ticket with a simple bank transfer, which is quick and easy especially if you use internet or telephone banking. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes.&lt;br /&gt;
&lt;br /&gt;
Bank transfers are by far the cheapest way for us to take payment. If you do not mind what payment method you use then please pay by bank transfer as it helps us considerably.&lt;br /&gt;
&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
You can set up a standing order to pay for your tickets. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes. We do not get charged for standing order payments, so like bank transfers, it helps us out considerably if you choose to pay this way.&lt;br /&gt;
&lt;br /&gt;
===Cheque===&lt;br /&gt;
Make cheques payable to Profound Decisions Ltd and post them to us at Profound Decisions, PO Box 666, Preston, PR2 1ZW. If you use the website to create your booking then you will receive a unique reference number to write on the bank of your cheque. We will have an online character creation form available soon for people who do not want to use the website to book.&lt;br /&gt;
&lt;br /&gt;
===Card Payments===&lt;br /&gt;
Your can use most cards to pay for your bookings if you use the online booking system. If you don&#039;t wish to enter your details online then you can phone the office on 0845 0944 798 and we can process a card payment for you. &lt;br /&gt;
&lt;br /&gt;
==Cancellations and Transfers==&lt;br /&gt;
You may cancel or transfer a ticket for an event if you inform us before 6pm on the Friday that the event begins. You can inform us by sending an email or leaving a message on our answer machine. We reserve the right to charge a £5 administration fee for cancellations or transfers within two weeks of the start of an event.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
At present all our events in 2013 are being held at our current site in Northamptonshire. See details on [[Tournament Stud]] for more information about site rules and regulations and directions.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=16169</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Events&amp;diff=16169"/>
		<updated>2013-01-23T16:14:17Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Summer Solstice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Profound Decisions will run four Empire events each year. Although we are keen to give players the freedom to run their own Empire events if they wish, we believe it is also important for players to know what level of commitment and involvement a game presents. Therefore there will only ever be four Profound Decisions Empire events each year.&lt;br /&gt;
&lt;br /&gt;
We will update the wiki with IC and OOC details of the events as they are finalized. &lt;br /&gt;
==Events in 2013==&lt;br /&gt;
OOC details for all our events in 2013 are below. If you have any questions about the details then please [mailto:admin@profounddecisions.co.uk email us] and we will endeavour to answer them for you.&lt;br /&gt;
&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
Our first ever Empire event will take place from the 29&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; March to the 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; April.&lt;br /&gt;
&lt;br /&gt;
The campaign begins with the calling of the great and the good from across the Empire to appoint new senators, generals and other Imperial positions following the recent death of [[Imperial_history#.28376_YE.29_Death_of_the_Young_Empress|Empress Britta]].&lt;br /&gt;
&lt;br /&gt;
There is going to be a lot to do at the first event, so we have decided to take advantage of the Easter bank holiday and begin the game a little earlier than normal. As a result time-in will be at 13:00 on the Friday. Normal times for [[Playing_the_game#Time-in_and_the_IC_area|time-in and time-out]] will then apply for the rest of the event. The first event ends at 15:00 on the Monday.&lt;br /&gt;
&lt;br /&gt;
Players are welcome to [[#Early Arrival|come on site early on Thursday]] to get everything set-up. Because the game is starting early, we are waiving the normal fee to stay on site on Thursday at this event only. We know a lot of people want to come early to get all their camps set-up and we hope this will help to make that easier for everyone.&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
The second Empire event will take place from the 24&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; May to the 27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; May.&lt;br /&gt;
&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
The third Empire event will take place from the 26&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July to the 28&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; July.&lt;br /&gt;
&lt;br /&gt;
===Autumn Equinox===&lt;br /&gt;
The second Empire event will take place from the 13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September to the 15&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; September.&lt;br /&gt;
&lt;br /&gt;
==Booking and Prices==&lt;br /&gt;
Online booking is available for all Profound Decisions events via our [www.profounddecisions.co.uk online account system]. Please create  an account, enter your details and choose which events you wish to attend. You can even use the online booking system if you wish to pay by cheque as the system will give you a single booking reference to write on the back of your cheque.&lt;br /&gt;
&lt;br /&gt;
All our events cost £55 if booked well in advance. The price rises after the early booking deadline and then again if you pay on the gate. Please see our [http://www.profounddecisions.co.uk/event/Deadlines ticket booking deadlines] for details. Various discounts are available and all discounts are cumulative.&lt;br /&gt;
&lt;br /&gt;
===Multi-booking Discounts===&lt;br /&gt;
If you book for more than one event simultaneously then you are receive a £5 discount for each additional event that you book. For example, if you book for three events then you are eligible for a discount of £10 from the total price. &lt;br /&gt;
&lt;br /&gt;
===Concessions===&lt;br /&gt;
Players are eligible for a discount of £15 off the price of each event if they are eligible for concessions. Anyone who is a full time student, in receipt of unemployment benefits such as job-seekers allowance or is a pensioner is eligible for the concession on the ticket price. You only have to be eligible at the point where you provide the proof of your eligibility, so students or can claim the discount for the year even if their course ends in the Summer.&lt;br /&gt;
&lt;br /&gt;
You must provide proof of your eligibility. The best way to do this is to email proof to us at [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] after you have booked. We can then mark your entire booking as having the concession confirmed. If you don&#039;t do this then you will be forced to bring proof to the event and then queue up in a long queue at GOD before you can play. Please don&#039;t do this, it&#039;s bad for you and bad for us! Email us a scan of your proof and we will log it to your account.&lt;br /&gt;
&lt;br /&gt;
===New Player Discount===&lt;br /&gt;
As all players are now to Empire in 2013, our normal new player discount scheme is not applicable to Empire.&lt;br /&gt;
&lt;br /&gt;
==Early Arrival==&lt;br /&gt;
Although there is no role-playing before time-in on Friday, you are very welcome to arrive early to begin setting up your camp. The bar will be open on Thursday evening and our caterers will be aiming to provide hot food. Please enjoy this opportunity to socialize out-of-character.&lt;br /&gt;
&lt;br /&gt;
The earliest that you can arrive is 11:00 am on the Thursday before each event. There is an additional charge of £5 for anyone who stays on site  on Thursday night that must be paid on the door.&lt;br /&gt;
&lt;br /&gt;
==Payment==&lt;br /&gt;
===Ebanking===&lt;br /&gt;
You can pay for your ticket with a simple bank transfer, which is quick and easy especially if you use internet or telephone banking. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes.&lt;br /&gt;
&lt;br /&gt;
Bank transfers are by far the cheapest way for us to take payment. If you do not mind what payment method you use then please pay by bank transfer as it helps us considerably.&lt;br /&gt;
&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
You can set up a standing order to pay for your tickets. The online booking system will provide you with a simple reference number to use when making your booking. This reference number is unique for your account and never changes. We do not get charged for standing order payments, so like bank transfers, it helps us out considerably if you choose to pay this way.&lt;br /&gt;
&lt;br /&gt;
===Cheque===&lt;br /&gt;
Make cheques payable to Profound Decisions Ltd and post them to us at Profound Decisions, PO Box 666, Preston, PR2 1ZW. If you use the website to create your booking then you will receive a unique reference number to write on the bank of your cheque. We will have an online character creation form available soon for people who do not want to use the website to book.&lt;br /&gt;
&lt;br /&gt;
===Card Payments===&lt;br /&gt;
Your can use most cards to pay for your bookings if you use the online booking system. If you don&#039;t wish to enter your details online then you can phone the office on 0845 0944 798 and we can process a card payment for you. &lt;br /&gt;
&lt;br /&gt;
==Cancellations and Transfers==&lt;br /&gt;
You may cancel or transfer a ticket for an event if you inform us before 6pm on the Friday that the event begins. You can inform us by sending an email or leaving a message on our answer machine. We reserve the right to charge a £5 administration fee for cancellations or transfers within two weeks of the start of an event.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
At present all our events in 2013 are being held at our current site in Northamptonshire. See details on [[Tournament Stud]] for more information about site rules and regulations and directions.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Live_roleplaying&amp;diff=16163</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=16163"/>
		<updated>2013-01-23T14:44:03Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Can my character be anybody? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Wintermark-3166.jpg|align=right|width=300|caption=Armour by [http://www.idiomproductions.co.uk/ Idiom Productions]}}&lt;br /&gt;
&lt;br /&gt;
This section 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/profounddecisions/ContactUs contact us] after you have read this introduction and we can answer any questions that you have.&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;
&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=Marcher-Group-3441.jpg|align=left|width=300|caption=Livery coats by [http://www.facebook.com/themidgardseamstress The Midgard Seamstress]}}&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.&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=Marcher-2964.jpg|align=right|width=250|caption=Polearm by [http://www.saxonviolence.com/ Saxon Violence]&amp;lt;br&amp;gt;Dagger scabbard by [https://www.facebook.com/TotallyLeathered Totally Leathered]}}&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 advice on costume that is appropriate for your character in Empire. If you follow 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 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=DawnFighting2.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;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_hearth_magic&amp;diff=16150</id>
		<title>Imperial Orcs hearth magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_hearth_magic&amp;diff=16150"/>
		<updated>2013-01-23T13:30:47Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Worth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Symbols==&lt;br /&gt;
Symbols as marks of identity and loyalty are culturally important to Imperial Orcs, but they are also a form of hearth magic. Symbols are used to bind people together, and can be used to strengthen magic that affects groups of people. Imperial Orcs dislike uniformity, so the symbols they use are rarely identical in size and shape; what is important is the thematic image and implied unity. The power of the hearth magic lies in the repetition of the symbolic meaning, rather than in the shape and colour. &lt;br /&gt;
&lt;br /&gt;
The hearth magic of symbols can also be used to create or enforce identity. For orcs, the decision to adopt a symbol is never taken lightly because they know that wearing the symbols of others creates bonds that work to encourage loyalty and unity.&lt;br /&gt;
&lt;br /&gt;
==Worth==&lt;br /&gt;
Imperial Orcs believe that items have [[worth]] based on their history and deeds, how they have passed from one owner to the next and how they have been used. Worth is important in to the ancestors, but it is also an effective hearth magic because the item can influence the owner as much as the owner influences the item. As items gain worth, they pass the essence of that power on to their wielder. A sword used to perform courageous deeds helps the bearer be courageous; a sword used to perform cowardly backstabbing encourages the wielder to be a cowardly backstabber.&lt;br /&gt;
&lt;br /&gt;
This means that the orcs believe that some items with worth are better off being destroyed. An example might be the crown of Alderei the Fair - nobody can deny it has worth but that worth is tainted and corrupt because of the terrible deeds it was part of. Anyone who takes that item runs the risk of becoming cruel and tyrannical.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_religious_beliefs&amp;diff=16144</id>
		<title>Imperial Orcs religious beliefs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_religious_beliefs&amp;diff=16144"/>
		<updated>2013-01-22T22:45:38Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Preachers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Liao and the Labyrinth==&lt;br /&gt;
Imperial Orcs derive no benefit from taking [[liao]] and do not believe that their they reincarnate. It is a key tenet of Imperial Orc belief that each orc has only one life, and that after they die there is no coming back.&lt;br /&gt;
&lt;br /&gt;
Exactly what happens to the soul of an orc after death depends on how they have lived their lives. Most orcs fall into the Howling Abyss that they believe waits for them after death. The Howling Abyss tears their soul to pieces and casts those pieces into oblivion. Such orcs are utterly annihilated and gone forever. It is literally a fate worse than death.&lt;br /&gt;
&lt;br /&gt;
Some humans claim that the lack of reincarnation is proof that orcs have no souls, but the Imperial Orcs believe that the souls of orcs are simply different to the souls of humans. Experiment has shown that auras created with liao ceremonies still affect orcs as do ceremonies such as insight and testify so the majority of synod members accept that orcs must have souls even if doubt remains over their ability to enter and pass through the Labyrinth of Ages. &lt;br /&gt;
{{CaptionedImage|file=OrcBevor.jpg|align=left|width=400}}&lt;br /&gt;
==The Howling Abyss==&lt;br /&gt;
The greatest, the most powerful, the truly legendary orcs, those capable of inspiring a generation with their deeds, are able to cross over the Howling Abyss to the other side. What lies on this farthest shore is not known, for these ancestors never speak of it, but they are strong enough to pass back through the darkness. By doing so they are able to influence and guide their descendants, to speak to them, and to lead them through the Abyss after death - provided they are worthy.&lt;br /&gt;
&lt;br /&gt;
Orcs who have powerful ancestors may receive help from them when they die. The ancestors come for those who have managed to achieve greatness, who strive and succeed against the odds, and help them cross the Howling Abyss. These orcs will return across the Howling Abyss many times, seeking to help their allies and offspring grow strong, but eventually they become too weak to make the journey and can no longer return. Only the most powerful ancestors, those capable of making the journey unaided are able to continue to aid their descendants forever more.&lt;br /&gt;
&lt;br /&gt;
Orcs hear the words of their ancestors in battle when roused to fury. These voices are those of orc ancestors whose greatness allows them to cross the Howling Abyss to offer guidance to their descendants, or those who have been aided in crossing the Howling Abyss by the ancestors.&lt;br /&gt;
&lt;br /&gt;
==Imperial Orc ancestors==&lt;br /&gt;
For Imperial Orcs, the words of their ancestors are often confused and incoherent urging battle with the Empire, rather than its enemies. They have identified three rough groups of ancestors whose voices they can hear. The smallest group is made up of a tiny handful of first- and second-generation Imperial Orcs whose voices are hard to hear. The second group is made up of a small number of slaves whose voices are also weak, and who mostly advise the Imperial Orcs to fight the humans or flee them. The largest group is made up of ancestors connected to the barbarian tribes from which the Imperial Orcs were originally taken - they tend to be angry, barely comprehensible voices that generally urge you to take violent or aggressive action against the rest of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is an unspoken fear for many Imperial Orcs that their ancestors are not strong enough to carry them across the Howling Abyss, and that their slave and barbarian ancestors will never guide them through the darkness because they do not embrace the violent, anti-human teachings of these resentful ancestors. They are left with the inescapable conclusion that unless they can produce strong, inspirational ancestors their people are doomed to oblivion after they die.&lt;br /&gt;
&lt;br /&gt;
Imperial Orcs seek new Imperial Orc ancestors – ancestors who can understand the Empire and the lives the Imperial Orcs have chosen, and offer them support and guidance. The only way this can happen is for Imperial Orc heroes to emerge, and through their deeds and the reverence of their people, gain the strength to cross the Howling Abyss.&lt;br /&gt;
&lt;br /&gt;
==Becoming an ancestor==&lt;br /&gt;
To become an ancestor, an orc must be carried within the proud hearts of their people. They must pour their tale into the soul of future generations and become a legend while still alive, respected and admired by their peers and offspring. It is not, however, one that is easily achieved. Each victory in battle, each notch on their blade and each new story to tell around the fire adds to their legacy, and the quest towards becoming an ancestor. Some Imperial Orcs seek triumph in battle in the name of the Empire, aiming to fell the mightiest foes while still living to fight another day. Others seek to remain in the hearts and memories of their people for their wisdom or cleverness, strengthening and nurturing their fellow orcs and building an enduring legacy for later generations.&lt;br /&gt;
&lt;br /&gt;
==The ancestors in play==&lt;br /&gt;
How well your character can hear the ancestors is left almost entirely to the individual player&#039;s character and roleplaying. The usual time to hear the ancestors is when you&#039;re in a heightened state of anger or fear, especially in combat. You become aware of them around you; usually it&#039;s a rumbling of many voices where you can&#039;t make out the meaning, but sometimes you can hear an individual ancestor offering guidance.&lt;br /&gt;
&lt;br /&gt;
It is extremely unlikely that a ref will ever inform you that an ancestor is talking to you - or what they are saying. What is important to bear in mind is that you aren&#039;t just making this up - orcs &#039;&#039;really do&#039;&#039; hear voices when they are agitated, and when they compare notes they often hear the same kinds of voices telling them the same kinds of things. The ancestors &#039;&#039;really do&#039;&#039; move orcs to acts of heroism and glory, or try to encourage them to stab an insolent [[Dawn|Dawnish]] knight in the guts in the middle of a tense negotiation...&lt;br /&gt;
&lt;br /&gt;
Orcs can only hear an ancestor if they are a direct descendent of them, knew them well when they were alive or are a descendent of someone who knew them well. This means that you may hear your uncle or your grandfather, if you regard that figure with respect and admiration, but other Imperial Orcs probably won&#039;t unless they are also have a link to your ancestor.&lt;br /&gt;
&lt;br /&gt;
===Things the ancestors say===&lt;br /&gt;
The ancestors are only dimly aware of your character and what you are doing, so the guidance they offer is invariably quite general in nature. In battle, they may alert you to imminent danger with a shout of warning. It is very common for them to exhort you to action but the words they use are never specific. If they do use a name, it is as likely to be someone else&#039;s name as your own. Despite this the advice given is applicable to what you are doing, at least most of the time.&lt;br /&gt;
&lt;br /&gt;
Although it may sometimes appear as if the ancestors are talking to you, they cannot hear your words. The ancestors are only dimly aware of you and your actions. Long experience has taught the orcs that the ancestors cannot hear you speak and cannot hold a conversation with you; they have a message to deliver, and they deliver it. &lt;br /&gt;
&lt;br /&gt;
When your grandad urges you to charge the enemy, and you do, there might be a few parting words of approval; if you decline to follow his advice, there may be a feeling of anger and some shouted abuse, but grandad does not enter into a dialogue about &#039;&#039;why&#039;&#039; he wants you to charge the enemy or what alternative courses of action might be equally good.&lt;br /&gt;
&lt;br /&gt;
===Ancestors and hero points===&lt;br /&gt;
When an Imperial Orc spends a [[Heroic skills#Hero Points|hero point]], they are much more likely to hear the voice of an ancestor. You may want to roleplay that an ancestor is guiding your hand when you use [[Heroic skills#Cleaving Strikes|cleaving strike]] for example, or that it is the voice of an ancestor shouting at you that gives you the strength to [[Heroic skills#Unstoppable|get back on your feet]] when you are down. It is especially appropriate to roleplay hearing an ancestor when you use a hero point to change your response to a roleplaying effect - the urging of an ancestor lets you act in a way counter to that the external influence is causing.&lt;br /&gt;
&lt;br /&gt;
==Shamans==&lt;br /&gt;
Most orcs only experience communion with the ancestors when battle is upon them but a few individuals - called [[shamans]] - are able to hear the voices more frequently. Shamans occupy a unique position in Imperial Orc society, as a result, but many are moon-struck, their minds affected by the constant attempts by the ancestors to communicate with them.&lt;br /&gt;
&lt;br /&gt;
==Preachers==&lt;br /&gt;
The Imperial Virtues are clearly a part of what makes the Empire what it is. As a result most Imperial Orcs at least pay them lip service and there is a drive amongst some orcs to embody the virtues as keenly as possible, to prove themselves the equal of any human citizen of the Empire. Those Imperial Orcs who embrace the Way and become priests are called [[Preachers]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&amp;diff=16143</id>
		<title>Imperial Orcs military concerns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_military_concerns&amp;diff=16143"/>
		<updated>2013-01-22T22:01:53Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At present there are just two Imperial Orc armies, although both are over-sized, roughly fifty percent larger than other Imperial armies. Plans have been mooted a few times for splitting the forces to create three armies, but the two armies were created when the orcs joined the Empire and have a long and noted history that few orcs are willing to give up - most take great pride in their army&#039;s achievements. Imperial Orcs are also aware that much of their political unity arises from the tight-knit nature of the armies and the legions attached to them and they are keen to prevent their loyalties being divided amongst too many armies and generals. Ultimately though the biggest consideration has simply been the practical costs involved in reforming the orc armies - the costs involved, the loss of efficiency as the armies are reorganized and the time in barracks required to complete the change. &lt;br /&gt;
&lt;br /&gt;
The Orc generals face a number of difficult challenges. With no land of their own to defend, their troops are free to fight on any of the Imperial borders but this also robs them of political influence in the [[Imperial Senate|Senate]]. They are keenly aware that their military strength is their strongest advantage and that they must use it to the [[Imperial Orcs territories#The Plan|best advantage]] of the Imperial Orc nation, deploying their forces where they can bring the most benefit. While the most political capital might be accrued by going where the fighting is heaviest, this brings with it commensurate losses. Other nations are likely aware of the Imperial Orc desire for land, and the best Orc generals know they must be careful not to have their patriotism exploited to increase the influence of another nation at the cost of Orc lives.&lt;br /&gt;
{{CaptionedImage|file=OrcsFighting.jpg|align=right|width=400}}&lt;br /&gt;
The barbarian orcs harbour a particular hatred for the Imperial Orcs, often singling them out on the battlefield where possible. The Imperial Orcs have learned to use this to their advantage, exploiting the hatred the barbarians feel for their Imperial cousins to encourage them to make foolish tactical decisions. When fighting alongside the [[Navarr]] for example a legion may lure an opposing band of barbarian orcs into a prepared ambush, drawing the brunt of the opposing forces forward so the Navarr thorns can engage their flanks.&lt;br /&gt;
&lt;br /&gt;
Although orcs strive to preserve themselves and their legion, cowardice is one of the most heinous of crimes – an act of self-preservation which threatens others. By contrast, the truest form of courage an orc can show is to give their life so that the legion can survive; it is difficult to become an ancestor if you fall before old age, and as this is the very zenith of orcish achievement, it takes a truly selfless orc to make the hardest sacrifice. Tales are told of such heroes, but they are always tinged with regret at the waste of life. Every orc that falls in battle is seen as a cause for sorrow, an early death prevents them from becoming an ancestor as well as diminishing the strength of the legions.&lt;br /&gt;
&lt;br /&gt;
==Pit Fighting==&lt;br /&gt;
[[Pit-fights]] are a significant part of Imperial Orc culture, a revered practice that entertains and unites orcs in the Empire. Some individuals find themselves drawn to the experience of the pits, returning to fight there over and over. Some are drawn simply by the adrenalin of the experience, finding the roar of the crowd and the adrenalin of the challenge is too addictive to resist.&lt;br /&gt;
&lt;br /&gt;
The very best are able to become professional pit-fighters. They trade on the reputation for skill and strength that they have built up in previous fights, until their notoriety means that other orcs begin to seek them out and actively challenge them. Most pit-fights are fought for joy of battle, some are fought to settle grudges and establish a rough pecking order. A professional pit-fighter can charge for the right to fight them because an orc wants to make a name for themself beating one of the best or perhaps because they want to learn something from the fight. The best pit-fighters are not just warriors, they are experts at working the crowd to a fever-pitch, so some orcs prefer to fight them just because the onlookers make the fight so much more rewarding. The taboos against betting on a pit-fight do not apply to making your own living from it - and the best pit-fighters are legends - at least amongst the orcs.&lt;br /&gt;
&lt;br /&gt;
A few pit-fighters see their role as more than just a great way to make a living. Pit-fights are a deeply spiritual experience, for participants as well as for onlookers. The energy of the crowd, the adrenalin of the battle beckons to the [[Imperial Orcs religious beliefs#Imperial Orc ancestors|ancestors]] and draws them closer. Many pit-fighters hear their ancestors urging them on during the fight and this experience is what drives many orcs to return to the pit over and over again. It is even more important for Imperial Orc shamans who need to commune with the ancestors and consult them to offer their guidance for the warlords.&lt;br /&gt;
&lt;br /&gt;
As a result some skilled pit-fighters are closely associated with the [[Shamans|shamans]], working with them to decipher the wisdom from their words and determine what advice the ancestors are trying to communicate. These fighters see their job as a calling, they compete to make their battles as dramatic and exciting as possible, the better to allow themselves and the shamans to hear the voices of the past. Shamans often query fighters on what they heard, if anything, while fighting, but pit-fighters who emphasize the spiritual side of their calling will often ensconce themselves with the shamans for hours afterwards, working together to make sense of the ancestors&#039; words. &lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_economic_interests&amp;diff=16142</id>
		<title>Imperial Orcs economic interests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_economic_interests&amp;diff=16142"/>
		<updated>2013-01-22T20:15:59Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Thief-takers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Imperial Orcs see money as something that separates free citizens of the Empire from slaves. Perhaps more so than many humans they understand the freedom that comes with being able to buy and sell things freely. A number of the first generation were raised in [[The League|League cities]], and possessed a well-developed appreciation for the power that comes with wealth. In keeping with their instinctual desire to be part of a group, however, many Orcs see a distinction between personal wealth - enough money to live in comfort - and the wealth of the legion - the wealth that comes from and is used to keep everyone in the legion well equipped, fit and capable of doing their jobs.&lt;br /&gt;
{{CaptionedImage|file=Bonesetter.jpg|align=left|width=250}}&lt;br /&gt;
===Bonesetters===&lt;br /&gt;
Many legions pool the majority of their wealth and resources, using it to provide for the members of the legion on the basis of need. A warlord will usually appoint one or more individuals to look after a legion’s wealth. By tradition these people are called bonesetters and are usually trained apothecaries, physicks or both.&lt;br /&gt;
&lt;br /&gt;
Bonesetters are expected to attend to the physical needs of the legion, but their remit runs well beyond this. Most bonesetters proactively work to enrich their legion, investing the legion’s resources as they see fit to try to increase the legion’s wealth. Bonesetters have no formal powers but they often broker deals for the skills of individual legion members or even the whole legion, if they are confident that their warlord will support them. A competent bonesetter who is working in the best interests of their legion can usually count on their support. Few orcs want to annoy the individual whose responsibility it is to treat the wounded but more importantly, the genuine bonesetter is assumed to be making deals for the benefit of the entire legion.&lt;br /&gt;
{{CaptionedImage|file=OrcSketch1.jpg|align=right|width=250}}&lt;br /&gt;
===Thief-takers===&lt;br /&gt;
Orcs despise criminals or indeed anyone who puts their own interests above that of their group. As a result Imperial Orcs find themselves natural supporters of the Imperial legal system. If an Imperial Orc witnesses corruption or lawbreaking, they are likely to take steps to immediately arrest the criminal, and take them straight to the nearest magistrate for judgement. As a result many  have found a niche for themselves serving as thief-takers.&lt;br /&gt;
&lt;br /&gt;
Thief-takers earn their income by collecting bounties on criminals who have fled the law and more rarely by taking payments from private individuals looking to identify perpetrators of crimes. Thief-takers are overseen by the Imperial magistrates and the most effective work closely with them. Some legions encourage their members to take this work, believing that it earns wealth for the legion as well as performing a valuable service, but some orcs enjoy the work so much that they make a life for themselves outside the legion forming small bands with other successful thief-takers.&lt;br /&gt;
&lt;br /&gt;
The large number of orcs prepared to carry out this work, and their strict adherence to the letter of the law, particularly enacting magistrates’ orders which would make others’ lives politically very uncomfortable has meant that in recent years more and more of this work is brought directly to the Imperial Orcs. In particular a number of magistrates have adopted the “culprit’s walk” where suspects are forced to walk around the orc camp before being released on bail. The culprit’s walk makes it easier for orc thief-takers to identity suspects that fail to return for trial as well as making the culprit aware of the resources available to bring them to justice. There have been three attempts by the Senate to ban the culprit’s walk but thus far they have all been unsuccessful.&lt;br /&gt;
{{CaptionedImage|file=OrcSketch2.jpg|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
===Reavers===&lt;br /&gt;
Most orc legions support large groups of heavily trained soldiers who are no longer serving directly in the Imperial army. These soldiers are usually deployed with the orc armies, to further bolster their strength, but periodically they perpetrate raids on barbarian lands to earn much needed wealth for their legion. This arrangement ensures that more power remains with the warlords rather than being commanded directly by the Imperial generals. Wise generals work closely with those warlords whose legions are part of their army; ensuring they have enough opportunities to raid barbarian lands to keep their legions supplied helps ensure their continued support and cooperation.&lt;br /&gt;
&lt;br /&gt;
A handful of legions have come to enjoy the freedom and wealth that raiding brings and no longer maintain links with the armies. These groups, called reavers, usually support themselves primarily by raiding and by hiring as mercenaries with one of the Imperial armies. Reavers are largely tolerated by legion orcs; their raids help to enrich the orc nation and the Empire and damages their enemies, but are often disorganized or poorly focused. It is seen as a good way of life for those orcs who chafe under the leadership or strict discipline of army life to still serve the nation.&lt;br /&gt;
&lt;br /&gt;
The line between legions and reavers is easily crossed. Legions that find themselves unable to respect the generals of the armies often take up the reaving lifestyle, sometimes for years at a time. Likewise reavers who prosper enough to become prominent often join one of the armies to allow them to play a full role in orc society.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
A few Imperial Orcs maintain lands and resources near to the legion camps. Most orcs regard mines with a great deal of distaste and few orcs can be convinced to work them. As a result Imperial Orcs tend to avoid them and the few orcs that do own them usually hire local labour. Shortfalls in resources and other materials that the Imperial Orcs need are usually provided by reavers.&lt;br /&gt;
&lt;br /&gt;
Most Imperial Orcs favour [[Resource Overview#Personal Resources|military units]] and only a few invest in herb gardens, mana sites and other static resources. [[Imperial Orcs territories#The Plan|The plan]] needs as much military might as can be brought to bear, and when it is complete the goal is to relocate to the new territory which will be more difficult for those with close ties to existing resources.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_history&amp;diff=16090</id>
		<title>Imperial Orcs history</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_history&amp;diff=16090"/>
		<updated>2013-01-21T23:14:14Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* The Revolt Spreads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Slavery==&lt;br /&gt;
The Imperial Orcs began as slaves. By the time the First Empress was putting her Empire together, generations of orcs had been born, lived and died as slaves to the human nations. Slaves were rare in Navarr and Urizen, because they had little use for them, and in the Brass Coast because slavery was an abomination to many. However it was commonplace everywhere else in the Empire; just as it was common for humans to labour as slaves in the lands the Orcs controlled. For the forerunners of the Imperial Orcs the founding of the Empire swelled their numbers as more Orc tribes were conquered but it brought no respite from their toil.&lt;br /&gt;
&lt;br /&gt;
Orc children were traded like livestock. The old and the weak were left to starve. Thoughtless cruelty was commonplace. The most common attitude of slave owners was that orcs were lucky to be alive, the only alternative they saw was death for those who resisted the expansion of the Empire. Those orcs who escaped captivity were simply never seen again, unless they were hunted down and brought back to the camps to face execution as a warning to the others.&lt;br /&gt;
&lt;br /&gt;
Orcs taken as slaves were deliberately separated from their tribes to make them easier to handle. The result was that the orcs had lost all sense of identity, stripped of their tribal heritage by generations of slavery. As a result when an orc managed to escape, they made no effort to rescue anyone else.&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcWarrior.jpg|align=right|width=400}}&lt;br /&gt;
==The Uprising==&lt;br /&gt;
The uprising began in Varushka with the legendary orc warlord Thrace. Young, confident and strong-willed, he saw something that no previous orc slave had seen. The other orc slaves were not strangers, they were part of his legion and his tribe. Through force of will and physical might, he bound his fellows together. He engineered a collapse in the mine allowing the entire legion to escape as one. A single escape was not enough for Thrace and his legion - they had decided that all the slaves kept by the Empire were their people, and they set out to free as many of their tribe as they could.&lt;br /&gt;
&lt;br /&gt;
Thrace&#039;s legion began raiding nearby slave enclosures, freeing other orc slaves and appropriating weapons and food for their growing band. Wherever Thrace&#039;s legion went, they offered the slaves they liberated a simple choice. Join our legion and come with us, or stay by yourselves and try to make it alone. The majority chose to join the legion, and their numbers quickly grew. Throughout the Summer there were numerous battles with Varushkan troops sent to deal with the uprising, but the results were indecisive and with winter closing in, the Varushkans were forced to abandon the pursuit.&lt;br /&gt;
&lt;br /&gt;
By this time the legion had grown so large that Thrace was forced to split his forces in three to allow them to survive the winter. They spent the cold months practising with the armour and weaponry they had captured. Messengers were sent to the barbarian tribes, to seek aid, but they were bloodily rebuffed. If anything, the barbarian tribes seemed to hate the liberated slaves even more than the humans. From surviving emissaries, the news trickled back that no escaped orc slave had ever been accepted among the barbarians; those few who had survived the arduous trek to the lands claimed by the barbarians, and those slaves in territories that had fallen to the barbarians, were simply killed.&lt;br /&gt;
&lt;br /&gt;
With the first thaws of Spring, the Imperial army tried to catch the orcs in a decisive engagement, but Thrace and his warlords resisted. The Imperial generals called in reinforcements, and finally they managed to corner the orc force with no opportunity for escape. The orcs still had the advantage of numbers, but they had only a fraction of the weapons, armour and training of their enemies and it was clear that defeat was certain without a miracle of some kind. Determined not to allow the uprising to be crushed, the legion sent the best warriors out in small groups in the night with orders to slip past the Varushkan armies and carry the uprising to all the lands of the Empire. To give them cover to make their escape, Thrace led the legion in a surprise attack against the encamped Varushkan armies.&lt;br /&gt;
&lt;br /&gt;
Woefully under-equipped compared to the Imperial troops, the legion managed to keep the Varushkans busy until late in the day. They fought valiantly, desperately, but they were no match for the massed might of two imperial armies. It is widely believed that Thrace died in the engagement with the Imperial armies. To date no Imperial Orc can claim reliably to have heard his voice and some believe this means he is not actually dead. It seems unlikely that he is alive, but equally unlikely that such a pivotal figure would not have [[Imperial Orcs religious beliefs#Becoming an Ancestors|become an ancestor]] after death.&lt;br /&gt;
&lt;br /&gt;
The Empire crushed the slaves and on the orders of the Varushkan generals no prisoners were taken. Every orc not killed in the battle was executed, and survivors were mercilessly hunted through the early winter months. The bodies were burnt in massive funeral pyres, and the Empire considered the matter at an end.&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcGroup3.jpg|align=left|width=350}}&lt;br /&gt;
&lt;br /&gt;
==The Revolt Spreads==&lt;br /&gt;
On the first day of Spring of the next year, the soldiers that Thrace had ordered to flee Varushka attacked slave camps in [[Wintermark]], [[Dawn]], the [[The League|League]] and [[Highguard]]. They had spent the winter spying out all the weakest defended areas where slaves were being held and they fell on them slaughtering any Imperials not smart enough to run. Their numbers swelled rapidly, just as they had done in Varushka, while the Empire struggled to respond to a widespread threat erupting in lands it considered secure. &lt;br /&gt;
&lt;br /&gt;
There were atrocities on both sides during this period - stories of entire camps put to the sword by terrified owners, or villages sacked and every human within slaughtered by rampaging orc slaves in search of supplies. Not all contact between orcs and humans was hostile however; a handful of notable Freeborn and League merchants realized the potential for profit and began to sell weapons and provisions to the orc legions in return for plundered ores.&lt;br /&gt;
&lt;br /&gt;
While the orcs tried to avoid pitched battles, their groups became too large to move effectively especially in open lands. Several major engagements took place in Dawn and Wintermark and although the orcs suffered a number of defeats there were always more camps to raids so their numbers continued to grow. The message of the revolt spread through the orc population, no matter how hard the Empire tried to prevent it. &amp;quot;We are one tribe,&amp;quot; it ran. &amp;quot;We are one people, and we will not be slaves any longer.&amp;quot; Several camps spontaneously revolted and while most such mini-uprisings were ruthlessly suppressed enough succeeded, forming new legions who set out to join up with their free fellows.&lt;br /&gt;
&lt;br /&gt;
As the year drew on, the disparate orc forces converged on the League city of Temeschwar still acting on the orders given to them by Thrace the year before. They created a massive encampment near the city where thousands of slaves were held. The city was well defended however and it was clear that they lacked the numbers to take it so they pushed north into Varushka intent on surviving the winter there as they had done the year before.&lt;br /&gt;
&lt;br /&gt;
It was there, that [[Emperor Ahraz]] of the Brass Coast made contact with them, initially via contacts cultivated by Freeborn merchants, and later in person. While the Empire tends to take a dim view of Ahraz, the orcs mostly speak of him as a man of great sincerity and passion who convinced them that he could not only save their people, but give them a purpose and a home. All they had to do was swear to serve the Empire and the Imperial Throne.&lt;br /&gt;
&lt;br /&gt;
Several legions refused to accept Ahraz&#039; offer - to join the Empire that had enslaved them - and even the Emperor could not ensure their safety. They headed into the Varushkan wilderness, and out of the Imperial Orc histories. Some were exterminated by the Imperial Armies, others were prey to monsters, and a few exist today as beleaguered bandit tribes.&lt;br /&gt;
&lt;br /&gt;
Those who accepted Ahraz&#039; offer marched along with his forces to Anvil, in a calculated show of force, to where the Senate was sitting. The Emperor presented the agreement to the Senate, and hours of frantic politicking took place. The Emperor&#039;s faction won the vote. Several far-reaching changes took place as a consequence; it became it illegal to keep orcs as slaves and those who swore to serve the Empire were accepted as Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
==Citizens of the Empire==&lt;br /&gt;
Acceptance of the orcs as citizens of the Empire meant the end of slavery. Those few orcs still enslaved were brought to the vast camps based near Anvil. Tents and provisions were provided but life in these refugee camps was crowded and dirty. As months passed these camps became the de facto home for the Imperial Orcs. The Civil Service made a great push to recruit orcs into the Imperial army; the discipline of army life suited the orcs and keeping their people together made it possible to exert leadership over them.&lt;br /&gt;
&lt;br /&gt;
The years that followed also required each of the now-Imperial Orcs to take the Tests of Adulthood. They learned to read and write first from Urizen teachers, and then from each other. These were the first of the skills that the orcs had been denied as slaves, but others followed - metalworking, building, sewing - all had to be relearned.&lt;br /&gt;
&lt;br /&gt;
Many orcs were keen to abandon the past and embrace the opportunity they had won for themselves as citizens of the Empire. The legacy of Thrace was to show the orcs that they were a people, and one that existed long before Ahraz made them citizens of the Empire - the orcs know that the Emperor did not make them one people, it merely gave their people a name.&lt;br /&gt;
&lt;br /&gt;
==Three Generations==&lt;br /&gt;
News of the acceptance of orcs into the Empire brought renewed conflict with the barbarians on every border. Some of the Imperial Orcs claim that the invasions were launched with the intention of attacking them directly, but there is little proof to support this and the barbarians remained as divided as ever.&lt;br /&gt;
&lt;br /&gt;
At first the Imperial generals were hesitant to use the orcs. Many believed that the Imperial Orcs would prove unreliable in battle, some openly questioned their reliability. The first Imperial Orcs took their places at a meeting of generals in 351 YE, and despite initial scepticism, they proved time and again what they and their people were capable of doing when fighting for the Empire.&lt;br /&gt;
&lt;br /&gt;
Since that time, the Imperial Orcs have been caught up in the struggle to cement their identity and to learn how to be Imperial citizens. It is only with the coming of age of the third generation, the first generation of orcs to have been born entirely as Imperial citizens, that they are now beginning to make their presence felt on the Imperial stage. &lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_look_and_feel&amp;diff=16005</id>
		<title>Imperial Orcs look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_look_and_feel&amp;diff=16005"/>
		<updated>2013-01-21T00:30:12Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Leg and Arm Wraps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=FlawlessVictory.jpg|width=225|align=left|caption=Hero belt and war skirt by [https://www.facebook.com/pages/Windee-Works/279871375367620 Windee Works]}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Imperial Orc look is a patchwork of second-hand clothing and equipment collected together. Equipment is aged and worn, a reflection of the Orc preference for old items with history and story over things that are new. Imperial Orcs have been free for barely the span of two generations, enough time to learn basic skills but not enough to master them. Moreover most orcs take pride in being able to make and maintain their own clothing and equipment but they have little interest in their appearance. As such Imperial Orc craftsmanship lacks sophistication - it is simple, practical and often rustic.&lt;br /&gt;
&lt;br /&gt;
Base colours are dull or dark; brown is seen as a practical colour that hides mud and dirt stains. These will be contrasted with stark colours like blood red or midnight blue. The surface of weapons and armour are often treated, dulling, darkening or painting the metal to protect them against further rust. Clothing and equipment are all marked with symbols of identity, painted, carved or stitched onto the surface. &lt;br /&gt;
&lt;br /&gt;
Imperial Orcs are practical people who like their belongings to reflect their physical lifestyle. As a result clothing tends to be strong and hard wearing, to resist wear. Leather is common, as are linen and wool - practical materials that will wear well and can be patched and repaired. Tailoring is basic; most orcs wear a simple tunic often combined with a warskirt made up of pieces of leather hung from a belt. &lt;br /&gt;
{{CaptionedImage|file=ImperialOrcGroup.jpg|width=225|align=right}}&lt;br /&gt;
Weapons are heavy and solid, designed to withstand the most brutal impacts without shattering and to pulverize bones rather than cut the flesh. Bows and crossbows are both used occasionally, but most orcs prefer to get close to their enemy.&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Proud, practical, poor, old, worn, independent, physical, fierce. &lt;br /&gt;
&lt;br /&gt;
===Influences===&lt;br /&gt;
Costume is heavily influenced by the Dark Ages; weapons and armour by the Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
Dull or dark natural shades, particularly brown. Primary colours such as blood red or midnight blue may be used for contrast or to highlight an item.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
Orcs use practical and hard wearing materials like wool, hessian, canvas and especially leather. Materials are usually dyed or stained to protect them and to hide mud or dirt. They also use iron reinforcing clothing with plates of iron and patches of chain.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
The basic Imperial Orc costume is a woollen t-tunic or similar linen tunic with a simple cut. Dark Age fabrics and costume patterns with their simple cuts are ideal for Imperial Orcs. These drawings show some of the art team’s original ideas for Imperial Orcs in the Empire setting based on the ideas that their clothing is simple practical items they have taught themselves to make since winning their freedom.&lt;br /&gt;
{{CaptionedImage|file=DarkAgeOrcCostume.jpg|width=750}}&lt;br /&gt;
Clothing is often supplemented with patches of mail or pieces of plate. Orcs are no more likely than any other Imperial Citizen to wear armour all the time, but armour is considered a mark of status, so small pieces of armour demonstrate the wearer’s right to dress as they please.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;{{CaptionedImage|file=OrcWarriorWithFalchion.jpg|width=264|align=left}}&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcWarriorGroup.jpg|width=528||align=left}}&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many things owned by Imperial Orcs are ripped and torn or pitted with rust, their appearance hopelessly affected by the rigours of age and hard use. Orcs regard these signs of age as a necessary improvement for a thing to gain worth and care little for the aesthetics. As a result their appearance is usually a motley collection of clothing and items that have been worn and used for decades. &lt;br /&gt;
&lt;br /&gt;
Imperial Orc clothing is often heavily patched and repaired. Being independent of others means being able to maintain your own belongings, so most orcs mend their own clothes. Ever pragmatic, the repairs are usually made with whatever materials are readily to hand.&lt;br /&gt;
&lt;br /&gt;
===War Skirt===&lt;br /&gt;
A war skirt is a common piece of Imperial Orc clothing, fashioned from layers of leather worn over each other and secured to a heavy leather belt or hero belt.&lt;br /&gt;
{{CaptionedImage|file=Warskirts.jpg|width=750}}&lt;br /&gt;
===Leg and Arm Wraps===&lt;br /&gt;
Almost all Imperial Orcs wear wraps around their ankles, wrists and neck to hide any scars once caused by chains and manacles. Many orcs now use other garments to cover these areas, but almost all orcs cover them in some way. To leave the skin in these areas exposed is considered shameless by most Imperial Orcs - a taboo akin to public nudity. Wraps are less common in battle, but heavy gauntlets and boots cover the ankles and bevors are a common piece of armour worn to protect the neck as well as cover it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;{{CaptionedImage|file=ImperialOrcWarrior1.jpg|width=350|align=left}}&lt;br /&gt;
{{CaptionedImage|file=Orc-3151.jpg|width=350||align=left}}&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wraps or similar are not essential, but they are a very effective way to easily hide skin on the wrists ankles and neck. This means you don&#039;t have to bother painting it and avoids all the usual complications and problems when make-up runs.&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Weapons===&lt;br /&gt;
Imperial Orcs prefer weapons that can endure for generations without shattering or corroding away. As a result they favour oversized weapons with plenty of heft designed to smash through bone rather than to thrust or pierce the flesh. Swords usually have thick heavy blades almost like cleavers. Many continue the blade over the guard of the handle giving the weapon a fierce and brutal demeanour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;{{CaptionedImage|file=OrcWarriorWithFalchion2.jpg|width=350|align=left}}&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorWithPoleArm.jpg|width=348||align=left}}&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Heavy, layered armour, thick leather, mail and plate are common. Imperial Orc armour usually shows signs of wear. Mail and plate is often rusted while the surface of leather armour will usually be cut and notched. It is extremely rare for armour to be made as a complete suit - it is much more common for pieces to be cannibalized from various disparate sources.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ImperialOrcArmour1.jpg|width=500|align=left}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ImperialOrcArmour2.jpg|width=308||align=left}}&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcArmour4.jpg|width=308||align=left}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Round shields are preferred, usually painted or daubed with crude symbols. [[Imperial Orcs magical traditions#Warcasters|Warcasters]] often use a kite shield rather than a round shield both to have the biggest shield possible and to make up for their lack of heavy armour.&lt;br /&gt;
&lt;br /&gt;
===Mage implements and armour===&lt;br /&gt;
Shamans prefer implements fashioned from or decorated with with bone, while warcasters prefer heavy iron rods that can serve as effective weapons without the aid of magic. Mage armour is often fashioned from thin leather with symbols interwoven with runes and other decorations.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
Orcs feel a strong need to be part of a well-defined group. They tend to see the group’s identity as an essential part of their own identity, and they like to have clearly visible [[Imperial Orcs culture and customs#Symbols|symbols of membership]].&lt;br /&gt;
&lt;br /&gt;
Orc symbols are usually added to items by the owner themselves. The simplest are painted or drawn, but more skilled orcs will burn, gild or embroider symbols onto their belongings. Orcs dislike uniformity so symbols are often recurring interpretations of a theme rather than a specific design used by everyone. In a legion of orcs that use a dagger as their symbol for example, each design may be a slightly different shape, size and colour, but provided they make the individual’s legion clearly identifiable then they achieve their purpose. It is the underlying motif that it is prized; the visible demonstration of allegiance.&lt;br /&gt;
&lt;br /&gt;
Many Imperial Orcs have adopted the Imperial Horse as the unofficial symbol of their nation. They embellish personal equipment with the image and incorporate it into banners and other symbols. Most orcs belong to a legion and the Imperial Horse usually takes pride of place next to the legion symbol.&lt;br /&gt;
&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
In defining the ideal look and feel for the Imperial Orcs we have chosen not to include some images. Orcs are a common feature in many settings but we wanted to create our own version of orcs that fit with the story and setting of Empire. For this reason we deliberately omitted elements from other settings that are so striking and memorable that it is impossible to see them without thinking of the game that created them.&lt;br /&gt;
{{CaptionedImage|file=Goblin.jpg|width=150|align=right}}&lt;br /&gt;
We&#039;ve listed some of the items we chose not to include in the look and feel below along with a short explanation of why they are not perfect for the Imperial Orcs. It is okay to use these items as part of your kit, creating a costume is always a compromise as time and money are limited. What we want to do is be clear on the suggestions we are making, so that players who are looking to create new kit or add to their existing kit can be confident about what will look great for the nation.&lt;br /&gt;
&lt;br /&gt;
===Warhammer and Warhammer 40K===&lt;br /&gt;
The Games Workshop settings are iconic and memorable and have inspired many LRP characters. The imagery is instantly recognizable to anyone who is familiar with the games and conjures up images of the culture and style of Games Workshop orcs. We have deliberately chosen to draw most of our inspiration from the orcs and the Uruk-hai presented in the recent Lord of the Rings movies rather than the Games Workshop setting. For this reason it is much better to avoid iconic Games Workshop symbols like the yellow crescent of the Bad Moon Orcs or the vibrant green of their green skins if humanly possible. &lt;br /&gt;
{{CaptionedImage|file=Legosaruman.jpg|width=150|align=left}}&lt;br /&gt;
===The Lidless Eye and the White Hand===&lt;br /&gt;
Orcs in Empire are far from the bestial creatures presented in the books and films but Tolkien&#039;s orcs are one of the inspirations that we have used. However neither Saruman nor Sauron exists in Empire so it is better to avoid their iconic symbols, the lidless eye and the white hand, if possible.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_look_and_feel&amp;diff=16004</id>
		<title>Imperial Orcs look and feel</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_look_and_feel&amp;diff=16004"/>
		<updated>2013-01-21T00:25:26Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=FlawlessVictory.jpg|width=225|align=left|caption=Hero belt and war skirt by [https://www.facebook.com/pages/Windee-Works/279871375367620 Windee Works]}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Imperial Orc look is a patchwork of second-hand clothing and equipment collected together. Equipment is aged and worn, a reflection of the Orc preference for old items with history and story over things that are new. Imperial Orcs have been free for barely the span of two generations, enough time to learn basic skills but not enough to master them. Moreover most orcs take pride in being able to make and maintain their own clothing and equipment but they have little interest in their appearance. As such Imperial Orc craftsmanship lacks sophistication - it is simple, practical and often rustic.&lt;br /&gt;
&lt;br /&gt;
Base colours are dull or dark; brown is seen as a practical colour that hides mud and dirt stains. These will be contrasted with stark colours like blood red or midnight blue. The surface of weapons and armour are often treated, dulling, darkening or painting the metal to protect them against further rust. Clothing and equipment are all marked with symbols of identity, painted, carved or stitched onto the surface. &lt;br /&gt;
&lt;br /&gt;
Imperial Orcs are practical people who like their belongings to reflect their physical lifestyle. As a result clothing tends to be strong and hard wearing, to resist wear. Leather is common, as are linen and wool - practical materials that will wear well and can be patched and repaired. Tailoring is basic; most orcs wear a simple tunic often combined with a warskirt made up of pieces of leather hung from a belt. &lt;br /&gt;
{{CaptionedImage|file=ImperialOrcGroup.jpg|width=225|align=right}}&lt;br /&gt;
Weapons are heavy and solid, designed to withstand the most brutal impacts without shattering and to pulverize bones rather than cut the flesh. Bows and crossbows are both used occasionally, but most orcs prefer to get close to their enemy.&lt;br /&gt;
&lt;br /&gt;
===Feel===&lt;br /&gt;
Proud, practical, poor, old, worn, independent, physical, fierce. &lt;br /&gt;
&lt;br /&gt;
===Influences===&lt;br /&gt;
Costume is heavily influenced by the Dark Ages; weapons and armour by the Lord of the Rings.&lt;br /&gt;
&lt;br /&gt;
===Colours===&lt;br /&gt;
Dull or dark natural shades, particularly brown. Primary colours such as blood red or midnight blue may be used for contrast or to highlight an item.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
Orcs use practical and hard wearing materials like wool, hessian, canvas and especially leather. Materials are usually dyed or stained to protect them and to hide mud or dirt. They also use iron reinforcing clothing with plates of iron and patches of chain.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
The basic Imperial Orc costume is a woollen t-tunic or similar linen tunic with a simple cut. Dark Age fabrics and costume patterns with their simple cuts are ideal for Imperial Orcs. These drawings show some of the art team’s original ideas for Imperial Orcs in the Empire setting based on the ideas that their clothing is simple practical items they have taught themselves to make since winning their freedom.&lt;br /&gt;
{{CaptionedImage|file=DarkAgeOrcCostume.jpg|width=750}}&lt;br /&gt;
Clothing is often supplemented with patches of mail or pieces of plate. Orcs are no more likely than any other Imperial Citizen to wear armour all the time, but armour is considered a mark of status, so small pieces of armour demonstrate the wearer’s right to dress as they please.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;{{CaptionedImage|file=OrcWarriorWithFalchion.jpg|width=264|align=left}}&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcWarriorGroup.jpg|width=528||align=left}}&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many things owned by Imperial Orcs are ripped and torn or pitted with rust, their appearance hopelessly affected by the rigours of age and hard use. Orcs regard these signs of age as a necessary improvement for a thing to gain worth and care little for the aesthetics. As a result their appearance is usually a motley collection of clothing and items that have been worn and used for decades. &lt;br /&gt;
&lt;br /&gt;
Imperial Orc clothing is often heavily patched and repaired. Being independent of others means being able to maintain your own belongings, so most orcs mend their own clothes. Ever pragmatic, the repairs are usually made with whatever materials are readily to hand.&lt;br /&gt;
&lt;br /&gt;
===War Skirt===&lt;br /&gt;
A war skirt is a common piece of Imperial Orc clothing, fashioned from layers of leather worn over each other and secured to a heavy leather belt or hero belt.&lt;br /&gt;
{{CaptionedImage|file=Warskirts.jpg|width=750}}&lt;br /&gt;
===Leg and Arm Wraps===&lt;br /&gt;
Almost all Imperial Orcs wear wraps around their ankles, wrists and neck to hide any scars once caused by chains and manacles. Many orcs now use other garments to cover these areas, but almost all orcs cover them in some way. To leave the skin in these areas exposed is considered shameless by most Imperial Orcs - a taboo akin to public nudity. Wraps are less common in battle, but heavy gauntlets and boots cover the ankles and bevors are common piece of armour worn to protect the neck as well as cover it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;{{CaptionedImage|file=ImperialOrcWarrior1.jpg|width=350|align=left}}&lt;br /&gt;
{{CaptionedImage|file=Orc-3151.jpg|width=350||align=left}}&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wraps or similar are not essential, but they are a very effective way to easily hide skin on the wrists ankles and neck. This means you don&#039;t have to bother painting it and avoids all the usual complications and problems when make-up runs.&lt;br /&gt;
&lt;br /&gt;
==Arms and Armour==&lt;br /&gt;
===Weapons===&lt;br /&gt;
Imperial Orcs prefer weapons that can endure for generations without shattering or corroding away. As a result they favour oversized weapons with plenty of heft designed to smash through bone rather than to thrust or pierce the flesh. Swords usually have thick heavy blades almost like cleavers. Many continue the blade over the guard of the handle giving the weapon a fierce and brutal demeanour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;{{CaptionedImage|file=OrcWarriorWithFalchion2.jpg|width=350|align=left}}&lt;br /&gt;
{{CaptionedImage|file=OrcWarriorWithPoleArm.jpg|width=348||align=left}}&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
Heavy, layered armour, thick leather, mail and plate are common. Imperial Orc armour usually shows signs of wear. Mail and plate is often rusted while the surface of leather armour will usually be cut and notched. It is extremely rare for armour to be made as a complete suit - it is much more common for pieces to be cannibalized from various disparate sources.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ImperialOrcArmour1.jpg|width=500|align=left}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=ImperialOrcArmour2.jpg|width=308||align=left}}&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcArmour4.jpg|width=308||align=left}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
Round shields are preferred, usually painted or daubed with crude symbols. [[Imperial Orcs magical traditions#Warcasters|Warcasters]] often use a kite shield rather than a round shield both to have the biggest shield possible and to make up for their lack of heavy armour.&lt;br /&gt;
&lt;br /&gt;
===Mage implements and armour===&lt;br /&gt;
Shamans prefer implements fashioned from or decorated with with bone, while warcasters prefer heavy iron rods that can serve as effective weapons without the aid of magic. Mage armour is often fashioned from thin leather with symbols interwoven with runes and other decorations.&lt;br /&gt;
&lt;br /&gt;
==Icons and Artistry==&lt;br /&gt;
Orcs feel a strong need to be part of a well-defined group. They tend to see the group’s identity as an essential part of their own identity, and they like to have clearly visible [[Imperial Orcs culture and customs#Symbols|symbols of membership]].&lt;br /&gt;
&lt;br /&gt;
Orc symbols are usually added to items by the owner themselves. The simplest are painted or drawn, but more skilled orcs will burn, gild or embroider symbols onto their belongings. Orcs dislike uniformity so symbols are often recurring interpretations of a theme rather than a specific design used by everyone. In a legion of orcs that use a dagger as their symbol for example, each design may be a slightly different shape, size and colour, but provided they make the individual’s legion clearly identifiable then they achieve their purpose. It is the underlying motif that it is prized; the visible demonstration of allegiance.&lt;br /&gt;
&lt;br /&gt;
Many Imperial Orcs have adopted the Imperial Horse as the unofficial symbol of their nation. They embellish personal equipment with the image and incorporate it into banners and other symbols. Most orcs belong to a legion and the Imperial Horse usually takes pride of place next to the legion symbol.&lt;br /&gt;
&lt;br /&gt;
==Less Appropriate==&lt;br /&gt;
In defining the ideal look and feel for the Imperial Orcs we have chosen not to include some images. Orcs are a common feature in many settings but we wanted to create our own version of orcs that fit with the story and setting of Empire. For this reason we deliberately omitted elements from other settings that are so striking and memorable that it is impossible to see them without thinking of the game that created them.&lt;br /&gt;
{{CaptionedImage|file=Goblin.jpg|width=150|align=right}}&lt;br /&gt;
We&#039;ve listed some of the items we chose not to include in the look and feel below along with a short explanation of why they are not perfect for the Imperial Orcs. It is okay to use these items as part of your kit, creating a costume is always a compromise as time and money are limited. What we want to do is be clear on the suggestions we are making, so that players who are looking to create new kit or add to their existing kit can be confident about what will look great for the nation.&lt;br /&gt;
&lt;br /&gt;
===Warhammer and Warhammer 40K===&lt;br /&gt;
The Games Workshop settings are iconic and memorable and have inspired many LRP characters. The imagery is instantly recognizable to anyone who is familiar with the games and conjures up images of the culture and style of Games Workshop orcs. We have deliberately chosen to draw most of our inspiration from the orcs and the Uruk-hai presented in the recent Lord of the Rings movies rather than the Games Workshop setting. For this reason it is much better to avoid iconic Games Workshop symbols like the yellow crescent of the Bad Moon Orcs or the vibrant green of their green skins if humanly possible. &lt;br /&gt;
{{CaptionedImage|file=Legosaruman.jpg|width=150|align=left}}&lt;br /&gt;
===The Lidless Eye and the White Hand===&lt;br /&gt;
Orcs in Empire are far from the bestial creatures presented in the books and films but Tolkien&#039;s orcs are one of the inspirations that we have used. However neither Saruman nor Sauron exists in Empire so it is better to avoid their iconic symbols, the lidless eye and the white hand, if possible.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Plot_crew&amp;diff=16003</id>
		<title>Plot crew</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Plot_crew&amp;diff=16003"/>
		<updated>2013-01-20T23:33:03Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Magistrates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Plot is the biggest department in Empire, as it incorporates all our NPCs, our plot writers and runners as well as characters like the nation bards, egregores, civil servants and magistrates and back room operations crew who work in costume and make-up. We need lots of people to help us fill out all these roles, so if you&#039;re interested in getting involved in the IC side of Empire then we&#039;re keen to talk to you.&lt;br /&gt;
&lt;br /&gt;
The plot department is divided into dozens of different teams. Some crew are members of many teams, some are members of just one. Everyone who works in the plot department is expected to have a good familiarity with the campaign setting. The department is headed by Andy Rafferty.&lt;br /&gt;
&lt;br /&gt;
==Costume==&lt;br /&gt;
* Work with the NPC and plot teams to equip and prepare any NPC encounters&lt;br /&gt;
* Plan new costume creation and purchase&lt;br /&gt;
* Sort and maintain PD&#039;s costume throughout the event&lt;br /&gt;
* Assist in preparing player volunteers for battles&lt;br /&gt;
The costume team are essential to dress NPCs and get them ready for encounters. Profound Decisions have two trucks full of costume and we are purchasing new costume all the time. The costume team use their knowledge of the costume inventory to dress NPCs for roles they are about to play, including the player volunteers for the battles. They also help them to change after an encounter and ensure used costume is put away. At the end of the event they help pack the plot room away and separate any costume that needs cleaning or repairing. The costume team also work before the events helping to plan and arrange new costume creation and purchase in preparation for upcoming plots. &lt;br /&gt;
&lt;br /&gt;
Being a member of the costume team requires some skill with costume, since you need to be able to use the existing wardrobe to create an effective look for a character. It&#039;s a good role for people who enjoy working with costume and who want to help PD manage their costume wardrobe and acquire new costume.&lt;br /&gt;
&lt;br /&gt;
We are looking for at least three crew to help us with the costume at events.&lt;br /&gt;
&lt;br /&gt;
==Make-up==&lt;br /&gt;
* Work with the NPC and plot teams to prepare any NPCs that require make-up or prosthetics&lt;br /&gt;
* Plan new make-up and prosthetic creation and purchase&lt;br /&gt;
* Sort and maintain PD&#039;s make-up throughout the event&lt;br /&gt;
* Assist player volunteers before and after battles&lt;br /&gt;
The makeup team are essential for any roles that require make-up or prosthetics. These include orcs and characters with lineage, but they also include [[Eternals]] and their heralds. The makeup team plan complex make-up arrangements in advance so that convincing effects can be created quickly in the field. They also help player volunteers don and remove make-up before and after battles. At the end of the event they help pack the plot room away. The make-up team work before the events helping to plan and arrange new make-up and prosthetic purchase in preparation for upcoming plots. &lt;br /&gt;
&lt;br /&gt;
Anyone can help with make-up, since some make-up requires only a basic colour application. More complex make-up arrangements require some skill and experience. An air-brush is available for make-up crew who know how to use it. It&#039;s a good role for people who enjoy working with make-up or prosthetics and who want to help PD produce some fantastic creatures.&lt;br /&gt;
&lt;br /&gt;
We are looking for at least two crew to help us with the makeup at events.&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
* Playing barbarians and other NPCs during encounters, skirmishes and battles&lt;br /&gt;
* Playing NPCs on the field&lt;br /&gt;
* Playing Eternals and heralds in off-field encounters&lt;br /&gt;
Our NPC team play all the roles that have been created and written for the event. We will be running skirmishes and encounters throughout the weekend where the NPCs play the barbarian enemies of the Empire, so most NPCs will be need to do plenty of fighting. But there are also NPC roles engaged in plot on the field and parts as eternals and their heralds for those who want them. &lt;br /&gt;
&lt;br /&gt;
Anyone can be an NPC but it really helps if you have some experience of live roleplaying already. If you have never live roleplayed before, then it is better to play a few games before volunteering to NPC. It is a great role for anyone who enjoys roleplaying a character in a battle, but it is also good for anyone who enjoys working with writers to create enjoyable plot for players.&lt;br /&gt;
&lt;br /&gt;
We are looking for one hundred and twenty crew to play NPCs for us at the event! &lt;br /&gt;
==Bards==&lt;br /&gt;
* Provide music and entertainment at events appropriate to the nation&lt;br /&gt;
* Encourage PCs to perform and entertain each other&lt;br /&gt;
* Encourage national identity through music, storytelling and dance&lt;br /&gt;
* Help to immortalize characters who have heroic deaths&lt;br /&gt;
Each member of our bard team plays a single role throughout the event as an active bard and performer in their nation. The primary responsibility is to produce music and entertainment in the evenings and to encourage and support PCs doing the same. The goal is to ensure that every camp has a festival feel with celebrations taking place through the event. They are also intended to encourage a strong sense of national identity in their nation, using their performances and roleplaying to encourage players to embody the brief. Their final responsibility is to collect stories of characters who have died in tragic or heroic circumstances and to try to preserve their tales so that all players are encouraged to live up to the heroic challenges the game presents. It is possible for a bard to play other roles some of the time if the wish.&lt;br /&gt;
&lt;br /&gt;
Being a bard requires credible ability to perform and entertain. Story-telling, singing or instruments are all fine, but please don&#039;t ask to be a part of the bard team unless you have the out-of-character skills and confidence to play the role. You have total freedom to play your character as you please provided you bear in mind the out-of-character responsibilities of the role, so a bard is a great role for anyone who wants to get stuck into the game but also wants to be involved with performance and entertainment at the event.&lt;br /&gt;
&lt;br /&gt;
Mark Chilvers is organizing and recruiting the bards for the event. Daisy Abbot and Jude Reid are playing Marcher bards. Jamie Wakefield is playing the Navarr bard. We are looking to have at least one bard for each nation.&lt;br /&gt;
&lt;br /&gt;
==Egregores==&lt;br /&gt;
* Are the first point of contact for players in each nation&lt;br /&gt;
* Source of plot in the nation&lt;br /&gt;
* Get new players involved in the plot and in the politics of the nation&lt;br /&gt;
* Encourage the players to maintain the visual and thematic identity of each nation&lt;br /&gt;
* Are the radio operator in each camp&lt;br /&gt;
Each nation has a single [http://en.wikipedia.org/wiki/Egregore egregore] that represents the personification of the nation created through ritual magic. 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 will act to encourage the players to maintain the visual and thematic identity of their nation. 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 new player plot team to try to ensure that new players are involved in the plot and also involved in the politics of the nation. They are a point of contact for PD crew for players in a nation and will have a covert radio. They are not there to make decisions for the nation or provide leadership or direction. It is possible for an egregore to play other roles some of the time if the wish.&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 will primarily derive from what they can achieve through roleplaying. You need to be in touch with the politics of your nation to be able to get new players involved in it. Being an egregore is a great role for anyone who wants to play an evocative role in the heart of a nation but does not want to be in charge. &lt;br /&gt;
&lt;br /&gt;
Dave McKenna is playing the Imperial Orc egregore. James Fishwick is playing the Wintermark egregore. We are looking for at least one egregore for each nation.&lt;br /&gt;
&lt;br /&gt;
==Magistrates==&lt;br /&gt;
* Imperial character that conducts trials &lt;br /&gt;
* Engage players in the legal process&lt;br /&gt;
* Try to keep conflict between players political&lt;br /&gt;
The magistrates are official Imperial characters who operate the legal system, conducting trials and overseeing the application of the law. Their role is to involve players in the legal process as thief-takers, detectives and militia etc. The point of the magistrates is to do everything in-character, to make murder as difficult to get away with as humanly possible. The goal is to redress the balance of games in which murder is trivial and the cheapest solution to any political problem. Empire is intended to provide a PvM game for players combined with a PvP political game. The magistrates exist to try to ensure that most conflict between players remains political. It is possible for a magistrate to play other roles some of the time if they wish.&lt;br /&gt;
 &lt;br /&gt;
Being a magistrate requires some charisma and personal presence. The magistrates have the full backing of the setting, but that will not serve if they cannot get the support of the majority of players. Magistrates need to be unbiased and although they are encouraged to play the role on an ongoing basis they should avoid becoming embroiled in the politics of the game; they all civil servants they are compelled to remain honest and impartial by the magical power of the oaths they have sword. Being a magistrate is a great role for anyone with an intuition for skullduggery and a sense of drama for making court scenes dramatic.&lt;br /&gt;
&lt;br /&gt;
Jon Creek is our head magistrate. We are looking for one or two other magistrates.&lt;br /&gt;
&lt;br /&gt;
==Plot Writers==&lt;br /&gt;
* Write plot for events&lt;br /&gt;
* Run plot at events&lt;br /&gt;
It is the job of the plot writers to create the plot lines that alongside the politics of the setting will help make Empire an exciting game to play. Plot writers need to write the plot before the event. They also need to run the plot at the event, or else convince another plot writer to do it. Running plot includes briefing and debriefing NPCs and helping to get encounters ready by liaising with costume and make-up. The plot writers will work in small independent teams. Plot writers may choose to play roles or perform other responsibilities during the weekend.&lt;br /&gt;
&lt;br /&gt;
Each team will be led by an individual with experience creating and running LRP plot. You don&#039;t need to have a experience to write plot, everyone has to start somewhere - but we will want our team leaders to have proven experience creating plot for LRP events. Being an Empire plot writer is a great role if you enjoy creating plot and enjoy seeing players enjoy the game you have helped create. If you have ever wanted to create plot for a big game with over a thousand players, this is your chance! &lt;br /&gt;
&lt;br /&gt;
We have produced a set of [[plot guidelines]] to let writers know what style of plot is appropriate for Profound Decisions Empire events. There are also some guidelines for how [[plot teams]] work.&lt;br /&gt;
&lt;br /&gt;
Andy Rafferty is the overall head of plot for Empire. Alan Dent, Dave Young, and Sam Sutton are running plot teams for Empire. We are looking to recruit at least eight independent plot teams.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crew]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_children&amp;diff=15946</id>
		<title>Imperial Orcs children</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_children&amp;diff=15946"/>
		<updated>2013-01-20T00:55:17Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=OrcMob.jpg|align=right|width=400}}&lt;br /&gt;
Children are very important within orc society, as the survival of the legions relies on the young. Most Imperial Orcs feel a special affection for children of their legion, even those that are not their own and will fight to the death to protect them from harm. Harm is seen as real risk to life and limb however; orc children are not spoiled. There is a belief that life is hard and that children must learn this from an early age. There is an orc saying that to shield the child is to expose the legion. Young children are never taken on campaign into enemy territory but they do travel with the legions as they march around the Empire. Sharing the harsh conditions that their parents experience is seen as character building. &lt;br /&gt;
&lt;br /&gt;
Although children cannot legally take the battlefield before they pass their citizenship tests, they are still expected to serve the legion from a young age. Young children run messages for warlords, shamans and other important figures while older children work with bonesetters to acquire wealth and resources for the legion or acting as lookouts for thief-takers. Youth is seen as a handicap, since a child is prevented from taking the battlefield, they must compensate and look to help their legion in other ways.&lt;br /&gt;
&lt;br /&gt;
When not working children are encouraged to fight and play games that teach them tactics and strategy or to study magic, literacy and history. It is accepted that children will want to engage in frivolous games that will not ultimately benefit them, but such things are seen as rewards for hard work.&lt;br /&gt;
&lt;br /&gt;
Imperial Orcs live tough lives and those who fight in the Imperial armies know that death may find them at any point. As a result, they often look to pass on important belongings to children from an early age. Items of [[Worth|worth]] are particularly important. It is believed that learning to value the worth of an item, being able to recite its history and legacy, helps a child learn what it means to be an Imperial Orc as well as inspiring them to worthy deeds of their own. Weapons are common, once a child is old enough to carry one responsibly but pieces of jewellery, bones and other worthy pieces are all considered suitable for children. A young orc who carries an item of worth is expected to know its provenance and be able to tell stories of the deeds that helped it acquire worth. Some adult orcs, especially [[Preachers|preachers]] like to challenge youngsters carrying such items to tell these tales, as a way of instilling pride and building confidence.&lt;br /&gt;
&lt;br /&gt;
Once a child has passed the warrior test they are then old enough to fight in the fighting pits. The first fight is often a short, nervous affair and considered something of a rite of passage by many parents, but young orcs are encouraged to treat the pits with due respect. An orc should have reason to go to the pits, not simply because they are looking to prove they have become an adult.&lt;br /&gt;
&lt;br /&gt;
While younger orcs do not hear their [[Imperial Orcs religious beliefs#Imperial Orc ancestors|ancestors]] as often or as strongly as adult orcs do, it is important to teach them the difference between &#039;good&#039; ancestors (those who offer guidance that helps them grow as part of the Empire) and &#039;bad&#039; ancestors (those who give bad advice, or encourage them to do things at odds with the Imperial Orc way of life).&lt;br /&gt;
&lt;br /&gt;
==Things every child should know==&lt;br /&gt;
* &#039;&#039;&#039;You have just one life, use it wisely.&#039;&#039;&#039; It should be your goal to become an ancestor.&lt;br /&gt;
* &#039;&#039;&#039;Your legion is your family.&#039;&#039;&#039; Wear your legion&#039;s symbols with pride.&lt;br /&gt;
* &#039;&#039;&#039;Support the Empire.&#039;&#039;&#039; You are part of the greatest power on earth, work hard to be worthy of it.&lt;br /&gt;
* &#039;&#039;&#039;Items have stories.&#039;&#039;&#039; These stories tell you what a person or item is worth, learn them well.&lt;br /&gt;
* &#039;&#039;&#039;Keep the laws.&#039;&#039;&#039; Without law we are nothing – Imperial law must be upheld at any cost.&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Archive:The_League_costumes&amp;diff=15018</id>
		<title>Archive:The League costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Archive:The_League_costumes&amp;diff=15018"/>
		<updated>2013-01-08T20:59:17Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Look and feel==&lt;br /&gt;
{{CaptionedImage|file=leaguecambion.jpg|width=250|align=left}}&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;The people of the League are city-folk through and through&amp;quot;&#039;&#039;&#039; - No farming or utility costumes here, and no agricultural class. Your clothes are City clothes and not designed for harsh climates or a manual or physical lifestyles. They should be as far from &#039;utiity&#039; as you can get them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;In the League wealth is status&amp;quot;&#039;&#039;&#039; - As the most important people in the League, your costume should reveal your wealth and thereby status.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Everything is on show&amp;quot;&#039;&#039;&#039; - Your costume should and will say something about you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Even the poorest of the League feel free to remark upon the fashions and actions of those around them&amp;quot;&#039;&#039;&#039; - In this nation your costume is more important than in any other. Expect to be judged in character so aim to keep upping your game and raising the standards around you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Masks represent anonymity, and are extensively used in magic&amp;quot;&#039;&#039;&#039; - Those playing mages should invest in one or several good masks and aim to adorn and personalize them&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;In the south, doublets of richly patterned silks are cut to flatter. Sleeves are full, and the effect is somewhat top-heavy, with trousers fitted to a slender leg&amp;quot;&#039;&#039;&#039; - use bright jewel colors and lighter fabrics for the more southern cities. Hose are the historical option for trousers and easily sourced from reenactment sites. Other tight trousers will be appropriate however, and if only the legs are showing (rather than the crotch) leggings might be a good option and can be found in many colors at the moment. A beautiful doublet is easy to make -  or make over an old one one - as seams can be tied rather than sewn. The best investment will be a very full, light undershirt for both men and women.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;The northern cities are colder in climate, and clothing reflects that&amp;quot;&#039;&#039;&#039; - They are still city dwellers however and will not let inclement weather get in the way of good fashion. The northern cities will merely add more layers: a longer outer gown or a sleeveless surcoat or both. Fur is seen and heavier fabrics such as thick brocade and velvet. These may be darker in color but still sumptuous. In the north leather might be used in a very tailored way for garments. To the southern cities this might seem very drab indeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Ladies who do not favour doublet-and-breeches wear elaborate high-waisted gowns&amp;quot;&#039;&#039;&#039; - These are typically the Italian style with a very small bodice and low neckline necessitating a segment of (often contrasting) fabric at the front and an underdress/chemise to cover the chest. The gowns may be sleeveless, have slashed sleeves or the segmented sleeves over the very full chemise/undershirt. In the northern towns the burgundian gown might still be worn with its attached sleeves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;They’ll never, &amp;lt;i&amp;gt;ever&amp;lt;/i&amp;gt; shy from a fight&amp;quot;&#039;&#039;&#039; - Though the women of the League may like to display their wealth and taste with elaborate dresses they wont let a skirt stop them from proving their skill with a sword and outsiders  should be wary of underestimating a Catazarri beauty.&lt;br /&gt;
&lt;br /&gt;
==Regional variations==&lt;br /&gt;
&lt;br /&gt;
===The Bay of Catazarria===&lt;br /&gt;
These stills are all taken from Neil Jordan’s “The Borgias&amp;quot; - the setting and period are perfect for the southern cities of Sarvos and Tassato. The feel here is firmly Southern Europe. Colours are brighter and fabrics typically lighter. Natural colours are considered drab and utility materials such as wool and leather are very dull indeed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=LeagueCostume1.jpg|title=TV Series: The Borgias|width=267}}&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;{{CaptionedImage|file=LeagueCostume2.jpg|title=TV Series: The Borgias|width=267}}&lt;br /&gt;
&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;&lt;br /&gt;
{{CaptionedImage|file=LeagueCostume4.jpg|title=TV Series: The Borgias|width=267}}&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=LeagueCostume5.jpg|title=TV Series: The Borgias|width=267}}&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Holberg===&lt;br /&gt;
Costume in [[Holberg]] is less colourful than the southern cities. Materials are thicker and heavier.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Holb.jpg|width=300}} {{CaptionedImage|file=Holb2.jpg|width=300}} {{CaptionedImage|file=LeagueMan1.jpg|title=TV Series: The Borgias|width=267}}&lt;br /&gt;
&lt;br /&gt;
===Temeschwar===&lt;br /&gt;
Temeschwar is further north still and the costume reflects that with the use of fur not just as trimming but as an integral part of the costume, and strong Varushkan influence.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Durer3.jpg|width=300}} {{CaptionedImage|file=VardTeme.jpg|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Similar nations==&lt;br /&gt;
Although doublets and long gowns will be worn in both the League and Dawn, follow these tips to keep them distinct:&lt;br /&gt;
&lt;br /&gt;
1. Embellishment: The Dawnish like rich but clean lines and un-fussy tailoring. The League should be the opposite. Go to town on ribbons, flounces, slashes and puffed sleeves. Costume should be extravagant and flamboyant.&lt;br /&gt;
&lt;br /&gt;
2. Waistlines: Fashionable waistlines for women&#039;s dresses are high. Full skirts should fall from the underbust. Dawn&#039;s low slung hip belts are thought to be a little provincial. Although high waisted houppelandes existed during this period I would advise avoiding them as they feature strongly in Dawn.&lt;br /&gt;
&lt;br /&gt;
3. Slashes: A key look is to have bits of your undershirt displayed through the gaps in your gown or doublet. The easiest way to achieve this is by having sleeves that are tied on rather than attached. It would be quite easy to do this yourself if you have a doublet with integral sleeves. Replace the seams with ties and pull puffs of your undershirt through. (there will be more on constructing costumes later)&lt;br /&gt;
&lt;br /&gt;
As Temeschwar was historically Varushkan, here there may be some influences from Varushka, perhaps displayed in the traditional style of hat or the cut of a coat. Fur is also common here. However, rich brocades and silks are rarely seen in Varushka.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&lt;br /&gt;
===Historical influences===&lt;br /&gt;
&lt;br /&gt;
The League draws its  influence from the latest and narrowest historical period of all the Nations. The key looks will be found in the late1400s (1460-1500) and generally more central and southern Europe (Look at http://en.wikipedia.org/wiki/1400%E2%80%931500_in_fashion).English fashions of this time are likely to be off mark. It is at the height of the medieval renaissance shortly before our Tudor period. Not everything worn in Europe during this period is  &#039;on brief&#039; however.&lt;br /&gt;
{{CaptionedImage|file=LaBelle.jpg|width=200}} {{CaptionedImage|file=Durer.jpg|width=200}}&lt;br /&gt;
&lt;br /&gt;
A popular european influence of this time is [[Landsknecht]] fashions. Landsknechte (German plural, singular Landsknecht) were European, predominantly German mercenary pikemen and supporting foot soldiers from the late 15th to the late 16th century, and achieved the reputation for being the universal mercenary of Early modern Europe (see http://en.wikipedia.org/wiki/Landsknecht) Please read the linked page for more advice on these costumes.&lt;br /&gt;
&lt;br /&gt;
===The Borgias===&lt;br /&gt;
&lt;br /&gt;
Most of the pictures in the look and feel section are taken from this series which really typifies the look. The costumes in the film are exceptionally high standard. Information on how to get the same look for far less cost are in following sections. Lots of detailed pictures of the costumes can be found here http://theborgias.wetpaint.com/page/COSTUMES&lt;br /&gt;
{{CaptionedImage|file=LeagueCostume4.jpg|width=200}} {{CaptionedImage|file=LeagueCostume1.jpg|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Zeffarelli&#039;s Romeo and Juliet 1968===&lt;br /&gt;
&lt;br /&gt;
The doublets and gowns in this production are beautiful. Inspiration for Bravos can be taken from the squabbling Capulets and Montagues.&lt;br /&gt;
{{CaptionedImage|file=Capulets.jpg|width=200}} {{CaptionedImage|file=Juliet.jpg|width=200}} {{CaptionedImage|file=montegues.jpg|width=200}} &lt;br /&gt;
&lt;br /&gt;
===Romeo and Juliet (unreleased)===&lt;br /&gt;
&lt;br /&gt;
Currently post production. So far the costumes seem to be suitable for this Nation.&lt;br /&gt;
{{CaptionedImage|file=newromeo.jpg|width=200}} {{CaptionedImage|file=newromeo2.jpg|width=200}}&lt;br /&gt;
&lt;br /&gt;
===Ever After (1998)===&lt;br /&gt;
&lt;br /&gt;
This film beautifully pulls historical and fantasy elements together to produce the excellent costumes. For instance, the prince&#039;s doublet in this first picture is not based on a historical pattern but nevertheless captures the feel of the League. Drew Barymore&#039;s  Ball dress is lovely masquerade inspiration. Baroness Robmilla&#039;s green and gold dress would perhaps be perfect for Holberg as it uses heavier velvet and has darker colours. Its attached sleeves also suggest Holberg and the &#039;v&#039; collar is similar to that of the burgundian gown.&lt;br /&gt;
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&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=everafter1.jpg|width=267}}&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=everafter2.jpg|width=267}} &lt;br /&gt;
&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;&lt;br /&gt;
{{CaptionedImage|file=everafter3.jpg|width=200}}&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;span4&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=everafter4.jpg|width=200}}&lt;br /&gt;
&amp;lt;/span4&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In detail==&lt;br /&gt;
&lt;br /&gt;
For fabrics go all out for the richest and plushest ones. Try silks, cottons, brocade and velvets. Good imitations are available for lower cost online. The only fabrics I would suggest staying away from are shiny satin and stretch velour. Often fabrics can be picked up from charity shops. A great place to get vibrant and detailed fabrics at a reasonable price are saree shops.&lt;br /&gt;
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Undershirts are best made of a thin and light material, highly gathered to give it the ability to be pulled through clothing in many places. A very light muslin might be a historical choice but actually a polyester, plain window &#039;net&#039; can give a better effect.&lt;br /&gt;
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Use rich embroidered or gold trims. Think about using ribbon for the ties on both men&#039;s and women&#039;s clothing.&lt;br /&gt;
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Where possible use lacing (again consider ribbon for both men and women in Catazarria) and make sure the undershirt shows though at every seam and closure.&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
=== The basic garments by layer===&lt;br /&gt;
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{{CaptionedImage|file=League1.jpg|align=left|width=400}} The single most important item of costume for the League will be a billowing undershirt - the more volume the better. If you cant make or source a round or square necked one as here, a standard larp shirt/chemise may do - try buying it oversized. Steer clear of shirts with a turned over collar. Women may wish to wear a long underdress/chemise or a shorter shirt tucked  into trousers/hose.&lt;br /&gt;
Tight trousers are the ideal legwear. Hose should be the joined type. If you wear a more modern trouser style try hiding the fly and any belt loops with a wider belt or sash. If the top of your trousers is hidden by other layers and the bottom by boots, thick, plain leggings are a cheap and easy option for legwear.&lt;br /&gt;
(Patterns and tutorials to follow)&lt;br /&gt;
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{{CaptionedImage|file=League2.jpg|align=left|width=400}}The bodice or doublet should be tight fitting. The neckline can be any shape but avoid high collars on this layer - Ideally have it low to show the undershirt. It should ideally sit at the natural waist, at the top of the hose/trousers or shortly below. The sleeves should tie on rather than be stitched in. If you already have, or buy, a doublet or dress with attached arms you can  unpick the arm hole seam and stitch on cord or ribbon ties to instantly transform it into a League costume. If making your own costume sleeves can be elaborately slashed or segmented to show the undershirt/chemise in as many places as possible. This is easy to do as rectangles can be sewn into tubes with a gap at the elbow. &lt;br /&gt;
(Patterns and tutorials to follow)&lt;br /&gt;
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{{CaptionedImage|file=League3.jpg|align=left|width=400}}The two outer garments shown could be worn by both genders. They both fall from the shoulders loosely and can be made from the same simple pattern. The overgown (Simar worn by the male figure) has loose sleeves and is typically tied closed with a sash. The surcoat worn by the woman is very simple but could have false sleeves or box pleats across the back if you are a more confident costumer. Cloaks are also suitable in most forms too.&lt;br /&gt;
(Patterns and tutorials to follow)&lt;br /&gt;
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{{CaptionedImage|file=League4.jpg|align=left|width=400}} Armour for the League is discussed more fully in the armour section, however, for women the overgown could be open centre front and tucked back to allow free movement when fighting.&lt;br /&gt;
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==Jewellery==&lt;br /&gt;
&lt;br /&gt;
[[Rings in the League|Rings]] are very important in the League, representing loyalty and allegiances, and should probably be the first item of jewellery that a player invests in.&lt;br /&gt;
&lt;br /&gt;
A wealthy or influential man might wear a large heavy chain loosely around his neck.&lt;br /&gt;
{{CaptionedImage|file=borgiaboys2.jpg|width=200}}&lt;br /&gt;
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For women the best way to adorn an outfit might be elaborate hair decoration. Otherwise gold and silver necklaces and bracelets with large stones will work in this nation. Fine chains are unlikely to be opulent enough.&lt;br /&gt;
{{CaptionedImage|file=leaguehair.jpg|width=200}}&lt;br /&gt;
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==Armour==&lt;br /&gt;
Bravos are typically lightly armoured with perhaps a more substantive shoulder piece.&lt;br /&gt;
{{CaptionedImage|file=LeagueMan1.jpg|width=200 }} {{CaptionedImage|file=LeagueBravos2.jpg|width=200}} {{CaptionedImage|file=Shoulder.jpg|width=200}}&lt;br /&gt;
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A starting Free Company may equip its soldiers with a quilted jack. Wealthier companies may have matching arming doublets, armour and helmets. A breastplate and helm are the basic armour but a full harness is rare. For the very wealthy their breastplate might be very ornately detailed. Scale and chain are unlikely to be seen here.&lt;br /&gt;
{{CaptionedImage|file=LeagueGrey.jpg|width=300}} {{CaptionedImage|file=leaguesoldier.jpg|width=100}}{{CaptionedImage|file=Leaguesoldier2.png|width=200}} {{CaptionedImage|file=LeagueCostume3.jpg|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
===How To&#039;s===&lt;br /&gt;
&lt;br /&gt;
Italian Renaissance Gown construction http://homepages.wmich.edu/~rowen/renbk/rendressbook.html#anchor1163546 &lt;br /&gt;
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How to make your own hose instructions&lt;br /&gt;
http://historiclife.com/Essays/howto_hose.html&lt;br /&gt;
&lt;br /&gt;
===Patterns===&lt;br /&gt;
&lt;br /&gt;
15thC doublet and hose. Ideally need to be unattached at shoulder&lt;br /&gt;
http://www.paulmeekins.co.uk/patterns/patternpages/RH003.html&lt;br /&gt;
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Early 16thC pattern but still ok as long as you keep the trousers tight, boys!&lt;br /&gt;
http://www.paulmeekins.co.uk/patterns/patternpages/RH502.html&lt;br /&gt;
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Pre-Tudor doublet and hose&lt;br /&gt;
http://www.paulmeekins.co.uk/patterns/patternpages/RH610.html&lt;br /&gt;
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Very simple women&#039;s overgown. You probably won&#039;t need to buy the pattern if you have any sewing experience.&lt;br /&gt;
http://www.paulmeekins.co.uk/patterns/patternpages/RH510.html&lt;br /&gt;
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The baggy sleeves on the gown are not necessarily perfect (try getting the segmented look by adding tight bands of fabric around the apper and lower arm to pull them in) but the bodice shape and skirts are great&lt;br /&gt;
http://www.paulmeekins.co.uk/patterns/patternpages/RH511.html&lt;br /&gt;
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Mens slashed sleeved doublet and hose. This simplicity Pattern is a little late in style but would still look right for the League. To improve it you could crop the doublet short so there was no flared portion over the hips. http://www.simplicity.com/p-7206-burda-style-middle-age-guard.aspx&lt;br /&gt;
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Womens Gown.A little late in period but a lovely design. It cold be improved by having the sleves constructed seperately and tied on and by raising the waistline a little. http://www.habithat.co.uk/product_info.php/products_id/12230&lt;br /&gt;
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Once again a little late in style but has the right feel. Could be worn with a sleeveless underdress and with a chemise for a better look. The short version would be great for fighting style with trousers and undershirt/chemise. http://www.simplicity.com/p-7937-misses-costume.aspx&lt;br /&gt;
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Chemise pattern http://www.simplicity.com/p-1722-misses-costumes.aspx#t-0&lt;br /&gt;
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===Reading===&lt;br /&gt;
&lt;br /&gt;
Have a look at the art of Albrecht Durer (http://en.wikipedia.org/wiki/Albrecht_D%C3%BCrer), Leonado Da Vinci (http://en.wikipedia.org/wiki/List_of_works_by_Leonardo_da_Vinci) and Sandro Botticelli (http://en.wikipedia.org/wiki/Botticelli)&lt;br /&gt;
&lt;br /&gt;
Useful, brief historical info, particularly the southern European Styles:&lt;br /&gt;
http://en.wikipedia.org/wiki/1400%E2%80%931500_in_fashion&lt;br /&gt;
&lt;br /&gt;
This is quite interesting. Explains the fashion for showing your chemise/shirt:&lt;br /&gt;
http://www.homemade-costumes-from-history.com/showing-your-chemise.html&lt;br /&gt;
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http://www.florentine-persona.com/femflorence.html women&#039;s clothing in 15th c Florence&lt;br /&gt;
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http://realmofvenus.renaissanceitaly.net/ &lt;br /&gt;
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http://jessamynscloset.com/ image gallery includes 15thC&lt;br /&gt;
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Detailed pictures of the Borgias costumes http://theborgias.wetpaint.com/page/COSTUMES&lt;br /&gt;
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===Shops===&lt;br /&gt;
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*[http://www.bytheswordinc.com/default.aspx By the Sword inc] Armour and clothing  (including reproductions of costumes from the Borgias TV series)&lt;br /&gt;
*http://www.theknightshop.co.uk Several different chemise shirt underdress styles&lt;br /&gt;
*[http://www.facebook.com/pages/Angrave-Designs/368641524223 Angrave Designs] Custom costume production and embroidery &lt;br /&gt;
*[http://armstreet.com/ Armstreet] Chemises and undershirts. Not really any suitable doublets. One dress (renaissance nobility velvet dress) that although a little late in style would look in keeping &lt;br /&gt;
*[https://www.facebook.com/themidgardseamstress The Midgard Seamstress] Custom made UK LARP and Re-enactment costumes&lt;br /&gt;
*[https://www.facebook.com/TotallyLeathered Totally Leathered] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
*[[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[https://www.facebook.com/groups/customcostumecompany/ Custom Costume Company] Bespoke designs for re-enactors and roleplayers&lt;br /&gt;
*[[Evenlode Studios]] - High quality leather armour, costume and props handmade&lt;br /&gt;
&lt;br /&gt;
==Things to avoid==&lt;br /&gt;
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&amp;lt;b&amp;gt;The 16th Century&amp;lt;/b&amp;gt; This may be tricky. Unlike the other nations with strong historical influences, here there is a definite cut off. Although there will be some overlap into the 16thC it is important to keep the feel as late 15thC as possible. Here are some tips:&lt;br /&gt;
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1) Avoid breeches if possible. Although they are &amp;quot;not wrong&amp;quot; they become the mainstay of legwear in the Tudor period. Several of the images in the guide have breeches in them but that is due to a lack of perfect images. If you wear breeches keep them tight to the leg. Do not wear stiff padded ones.&lt;br /&gt;
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2) Avoid padded clothes of any kind. In general these are too late period. &lt;br /&gt;
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3) Dont use straight or conical corsets or bodices - these will give a stiff silhouette and the wrong shape. In general, overbust corsets of any kind are wrong for the look. Underbust corsets could be used under clothes for a little extra control.&lt;br /&gt;
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4) Keep waistlines high. For doublets should stop at the natural waist. For dresses the waistline is underbust.&lt;br /&gt;
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5) The style is soft and almost a little lazy looking. Everything is loosely tied and shirts/underdresses should seem to fall out of the connecting parts. Overgowns and surcoats fall softly from the shoulders. Shirts and dresses are very full with metres of fabric yet men&#039;s doublets and women&#039;s bodices loook like there isnt quite enough fabric.&lt;br /&gt;
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&#039;&#039;&#039;Dandies&#039;&#039;&#039; The League is a Nation of self-made men and women. There are no gilded spoons and no lazy person will achieve wealth. Although appearance is of critical importance it is not a substitute for ability and action. The typical makeup and dress of the European Dandy comes from the 18th century so is far too late in style.&lt;br /&gt;
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&#039;&#039;&#039;Wench costumes&#039;&#039;&#039;&lt;br /&gt;
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[[Category:The League]]&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_costumes&amp;diff=15017</id>
		<title>Highguard costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_costumes&amp;diff=15017"/>
		<updated>2013-01-08T20:58:05Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Shops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;Note: The tone and style of this page may need editing. All costume advice pages should be written in third person voice, using verbs that make clear that this page is advice, not direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Look and feel==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The Highborn look is generally practical and restrained. Its beauty is in both the small touches – the geometric trim on the robes, the exquisite jewellery. Colours are deliberately stark and contrasting, and outfits in black and white are commonplace. Many members of a chapter choose to adopt similar garb, with the symbol of their chapter displayed prominently on the chest, shoulders, or at the breast. This is particularly true for Highborn warriors who show their solidarity and loyalty with their fellows by marching into battle decked in identical garb. Of all the nations of the Empire, the Highborn are the most inclined to uniformity, a visible display of their inner commitment to their shared faith and destiny. &lt;br /&gt;
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Rather than displaying impractical frivolity in the cut of their garments, Highborn show their taste and wealth in jewellery, and the decoration of cloth. Jewelled and embellished trims at the hems of garments are popular, as is the intricate braiding of hair and heavy, elaborate jewellery.&amp;quot; &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Highguard is one of the nations with the least historical inspiration. It draws its influence heavily from classic fantasy such as Lord of the Rings, with a real emphasis on the Numenorian and Gondorian styles brought to life in the Peter Jackson trilogy. The look is strong and stark, and what makes it relatively easy to create a strong and distinctive look is the colour scheme - almost any western european medieval look in black, white and a touch of jewel toned colour will look excellent.&lt;br /&gt;
&lt;br /&gt;
==Similar nations==&lt;br /&gt;
===Dawn===&lt;br /&gt;
Highguard probably has most in common with Dawnish costume - the love of rich, lavish fabrics, elegant in cut but with elaborate trim and jewellery is a feature they share. However, Dawnish costume should be a vivid pageant of colour; by contrast, Highguard clothing should be high contrast, mostly in black and white, with a hint of jewel-toned colour. Veils and cowls help to keep the look distinct.&lt;br /&gt;
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===Marches===&lt;br /&gt;
Monks in the marches will wear similar robes to those in Highguard. Sticking to black or white, and adding geometric trim around your robes, possibly with the addition of a mitre-like hat for high status priest looks very Highborn.&lt;br /&gt;
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==Research==&lt;br /&gt;
An excellent source of information on making fantasy costumes inspired by Lord of the Rings is [http://www.alleycatscratch.com Alley Cat Scratch]. It covers everything from garment patterns, metalwork and sourcing trim. Re-enactment sources referenced on the Marches, Dawn and Wintermark pages are all good for inspiration - the colour palette, more than the shape of the garment, gives the uniform look to the nation.&lt;br /&gt;
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&#039;&#039;&#039;Books&#039;&#039;&#039;&lt;br /&gt;
[http://www.amazon.co.uk/The-Medieval-Tailors-Assistant-1200-1500/dp/0896762394/ref=sr_1_2?ie=UTF8&amp;amp;qid=1341860986&amp;amp;sr=8-2 The Medieval Tailor’s Assistant, Sarah Thursfield] – Pretty much the bible for medieval costumes. Covers the layers from underwear to outerwear for the periods 1200-1500, plus headwear and accessories. Goes into detail about how to make the garments, which fabrics to use etc. A really excellent book.&lt;br /&gt;
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&#039;&#039;&#039;Historical Costume Research&#039;&#039;&#039;&lt;br /&gt;
Google searches on [http://images.google.com/images?q=medieval+reenactment Medieval re-enactment], [http://images.google.com/images?q=wars+of+the+roses+reenactment Wars of the roses] and [http://images.google.com/images?q=13th+century+reenactment 13th], [http://images.google.com/images?q=14th+century+reenactment 14th] or [http://images.google.com/images?q=15th+century+reenactment 15th] Century re-enactment will all provide helpful inspiration. &lt;br /&gt;
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&#039;&#039;&#039;Reenactment groups&#039;&#039;&#039;&lt;br /&gt;
Some links to reenactment groups&#039; costuming guides - a helpful source of inspiration and information.&lt;br /&gt;
*[http://www.saint-sebastian.org.uk/kit.htm Company of Saint Sebastian]&lt;br /&gt;
*[http://www.bucks-retinue.org.uk/content/view/15/29/ Buckingham’s Retinue]&lt;br /&gt;
*[http://www.companie-of-st-george.ch/cms/?q=en%2FCostume_Guide Company of Saynt George]&lt;br /&gt;
*[http://www.medieval-siege-society.co.uk/LinkClick.aspx?fileticket=4Sz04pZNx4M%3D&amp;amp;tabid=130 The Medieval Siege Society]&lt;br /&gt;
*[http://www.sthubertsrangers.org St Hubert&#039;s Rangers]&lt;br /&gt;
&lt;br /&gt;
==In detail==&lt;br /&gt;
===High status characters ===&lt;br /&gt;
A rather severe look - black velvet or brocade works beautifully in contrast with silver fasteners or buttons. For both women and men, a close fitting gown looks suitably Highborn, referencing without overtly stating their faithfulness. &lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Dawncotehardie.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Tywin.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Littlefinger.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
On men, a gown is a reasonably close fitting robe, usually buttoning down the front, with long close fitting sleeves to the wrist. It persists to this day as the cassock and in the clothes of choirsters and some very traditional public school uniforms, all of which means both patterns and off-the-peg versions are fairly readily available.&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Boromir.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Uther.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Jamie.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
It&#039;s a very adaptable look - a fantasy treatment could take the basic silhouette and standing collar, and shorten the overall length, either with full length or half length sleeves, as worn by Boromir, Uther Pendragon and Jamie Lannister for a &amp;quot;warrior&#039;s coat&amp;quot;. It looks good worn open over chainmail. A close-fitting variant of this is the cotehardie which usually has lots of closely spaced buttons down the front and the sleeves - try googling &amp;quot;cotehardie&amp;quot;. It can be a tough look to pull off, but well worth it!&lt;br /&gt;
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Patterns:&lt;br /&gt;
*[http://butterick.mccall.com/b6844-products-3815.php?page_id=874 Butterick 6844]&lt;br /&gt;
*[http://www.simplicity.com/p-2235-men-teen-costumes.aspx Simplicity 2235]&lt;br /&gt;
*[http://sewing.patternreview.com/patterns/4697 Simplicity 4697 (unfortunately out of print but you might get it on ebay)]&lt;br /&gt;
*[http://www.simplicity.com/p-2089-men-costumes.aspx Simplicity 2089(this one would need a little adapting - closed sleeves rather than open, but would do a nice over-robe like Boromir&#039;s if you make a sleevless version)]&lt;br /&gt;
*[http://mccallpattern.mccall.com/m4745-products-7030.php?page_id=493 McCall 4745] This is actually a civil war uniform, but if you make up the blue version with an asymmetric closure  it&#039;s very close to Jamie Lannister&#039;s coat above. Warning - the pattern runs a little large, so unless you&#039;re planning on wearing it over mail consider going down a size.&lt;br /&gt;
* [http://store.reconstructinghistory.com/rh022-14th-century-mans-cotehardie.html Reconstructing history man&#039;s cotehardie]&lt;br /&gt;
* [http://mccallpattern.mccall.com/m4490-products-413.php?page_id=493 McCall&#039;s kirtle pattern]&lt;br /&gt;
* [http://store.reconstructinghistory.com/historic-patterns/medieval.html#ty;pagination_contents;/historic-patterns/medieval-page-3.html Historical patterns]&lt;br /&gt;
* [http://www.habithat.co.uk/product_info.php/products_id/8586 Child dress pattern]&lt;br /&gt;
* [http://www.neheleniapatterns.com/english/englishsite.html Female tunic and bliaut pattern]&lt;br /&gt;
&lt;br /&gt;
For a high-necked gown on a women, you could use [http://www.simplicity.com/p-2201-costumes.aspx Simplicity 4940] making both the body of the gown and the yoke in matching black velvet. You then have the option to highlight the join with embroidery or sewing on links from a chain necklace, or you could just let it become invisible for a very elegant severe look.&lt;br /&gt;
{{CaptionedImage|file=HighWoman.jpg|width=250}}&lt;br /&gt;
This look could be achieved reasonably inexpensively with about 5m of cotton sheeting or cotton muslin (&amp;lt;£10) and a metre of wool or velvet for the over-bodice. Use [http://www.simplicity.com/p-2201-costumes.aspx Simplicity 4940] for a version with full sleeves, or make a narrow sleeved gown and use the over-bodice, but back lace with eyelets it rather than using a zip. For trim, [http://stores.ebay.co.uk/GRANDBAZAAR24/JACQUARD-RIBBON-/_i.html?_fsub=2 this ebay seller] usually has a lovely selection of silver, gold and coloured jacquard trims reasonably inexpensively. For heavy beaded and jewelled trim at very reasonable prices I use [http://stores.ebay.co.uk/Heritage-Trading/Sewing-Trims-/_i.html?_fsub=2&amp;amp;_sid=47896792&amp;amp;_trksid=p4634.c0.m322 this] eBay shop. About 2m of silver and black trim would do a great jewelled belt; they also sell shaped pieces designed to go on the necklines of dresses. &lt;br /&gt;
[http://www.alleycatscratch.com/lotr/Human/Eowyn/Shield.htm Here] is an exhaustive breakdown of the inspiration dress. &lt;br /&gt;
{{CaptionedImage|file=HighFuneral.jpg|title=Film: Lord of the Rings|width=267}}&lt;br /&gt;
You could also use [http://www.simplicity.com/p-2201-costumes.aspx Simplicity 4940] for this dress, making the body in cotton velvet and the yoke in a metallic brocade.&lt;br /&gt;
[http://www.alleycatscratch.com/lotr/Human/Eowyn/Funeral.htm Here] is this dress in detail, with lots more images and suggestions on how to get the look.&lt;br /&gt;
&lt;br /&gt;
===Priests===&lt;br /&gt;
&amp;lt;i&amp;gt;Highborn priests usually dress in white or dark robes with decoration in a stark colour to &lt;br /&gt;
stand out.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=HighPriests1.jpg|width=590}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=HighPriests2.jpg|width=590}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Priests who choose not to dress like Templars (below) might draw inspiration from the images above. Based on the Eastern Orthodox tradition, these priests have layered robes with decorated over-garments, perhaps with a mitre-type hat or a padded roll on their head. A how-to for a basic robe, tabard and hood is linked below. Over the top, you could make a &amp;quot;stole&amp;quot;, which is essentially a long scarf worn around the neck and falling past the waist - trimmed with an ornate ribbon trim this would look very dramatic. Try searching for ecclesiastical trim on ebay - there is a huge variety available relatively cheaply. You could also make a tabard or circular cape and trim it in matching colours. &lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Vestment A guide to ecclesiastical vestments]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Rose.jpg|width=590}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;span6&amp;gt;{{CaptionedImage|file=Rose2.jpg|width=590}}&amp;lt;/span6&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An alternative look, ideally suited to the Keepers of the Dead, is a more monk-like costume. This is made up of similar layers - an ankle-length robe, with or without a simple over-tabard and with a hood or cowl. The robe can be worn loose or belted with a cord or narrow braid of cloth for convenience and ease of movement. Coarse, heavy fabrics such as linen, silk noil and wool work well for this look, in dark grey or black. To make it slightly more fancy (and avoid confusion with the marches) you could trim the edges with a contrasting geometric trim (perhaps a greek key or swirl) such as those available from  [http://stores.ebay.co.uk/GRANDBAZAAR24/JACQUARD-RIBBON-/_i.html?_fsub=2 this ebay seller] or similar.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Vestment A guide to ecclesiastical vestments]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tutorials.abbott.me.uk/odyssey/carthage The carthaginian costume guide covers how to make an under-robe, over-robe, Dalmatic-type poncho and braided belt. Add some ecclesiastical trim (and leave off the headdress!) and you&#039;ve got a great priest outfit!]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tutorials.abbott.me.uk/home/really-simple-costume-1 How to make a tabard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.virtue.to/articles/women_roll_hats.html How to make a padded roll hat]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tutorials.abbott.me.uk/home/hood How to make a hood]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Templars===&lt;br /&gt;
&amp;lt;i&amp;gt;Most Highborn warriors cover their armour with a long flowing surcoat. The ideal surcoat is black or white with a design in a stark contrasting colour. The Crusader knights exemplify this tradition in real history, although an original design for a chapter’s emblem is ideal if possible.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;{{CaptionedImage|file=HighSurcoat1.jpg|width=235|align=left}}&lt;br /&gt;
{{CaptionedImage|file=HighSurcoat2.jpg|width=187|align=left}}&lt;br /&gt;
{{CaptionedImage|file=HighSurcoat3.jpg|width=235|align=left}}&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The key to the uniform Templar look is a surcote or tabard in their chapter colours with a design on it. While lightweight fabrics such as polycotton are cheap and easy to work with, if your budget allows, consider using a heavier cotton, linen or silk, with or without lining, as these materials drape better, look better and wear better. That said, a unit in matching surcotes, even lightweight ones, looks fabulous, so don&#039;t worry too much about your materials.&lt;br /&gt;
&lt;br /&gt;
If you have fabric left over, consider making a circular or semicircular cloak to match, perhaps with your chapter symbol on the breast or on the back. &lt;br /&gt;
&lt;br /&gt;
[http://tutorials.abbott.me.uk/home/really-simple-costume-1 How to make a simple tabard]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_Surcote How to make a surcote - only slightly more difficult than a tabard, and much easier to wear. Also covers how to use Fusible Webbing to add a heraldic device to your garment]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://tutorials.abbott.me.uk/home/no-excuses Tutorial 3 on this link covers how to make a tunic and cape - by increasing the diameter of the cape you can make it a full or calf-length one]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Unconquered===&lt;br /&gt;
&amp;lt;i&amp;gt;Most avoid the distinctive high contrast clothing favoured by most Highborn in favour of something more concealing and many wear lighter armour or forego armour altogether.&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span12&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=HighUnconquered1.jpg|width=235|align=left}}&lt;br /&gt;
{{CaptionedImage|file=UnconqueredGroup.jpg|width=353|align=left}}&lt;br /&gt;
{{CaptionedImage|file=HighUnconquered2.jpg|width=208|align=left}}&lt;br /&gt;
&amp;lt;/span12&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base layer for the Unconquered is a knee-length tunic, either without armour or with lighter armour worn over it. A palette of neutral forest colours helps them scout and remain unseen when in the field, so choosing browns, greens and greys is in keeping with this. Less elaborate than many other Highguard costume, there is still a role for contrasting trim, particularly if the character is wearing their &amp;quot;special occasions&amp;quot; clothes. Adding a fur or fake fur mantle might add to the look - a cheap and cruelty-free way of adding fur trim to your costume is to get old fur coats from charity shops and cut them down - sometimes they also have 1940s style capelets which need very little alteration to be used as a shoulder piece. &lt;br /&gt;
&lt;br /&gt;
[http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_T_-_Tunic How to make a tunic]&lt;br /&gt;
[http://tutorials.abbott.me.uk/home/leather-scale-armour How to make leather scale armour the easy way!]&lt;br /&gt;
[http://tutorials.abbott.me.uk/home/hardened-leather-armour Body moulded hardened leather armour]&lt;br /&gt;
&lt;br /&gt;
===General items===&lt;br /&gt;
====Cowl====&lt;br /&gt;
{{CaptionedImage|file=HighVeil1.jpg|title=Film: The Chronicles of Riddick|width=250}}&lt;br /&gt;
At its simplest, a cowl is a cylinder of fabric that sits around your shoulders and over your head. Choosing a soft, drapey fabric like muslin will help it sit properly. A 1 yard piece of muslin or silk habutai that&#039;s 45 inches wide, seamed down its length and hemmed at either raw end will make a very full, drapy cowl. For the &amp;quot;monk&amp;quot; or &amp;quot;Keeper of the Dead&amp;quot; look above, use a yard of fabric that matches the rest of your robes.&lt;br /&gt;
&lt;br /&gt;
====Veil====&lt;br /&gt;
{{CaptionedImage|file=Veil.jpg|width=250}}&lt;br /&gt;
Again best made using a very soft, drapy fabric like muslin, a veil is a circular, oval or rectangular piece of fabric to sit on your head. The Freeborn use veils to cover the lower half of their face; the Highborn look is far more concealing and drapes over the entire head, usually held in place by a circlet, crown or ribbon band. Don&#039;t skimp on the fabric - muslin is very cheap and a 2 or 3m length will give a sumptuous look to your veil. Consider edging it in lightweight trim for a finished look, or round the corners and turn a narrow hem.&lt;br /&gt;
If you wear it just by putting it on your head then holding it on with a circlet, over time the veil will shift and ride up, leading to the dread &amp;quot;muffin head&amp;quot; look. For comfort and style, you might want to consider pinning it to a ribbon tied around your head, or utilising the methods in [http://www.virtue.to/articles/veils.html this tutorial], though bear in mind that for the SCA they wear the veil in a more historical fashion to cover the hair, rather than to sit over the face.&lt;br /&gt;
&lt;br /&gt;
To uncover your face while wearing a veil the Highborn way, flip it back over the crown or band holding it in place, like a bride&#039;s veil, without taking it off your head. It&#039;s then ready to flip forward and cover your face again whenever you want.&lt;br /&gt;
&lt;br /&gt;
====Cloak====&lt;br /&gt;
{{CaptionedImage|file=Cloak.jpg|width=250}}&lt;br /&gt;
A cloak is a near-essential part of your costume, and a great opportunity to give your kit a finishing touch and keep you cosy. For light fabrics such as muslin, you can make a gathered-neck cloak with a drawstring for ease of construction- with heavy wools and velvet, a semicircular or circular mantle works best to reduce bulk at the neck and drapes beautifully. For a priest&#039;s mantle, a semi-circle or 3/4 circle cloak works best.&lt;br /&gt;
*[http://garbindex.com/cloak/patterns.html List of cloak patterns]&lt;br /&gt;
*[http://www.reddawn.net/costume/cloaks.htm Cloak patterns and help]&lt;br /&gt;
&lt;br /&gt;
==Jewellery==&lt;br /&gt;
&amp;lt;i&amp;gt;The Highborn are a people with a manifest destiny, to unite the human nations and lead &lt;br /&gt;
them to a virtuous future. Their jewellery reflects their heritage, it is refined, elegant and &lt;br /&gt;
regal. Gold or silver worn on the brow suggests authority.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=HighJewellery1.jpg|title=Film: Lord of the Rings|width=267}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=HighJewellery2.jpg|title=Film: Lord of the Rings|width=267}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=HighArmour2.jpg|title=Film: Lord of the Rings|width=267}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any refined and elegant jewellery works in Highguard, best in matching sets to tone with the costume. Particular emphasis is on crowns and circlets. Lord of the Rings replica jewellery is an expensive but very beautiful way of getting the look, but there are numerous &amp;quot;inspired by&amp;quot; items, often on ebay, and several excellent tutorials on how to make your own out of wire, clay and beads. &lt;br /&gt;
&lt;br /&gt;
*[http://www.noblecollection.com/index.cfm?fa=products.product&amp;amp;id=NN9441&amp;amp;catid=17 Official LOTR merchandise]&lt;br /&gt;
*[http://www.alleycatscratch.com/lotr/makingem/Tips/MakingCirclets.htm How to make crowns]&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Plate armour:&lt;br /&gt;
*http://www.whiteroseapparel.com/&lt;br /&gt;
*http://www.getdressedforbattle.co.uk/&lt;br /&gt;
&lt;br /&gt;
Leather plate and lorica:&lt;br /&gt;
*[https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
*[[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
*[[Evenlode Studios]] - High quality leather armour, costume and props handmade&lt;br /&gt;
*[http://www.darkbladeuk.co.uk/EMPIRE-LARP/Highguard/c-1-114-119/ Darkblade] has suitable lorica for the unconquered. &lt;br /&gt;
&lt;br /&gt;
Chain mail supplies and finished items:&lt;br /&gt;
*http://www.theringlord.com&lt;br /&gt;
*http://www.armchair-armoury.co.uk/chainmail.htm&lt;br /&gt;
&lt;br /&gt;
Lightweight polyurethane replicas:&lt;br /&gt;
*http://www.nortonarmouries.com/&lt;br /&gt;
&lt;br /&gt;
Make your own:&lt;br /&gt;
*[http://tutorials.abbott.me.uk/home/hardened-leather-armour Here&#039;s a tutorial on how to make moulded leather armour]&lt;br /&gt;
*[http://tutorials.abbott.me.uk/home/wonderflex-armour And here&#039;s one on how to make plate out of wonderflex]&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
*[https://www.facebook.com/themidgardseamstress The Midgard Seamstress] Custom made UK LARP and Re-enactment costumes&lt;br /&gt;
*[http://www.facebook.com/pages/Angrave-Designs/368641524223 Angrave Designs] Custom costume production and embroidery &lt;br /&gt;
*[https://www.facebook.com/groups/customcostumecompany/ Custom Costume Company] Bespoke designs for re-enactors and roleplayers&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Highguard]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dawn_costumes&amp;diff=15016</id>
		<title>Dawn costumes</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dawn_costumes&amp;diff=15016"/>
		<updated>2013-01-08T20:55:52Z</updated>

		<summary type="html">&lt;p&gt;Jhl100: /* Costume sellers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&#039;&#039;&amp;quot;Dawn is the land of valour; the classical images of gleaming plate, of brightly coloured banners and traditional heraldic devices provide the imagery for the nation. Where the Marches is gritty and down to earth, Dawn is the opposite in glowing primary colours. There is a sumptuous nature to the materials and tones used, idealistic in design instead of practical. Arthurian, pre-raphaelite and the neo-medievalism movements all provide strong themes and forms to the nation.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clothing in Dawn draws inspiration from the clothing of 12th-15th Century England and France, Pre-Raphaelite artists such as Edmund Blair Leighton, Dante Gabriel Rosetti and John William Waterhouse, and fantasies such as Lord of the Rings, Merlin and Game of Thrones. On the battlefield, the Dawnish are a pageant of glittering armour, blazing heraldry and exquisite banners; at peace, they wear elegant and well cut tunics, houpellandes and surcotes. Women may also choose to wear gowns, usually with a long, smooth silhouette, full skirts and either tight sleeves to the wrist, or flowing trumpet or bell sleeves that fall in folds from the elbow.&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=accolade.jpg|width=350}}&lt;br /&gt;
&lt;br /&gt;
==Fabrics==&lt;br /&gt;
Dawn is a country where you can really go wild with your fabrics and indulge yourself. For high status characters, rich wools, intensely coloured silks, fine linens and velvets are all a wonderful choice. Don&#039;t automatically assume that they&#039;re more expensive - like every fabric, there&#039;s a range, and if you shop carefully you can pick up some superb bargains. Ebay is always good. Try to stick to natural fabrics or natural/synthetic blends - pure synthetics are uncomfortable and wear badly, with very few exceptions.&lt;br /&gt;
&lt;br /&gt;
You might like to take inspiration from history and consider body linens - a soft white linen shift or shirt against your skin. This is a good idea not only because it&#039;s comfortable, but also because it protects your outer garments from sweat and stains. If you&#039;d prefer not to use linen for reasons of expense or weight, a soft cotton muslin works beautifully for this. For outer garments, try fine wools, brocades, velvets and silks; for cloaks, cotton velvet and wool melton are ideal.&lt;br /&gt;
&lt;br /&gt;
[[A guide to fabrics for kitmaking]]&lt;br /&gt;
&lt;br /&gt;
==Similar nations==&lt;br /&gt;
===The Marches===&lt;br /&gt;
Parts of the Marches were once Dawnish, so it should come as no surprise that there are significant similarities in the costume. Both draw their inspiration from medieval north-western europe, so the bulk of the difference is in the materials used. The Marches tend towards a palette of natural colours in wools and linens, less lavish designs and simpler construction. The Dawnish, by contrast, favour bright, heraldic colours, contrasting trims and fabrics and more flowing garments using more material. Accessories play a big part in making an outfit look Dawnish - a colourful long belt, a jewelled dagger sheath, an ornate leather purse or a crown can all make relatively simple and understated costume look regal.&lt;br /&gt;
&lt;br /&gt;
===Wintermark===&lt;br /&gt;
Wintermark shares some basic similiarities in terms of garments and cut with Dawn, but it should be even less bright and less lavish than that Marches. Some very high status Steinr might wear something to the Senate that a Dawnish yeoman would wear in the fields - if you have a beautiful, simple tunic in drab colours, try accessorising it with a good belt, fine jewellery or a hood or mantle in a contrasting colour and suddenly it will look a lot more Dawnish.&lt;br /&gt;
&lt;br /&gt;
===The League===&lt;br /&gt;
Though men&#039;s costumes should be fairly distinct, women&#039;s gowns, especially the Burgundian, can be similar in Dawn and the League. To keep the looks distinct, keep the lines of Dawnish costume clean and elegant, omitting any pinking or slashing, avoiding sleeve puffs and the very Italianate-looking Borgia-style gowns. As always a hat or headdress will help in keeping the look Dawnish.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Re-enactment costume from the 12th-15th centuries is ideal, but imaginative use of historical costume with a fantasy flair is even better. Whatever look you go for, from the wide choices presented, make sure it&#039;s bright, glorious and fun to wear.&lt;br /&gt;
&lt;br /&gt;
===Movie Costume Research===&lt;br /&gt;
* [http://www.costumersguide.com/ancient.shtml Move costume guide]&lt;br /&gt;
* [http://www.alleycatscratch.com/lotr Lord of the Rings research]&lt;br /&gt;
&lt;br /&gt;
===Historical Costume Research===&lt;br /&gt;
There&#039;s an enormous wealth of information on the web aimed at re-enactors, larpers and SCA enthusiasts. Google searches on [http://images.google.com/images?q=medieval+reenactment Medieval re-enactment], [http://images.google.com/images?q=war+of+the+roses+reenactment War of the roses] and [http://images.google.com/images?q=13th+century+reenactment 13th], [http://images.google.com/images?q=14th+century+reenactment 14th] or [http://images.google.com/images?q=15th+century+reenactment 15th] Century re-enactment will all provide helpful inspiration. &lt;br /&gt;
&lt;br /&gt;
===Reenactment groups===&lt;br /&gt;
Some links to reenactment groups&#039; costuming guides - a helpful source of inspiration and information.&lt;br /&gt;
*[http://www.saint-sebastian.org.uk/kit.htm Company of Saint Sebastian]&lt;br /&gt;
*[http://www.bucks-retinue.org.uk/content/view/15/29/ Buckingham’s Retinue]&lt;br /&gt;
*[http://www.companie-of-st-george.ch/cms/?q=en%2FCostume_Guide Company of Saynt George]&lt;br /&gt;
*[http://www.medieval-siege-society.co.uk/LinkClick.aspx?fileticket=4Sz04pZNx4M%3D&amp;amp;tabid=130 The Medieval Siege Society]&lt;br /&gt;
*[http://www.sthubertsrangers.org St Hubert&#039;s Rangers]&lt;br /&gt;
&lt;br /&gt;
==Men==&lt;br /&gt;
For male costume, there are a wealth of historical and fantasy looks to form the basics of your costume. The look should be dynamic, dramatic and exude power. As always, try to avoid flimsy fabrics and drab colours if you can as these will take to evoke other nations - Dawnish clothes should demonstrate the wearer&#039;s exquisite taste, rank and nobility.&lt;br /&gt;
&lt;br /&gt;
===Bliaut and Surcote===&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Surcote.jpg|width=250}}&lt;br /&gt;
&lt;br /&gt;
A man&#039;s bliaut is a 12th century tunic, worn often with a sleeveless overtunic in heraldic or house colours. It&#039;s an easy look to achieve, either from off-the-peg reenactment kit or through making your own, and with a hood and cloak can look really splendid.&lt;br /&gt;
&lt;br /&gt;
When worn over armour, a surcote is a great alternative to a tabard - unlike a flimsy cotton tabard a fitted surcote won&#039;t ride up, twist round your neck or tangle in your leg armour, and can look a lot more flash and substantial for relatively little extra work.&lt;br /&gt;
&lt;br /&gt;
* [[How to make a t-tunic]] &lt;br /&gt;
* [[How To - Make a Surcote]]&lt;br /&gt;
* [http://embroidery.racaire.at/?p=3306 An inspiring hood]&lt;br /&gt;
* [http://www.virtue.to/articles/hoodlum.html A good hood article]&lt;br /&gt;
&lt;br /&gt;
===Robes, gowns and cotehardies===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Dawncotehardie.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=DawnSeeker.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Delvy2.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On men, a gown is a reasonably close fitting robe, usually buttoning down the front, with long close fitting sleeves to the wrist. It persists to this day as the cassock and in the clothes of choirsters and some very traditional public school uniforms, all of which means both patterns and off-the-peg versions are fairly readily available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Boromir.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Uther.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Jamie.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s a very adaptable look - a fantasy treatment could take the basic silhouette and standing collar, and shorten the overall length, either with full length or half length sleeves, as worn by Boromir, Uther Pendragon and Jaime Lannister for a &amp;quot;warrior&#039;s coat&amp;quot;. It looks good worn open over chainmail. A close-fitting variant of this is the cotehardie which usually has lots of closely spaced buttons down the front and the sleeves - try googling &amp;quot;cotehardie&amp;quot;. It can be a tough look to pull off, but well worth it!&lt;br /&gt;
&lt;br /&gt;
Patterns:&lt;br /&gt;
*[http://butterick.mccall.com/b6844-products-3815.php?page_id=874 Butterick 6844]&lt;br /&gt;
*[http://www.simplicity.com/p-2235-men-teen-costumes.aspx Simplicity 2235]&lt;br /&gt;
*[http://sewing.patternreview.com/patterns/4697 Simplicity 4697 (unfortunately out of print but you might get it on ebay)]&lt;br /&gt;
*[http://www.simplicity.com/p-2089-men-costumes.aspx Simplicity 2089(this one would need a little adapting - closed sleeves rather than open, but would do a nice over-robe like Boromir&#039;s if you make a sleevless version)]&lt;br /&gt;
*[http://mccallpattern.mccall.com/m4745-products-7030.php?page_id=493 McCall 4745] This is actually a civil war uniform, but if you make up the blue version with an asymmetric closure  it&#039;s very close to Jamie Lannister&#039;s coat above. Warning - the pattern runs a little large, so unless you&#039;re planning on wearing it over mail consider going down a size.&lt;br /&gt;
*[http://store.reconstructinghistory.com/rh022-14th-century-mans-cotehardie.html Reconstructing history man&#039;s cotehardie]&lt;br /&gt;
&lt;br /&gt;
===The Houpellande===&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Dawnextra28.jpg|width=250}}&lt;br /&gt;
&lt;br /&gt;
This is a loose robe-like garment which can be knee or ankle length, with a variety of sleeves and necklines, which can be worn belted or loose. It&#039;s different from the style above as the waist isn&#039;t fitted - a great choice to show off lots and lots of thick and heavy fabric. It has the major advantage that you can just throw it over anything at all underneath and not worry about your under-kit being revealed. However, it really needs to be in fairly heavy cloth to look right, ideally wool, and can get a bit stuffy in hot weather. Team it with a chaperon hat for a really resplendent look!&lt;br /&gt;
&lt;br /&gt;
*[http://www.paulmeekins.co.uk/patterns/patternpages/pp26.html Period Patterns 26]&lt;br /&gt;
*[http://www.chezirene.com/articles/drafthoup.html How to draft a Houppelande pattern]&lt;br /&gt;
*[http://www.theweebsite.com/cotelande/patterns.html Houppelande drafting]&lt;br /&gt;
*[http://www.caitlinsclothing.com/houppelande.html More drafting instructions]&lt;br /&gt;
*[http://butterick.mccall.com/b5626-products-13767.php?page_id=874 Butterick 5626 (you could make a really fun houpellande out of this!)]&lt;br /&gt;
&lt;br /&gt;
==Women==&lt;br /&gt;
There is absolutely nothing to stop women wearing any of the styles above - the Empire doesn&#039;t require long skirts to be worn for modesty any more than it requires your hair to be covered. However, there&#039;s fun to be had in resplendent gowns - and you can be as historically inspired as you like without needing to choose an &amp;quot;authentic&amp;quot; but unflattering style.&lt;br /&gt;
&lt;br /&gt;
===Fantasy and &amp;quot;historically inspired&amp;quot; gowns===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=DawnBlueDress.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Dawnx13.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Dawn6.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blue dress is made of two contrasting fabrics -  a gold brocade and a blue fabric which you could replicate with a richly coloured fine wool, silk or linen. Use Simplicity Pattern 4940 (http://www.simplicity.com/p-2201-costumes.aspx) view C (without the corselet/vest), and cut your centre front piece and lower sleeves out of the brocade to contrast with the blue.  The pattern will give you a slightly thicker band of brocade at the neck, which you could easily trim down, and will sit on your shoulders rather than off (which is much more practical for active wearing).  I&#039;d suggest replacing the zip down the back with lacing - it&#039;s just as easy and lacing never jams or breaks in a field. &lt;br /&gt;
&lt;br /&gt;
For the cream dress and the blue cloak, you could use [http://butterick.mccall.com/b4377-products-5145.php?page_id=385 Butterick 4377], and sew it in a soft silk velvet or a good synthetic stretch velvet.   If you use a decent heavy stretch velvet, you could omit the lacing down the back and just wear it as a pullover dress. For a different look you could use silk, lightweight wool or linen - just choose a lush, rich colour. For the neckline, you could cut a piece of brocade to match the curve of your neckline and carefully sew it on by hand, or you could get some fancy trim or ribbon. For the belt, try looking for a charity shop chain link belt, or make one out of a strip of silk and an old buckle, or use some fancy trim.  eBay is a great source of trim - for some really splendid beaded trim at very reasonable prices I use [http://stores.ebay.co.uk/Heritage-Trading/Sewing-Trims-/_i.html?_fsub=2&amp;amp;_sid=47896792&amp;amp;_trksid=p4634.c0.m322 this] eBay shop. About 2m would do a great jewelled belt; they also sell shaped pieces designed to go on the necklines of dresses. For the cloak trim, the same ebay shop is good, or you could try searching for damask trim or brocade trim. &lt;br /&gt;
{{CaptionedImage|file=eowyn2.jpg|width=187}}&lt;br /&gt;
&lt;br /&gt;
Lord of the Rings is a great source of inspiration for women&#039;s dresses. Simplicity 4940 is a good place to start, as is McCall&#039;s 4491. [http://www.alleycatscratch.com/lotr alleycatscratch.com] breaks down every costume in the movie, and is a fantastic resource for choosing the right pattern, fabrics, trim and accessories - even if you don&#039;t want to exactly duplicate a LotR costume, it&#039;s full of useful information. A word of warning - while many of Arwen&#039;s gowns are ideal for Dawn, avoid the more oriental looking ones as they are probably better suited to Urizen. Eowyn&#039;s White Gown, Coronation Gown, Green Gown and Victory Gown are all ideal, but many of the others belong in Wintermark or the Marches.&lt;br /&gt;
&lt;br /&gt;
===Houpellandes and Burgundian gowns ===&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Dawnx11.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Houp1.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Houp2.jpg|width=187}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Houpellandes are great on women, too. It&#039;s not the easiest look in the book, but it&#039;s very striking. The one in the leftmost picture is velvet lined in fur, which gives it tremendous bulk and body - an alternative would be to line most of it in thick blanket wool, saving your fur or fake fur for the edges.&lt;br /&gt;
&lt;br /&gt;
*[http://www.paulmeekins.co.uk/patterns/patternpages/pp26.html Period Patterns 26]&lt;br /&gt;
*[http://www.chezirene.com/articles/drafthoup.html How to draft a Houppelande pattern]&lt;br /&gt;
*[http://www.theweebsite.com/cotelande/patterns.html Houppelande drafting]&lt;br /&gt;
*[http://www.caitlinsclothing.com/houppelande.html More drafting instructions]&lt;br /&gt;
*Simplicity 5925&lt;br /&gt;
*[http://www.paulmeekins.co.uk/patterns/patternpages/RH005.html Reconstructing History 005]&lt;br /&gt;
*[http://sevenstarwheel.wordpress.com/burgundian-gown-pattern-pieces/ Fantastic resource on 15th Century dresses and headgear, with patterns]&lt;br /&gt;
&lt;br /&gt;
The Burgundian gown is a later development of the Houpellande, usually closer-fitting with a deep v neck and and a broad belt just under the bust. Stick to the heavy draped versions; later Italianate ones in lighter silk with close fitting sleeves are more suitable for the League.&lt;br /&gt;
&lt;br /&gt;
*Simplicity 9058 &lt;br /&gt;
*[http://www.paulmeekins.co.uk/patterns/patternpages/RH007.html Reconstructing History 007]&lt;br /&gt;
*[http://www.james-gang.org/greydove/docs/houpburg.pdf More drafting instructions]&lt;br /&gt;
&lt;br /&gt;
===Cotehardie and Sideless Surcote===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Earl.JPG|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Simplicitysurcote.jpg|width=300}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;span3&amp;gt;{{CaptionedImage|file=Sideless.jpg|width=250}}&amp;lt;/span3&amp;gt;&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cotehardie is a close fitting supportive gown, also known as the gothic fitted dress, usually buttoning down the front and the sleeves, and worn with a leather or metal belt around the hips.  It&#039;s simple in construction, though needs a little fitting. One lovely historical example is the [http://www.reconstructinghistory.com/articles/irish-articles/the-moy-gown-an-irish-medieval-gown.html Moy Gown], which has a unique construction pattern for the sleeves, and makes a lovely intermediate to advanced project. You can easily fake the look of a cotehardie with a [http://butterick.mccall.com/b4827-products-6120.php?page_id=385 modern princess seamed dress.] Here&#039;s a How To to give you some ideas: [[How to adapt a commercial pattern to make a high status dress]]&lt;br /&gt;
&lt;br /&gt;
For formal occasions, a great way to dress up a cotehardie is by putting a sideless surcote over the top, ideally in house colours and bearing your heraldry. Make a full length version of the pattern above, either adding lacing down the sides or cutting a little more away to reveal the gown underneath. Usually the belt goes over the cotehardie, under the surcote.&lt;br /&gt;
&lt;br /&gt;
*[http://www.simplicity.com/p-1532-costumes.aspx Simplicity 2573]&lt;br /&gt;
*[http://www.mathildegirlgenius.com/FittingAndConstruction.htm How to make a cotehardie]&lt;br /&gt;
*[http://www.wodefordhall.com/surcote.htm How to make a heraldic sideless surcote]&lt;br /&gt;
&lt;br /&gt;
==Hats, outerwear and accessories==&lt;br /&gt;
===Hats, crowns and headdresses===&lt;br /&gt;
{{CaptionedImage|file=Dawnx14.jpg|align=right|width=240|caption=Costume by [http://www.kats-hats.co.uk/ Kats Hats]}}&lt;br /&gt;
&lt;br /&gt;
Although not a required part of costume, a headdress, crown or hat can be the finishing touch that pushes a costume from good to fantastic. Men have a few options - a crown, either metal or a good substitute, can look fabulously regal on a noble or earl. A less formal look which still adds stature and majesty is the Chaperon, which was initially a hood worn sideways on the head and gradually developed into a more structured hat. Hoods are also good, particularly for yeoman characters, with particolouring, dagging and buttons helping to keep the look from sliding towards the Marches.&lt;br /&gt;
&lt;br /&gt;
For women, looks are virtually limitless. Historical inspiration can be drawn from royalty of the 11th century (crown and veil), through the ever changing noble fashion of Templars, padded roll and veil, through to the elaborate steeple hennins of 15th century France, and the English butterfly headdresses of the same time. Even a simple padded roll, ren-fest style, can look good with a lower status costume.&lt;br /&gt;
&lt;br /&gt;
Unsuitable hats - Try to avoid any historical looks from the Tudor period and later, as they can look a bit incongruous with medieval fantasy costume. And remember, headwear is for display and not for modesty, so consider rich, bright colours and sparkling whites,  and leave the dull linen coifs to the Marches.&lt;br /&gt;
&lt;br /&gt;
* http://www.kats-hats.co.uk/index.shtml&lt;br /&gt;
* http://medievalmilliner.blogspot.co.uk/&lt;br /&gt;
* http://thecostumersmanifesto.com/costumeoldsite/history/100pages/chaperons.htm&lt;br /&gt;
* http://www.virtue.to/articles/reticulated.html&lt;br /&gt;
&lt;br /&gt;
Beautiful living-history standard crowns:http://www.pewterreplicas.com/dept.asp?id=33&lt;br /&gt;
&lt;br /&gt;
How to make your own:http://www.alleycatscratch.com/lotr/makingem/Tips/MakingCirclets.htm&lt;br /&gt;
&lt;br /&gt;
===Cloaks===&lt;br /&gt;
{{CaptionedImage|file=DawnKingCsokas.jpg|title=TV Series: Merlin|width=250}}&lt;br /&gt;
&lt;br /&gt;
A cloak is a near-essential part of your costume, and a great opportunity to give your kit a finishing touch and keep you cosy. For light fabrics, you can make a gathered-neck cloak with a drawstring for ease of construction- with heavy wools and velvet, a semicircular or circular mantle works best to reduce bulk at the neck and drapes beautifully. Try edging or lining your cloak in good fake fur for a really regal look, or adding a pelt around the shoulders (charity shops often won&#039;t sell fur coats up front, but store them in their back room and will allow you to make a donation in exchange for taking them away. If they don&#039;t have any, leave your details and get them to call you if any are handed in.)&lt;br /&gt;
&lt;br /&gt;
http://garbindex.com/cloak/patterns.html&lt;br /&gt;
http://www.reddawn.net/costume/patterns.htm&lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=Hood3.jpg|width=400|caption=Costume by [http://www.flickr.com/people/nereida_ballet/ Nereida]}}&lt;br /&gt;
===Hoods===&lt;br /&gt;
{{CaptionedImage|file=Marches_sh.jpg|width=400|align=right}}&lt;br /&gt;
Another very variable garment with dozens of options for length, colour and decoration meaning a hood can be a simple or fancy as you like.&lt;br /&gt;
*[http://thehoodedhare.com/making_hoods.htm Good information and patterns for hoods]&lt;br /&gt;
*[http://moirandalls.com/cowl.htm Cowl and hood]&lt;br /&gt;
*[http://www.virtue.to/articles/hoodlum.html Various hood patterns]&lt;br /&gt;
*[http://www.paulmeekins.co.uk/patterns/patternpages/RH008.html Reconstructing History 008 - Multiple head wear items]&lt;br /&gt;
*[http://www.paulmeekins.co.uk/patterns/patternpages/RH009.html Reconstructing History 009 - Multiple women&#039;s head wear items]&lt;br /&gt;
&lt;br /&gt;
===Accessories===&lt;br /&gt;
A long medieval belt makes a fantastic accessory. These are the cheapest I&#039;ve found, and they&#039;re lovely and come in lots of colours.&lt;br /&gt;
&lt;br /&gt;
http://www.lionheartreplicas.co.uk/shop/index.php?productID=252&lt;br /&gt;
&lt;br /&gt;
These ones are rather more expensive, but gorgeous&lt;br /&gt;
http://www.jelldragon.com/belts.htm&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Plate armour is the ideal look for Dawn, but can be expensive. Re-enactment suppliers and ebay are a good place to look. &lt;br /&gt;
&lt;br /&gt;
Plate armour:&lt;br /&gt;
http://www.whiteroseapparel.com/&lt;br /&gt;
http://www.getdressedforbattle.co.uk/&lt;br /&gt;
&lt;br /&gt;
Chain mail supplies and finished items:&lt;br /&gt;
http://www.theringlord.com&lt;br /&gt;
http://www.armchair-armoury.co.uk/chainmail.htm&lt;br /&gt;
&lt;br /&gt;
Lightweight polyurethane replicas:&lt;br /&gt;
http://www.nortonarmouries.com/&lt;br /&gt;
&lt;br /&gt;
Medieval plate style Leather armour:&lt;br /&gt;
[https://www.facebook.com/TotallyLeathered Totally Leathered] [[Totally Leathered]] provides custom tooled leatherwork &amp;amp; bespoke armour.&lt;br /&gt;
&lt;br /&gt;
[[Idiom Productions]] Costume and Props Workshop creates custom hand-tooled leather armour, clothing and LRP weapons&lt;br /&gt;
&lt;br /&gt;
[[Evenlode Studios]] - High quality leather armour, costume and props handmade&lt;br /&gt;
&lt;br /&gt;
Make your own:&lt;br /&gt;
[http://tutorials.abbott.me.uk/home/hardened-leather-armour Here&#039;s a tutorial on how to make moulded leather armour]&lt;br /&gt;
[http://tutorials.abbott.me.uk/home/wonderflex-armour And here&#039;s one on how to make plate out of wonderflex]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
The classic Dawnish weapons of long sword and heater shield are fortunately widely available from LRP weapons makers. For swords, a classic cruciform shape is ideal, and detailing on the hilt can look as superb as the clean lines of unadorned quillions. If you&#039;re not fortunate enough to be commissioning a custom shield painted with your heraldry, consider making a cloth cover for your shield and appliquéing or painting your heraldic device onto it.&lt;br /&gt;
&lt;br /&gt;
http://www.skianmhor.co.uk&lt;br /&gt;
http://www.saxonviolence.com/index.php&lt;br /&gt;
http://www.tallowsfx.com/&lt;br /&gt;
&lt;br /&gt;
==Heraldry==&lt;br /&gt;
{{CaptionedImage|file=DawnArthurKnights.jpg|title=TV Series: Merlin|width=590}}&lt;br /&gt;
Heraldry is a huge part of Dawnish identity, and any member of a noble house or weaver cabal should define their group and personal heraldry, and consider working it into their costume. Even if a house isn&#039;t dressed identically, there&#039;s no doubt that using their heraldic colours in part of each member&#039;s kit makes a strong unified statement on and off the battlefield, and looks damn amazing too.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s [http://empire.crew.profounddecisions.co.uk/empire-wiki/Civil_Service_Look_and_Feel a project] showing you how to work a heraldic device into your costume:&lt;br /&gt;
See also [http://empire.crew.profounddecisions.co.uk/empire-wiki/How_To_-_Make_a_Surcote how to make a surcote].&lt;br /&gt;
&lt;br /&gt;
* [http://www.medievalartandwoodcraft.com Medieval Art and Woodcraft] Historical and historically inspired banners, flags and livery badges.&lt;br /&gt;
&lt;br /&gt;
==Bibliography==&lt;br /&gt;
*[http://www.amazon.co.uk/The-Medieval-Tailors-Assistant-1200-1500/dp/0896762394/ref=sr_1_2?ie=UTF8&amp;amp;qid=1341860986&amp;amp;sr=8-2 The Medieval Tailor’s Assistant, Sarah Thursfield] – Pretty much the bible for medieval costumes. Covers the layers from underwear to outerwear for the periods 1200-1500, plus headwear and accessories. Goes into detail about how to make the garments, which fabrics to use etc. A really excellent book.&lt;br /&gt;
*[http://www.amazon.co.uk/Medieval-Military-Costume-Europa-Militaria/dp/1861263716/ref=sr_1_8?s=books&amp;amp;ie=UTF8&amp;amp;qid=1341861038&amp;amp;sr=1-8 Medieval military costume, Gary Embleton] – Very useful book using colour photographs of live models. Goes into detail about everything from 13th Century foot soldiers to 15th Century knights, with sections on underwear, armour, women’s dress and Landsknechts.&lt;br /&gt;
*[http://www.amazon.co.uk/gp/product/3938922141/ref=olp_product_details?ie=UTF8&amp;amp;me&amp;amp;seller Make Your Own Medieval Clothing for men], and for [http://www.amazon.co.uk/Make-Your-Own-Medieval-Clothing/dp/393892215X/ref=pd_sim_sbs_b_1 women], by W. Zerkowski and R. Fuhrmann, plus Headwear and Shoes available on the [http://www.zauberfeder-shop.de/assets/s2dmain.html?http://www.zauberfeder-shop.de/ German website]. Great books, giving designs for lots of different garments, though few instructions on how to make them. This would be more suitable for an experienced costume maker.&lt;br /&gt;
*[http://www.amazon.co.uk/Patterns-Theatrical-Costumes-Garments-Accessories/dp/0896761258/ref=sr_1_12?s=books&amp;amp;ie=UTF8&amp;amp;qid=1344030431&amp;amp;sr=1-12 Patterns for Theatrical Costumes by Katherine Strand Holkeboer] Gives scalable patterns. &lt;br /&gt;
*[http://www.amazon.co.uk/Medieval-Costume-England-France-Centuries/dp/0486290603/ref=sr_1_1?s=books&amp;amp;ie=UTF8&amp;amp;qid=1344030509&amp;amp;sr=1-1 Medieval Costume in England and France] - no patterns, but great for ideas on silhouette and style. Mostly black and white.&lt;br /&gt;
*[http://www.amazon.co.uk/Evolution-Fashion-Pattern-1066-1930/dp/0713458186/ref=sr_1_1?s=books&amp;amp;ie=UTF8&amp;amp;qid=1344030581&amp;amp;sr=1-1 The Evolution of Fashion] Sadly out of print. A great introduction to how dress changes through the middle ages and up to the present day.&lt;br /&gt;
&lt;br /&gt;
==Costume sellers==&lt;br /&gt;
*[https://www.facebook.com/themidgardseamstress The Midgard Seamstress] Custom made UK LARP and Re-enactment costumes&lt;br /&gt;
*[http://www.facebook.com/pages/Angrave-Designs/368641524223 Angrave Designs] Custom costume production and embroidery &lt;br /&gt;
*[http://armstreet.com/ Arm Street] Medieval and Fantasy clothing from Russia (English language website)&lt;br /&gt;
*[http://www.cloakedanddaggered.com Cloak’d and Dagger’d] &lt;br /&gt;
*[https://www.facebook.com/groups/customcostumecompany/ Custom Costume Company] Bespoke designs for re-enactors and roleplayers&lt;br /&gt;
*[http://historicenterprises.com Historic Enterprises]American based costume company. Trades at TORM&lt;br /&gt;
*[http://www.kats-hats.co.uk/index.shtml Kats Hats]Stunning medieval hats as well as beautiful pouches and gloves&lt;br /&gt;
*[http://medievaldresscompany.com/index.htm Medieval Dress Company] Clothing and leatherwork&lt;br /&gt;
*[http://www.matuls.pl/index.php?IDP=1&amp;amp;Lng=en Matuls] Clothing, armour tents and camp accessories from Poland (English language website)&lt;br /&gt;
*[http://www.revivalclothing.com/ Revival Clothing]&lt;br /&gt;
*[http://www.sallygreen.co.uk Sally Green] &lt;br /&gt;
*[http://www.sew-mill.com Sew-mill]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Costume]]&lt;br /&gt;
[[Category:Dawn]]&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Jhl100</name></author>
	</entry>
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