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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral_Spoils_of_War&amp;diff=63173</id>
		<title>Spiral Spoils of War</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral_Spoils_of_War&amp;diff=63173"/>
		<updated>2018-05-04T10:04:51Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* The Ankarien Chess Set */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=SpiralSky.jpg |align=right|width=500}}&lt;br /&gt;
[[Category:Military Council]] [[Category:Urizen]]&lt;br /&gt;
In Autumn 380YE, following the liberation of [[Spiral]] from the [[Grendel]] during the previous Summer Solstice, these resources were presented to the [[Imperial Military Council|Military council]] for assignment as [[spoils of war]]&lt;br /&gt;
&lt;br /&gt;
==The Ankarien Chess Set==&lt;br /&gt;
&#039;&#039;&#039;Military Unit/ Rank 3&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Most ushabti are constructed to perform a handful of simple tasks repetitively. These particular ushabti were armed and armoured to perform as human-sized chess pieces. They were gifted to [[Emperor Nicovar]] when he became maester of Ankarien. Following Nicovar&#039;s death, they were sealed away in one of the lower chambers by order of the Arbiter of Ankarien. They had long since been forgotten when the [[Grendel]] arrived and the Urizen were forced to flee with what they could from their precious libraries.&lt;br /&gt;
&lt;br /&gt;
The ushabti still retained a spark of magic however and when the Grendel looted the remains of the spire and unearthed them, they set about the task they had last been given - to protect their Arbiter (a common Urizen name for the piece other nations call the Throne, here referring to the individual who commands the chess set). Faced with continuing attacks from the relentless constructs, the Grendel took losses and curtailed their banditry, caving in the entrance to the room to prevent further incursion. With the barbarians dispersed, the sealed-off area has only just been excavated and the thirty ushabti warriors of the Chess Set stand ready for new orders.&lt;br /&gt;
&lt;br /&gt;
==Dragons Graveyard==&lt;br /&gt;
&#039;&#039;&#039;Mana Site / Rank 5&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spiral#Ossuary|Ossuary]] is famously named for the great bones that are found there. Some places have a larger concentration of these bones than others, and the Dragons Graveyard represents one of the largest and best known. The name is highly speculative, but appears in records that date back to the time before Urizen joined the Empire. The arrangement of the bones appears to shift over time, although some scholars speculate that new bones appear when nobody is looking. A potent Summer [[regio]] associated with the site only fuels rumours of the [[Legendary_beasts#Dragons.2C_Wyverns_and_Wyrms|draconic]] origins of the bones. The mana that flows into this [[mana site|site]] seems to surge more strongly during conjunctions of [[the Stallion]] and [[the Stork]], prompting some to speculate on an even stronger affiliation for the Summer realm. During these periods of surging mana, crystals have been reported forming spontaneously here without the need for salt solutions to catalyse their growth. The idea of a surging mana tide seems to be supported by the story of [[Staff of the Magi|Salios of Endsmeet]] and the orc Dughal Stormlord, during which one or the other&#039;s Staff exploded catastrophically destroying several combatants.&lt;br /&gt;
&lt;br /&gt;
==Fracta Fenestra ==&lt;br /&gt;
&#039;&#039;&#039;Mana Site / Rank 4&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In a crater below [[Spiral#The Black Plateau|the Black Plateau]] lies the Fracta Fenestra. A number of magical explosions have melted the obsidian into an earthbound reflection of the night sky, a great mirror of the heavens staring up from the rock. [[The Key and The Lock#The Key|The Key]], [[The Key and The Lock#The Lock|the Lock]], and [[The Spider and The Web#the Spider|the Spider]] are among the constellations known to be associated with this desolate forbidding place, which is often used as a [[mana site|site]] from which to observe the heavens.&lt;br /&gt;
&lt;br /&gt;
==Lathraia==&lt;br /&gt;
&#039;&#039;&#039;Fleet / Rank 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
From amidst a hidden coastal cave in Apulus, concealed by [[Night magic]] and below water at high tide, the smuggling boats of the Lathraia sailed forth. These sailors braved choppy waters and Grendel raiders alike to deliver goods and information to those Urizen still present in Spiral. With knowledge of the local tides and cave networks, and numbering many [[merrow]] among them, they were able to provide much needed supplies to survivors wherever they found them as well as engage in several hit and run attacks to weaken and hole lone [[orc]] ships. With Spiral back in Imperial hands, the Lathraia that remain turn their eyes back to their study of the ocean and how best to make their living from it.&lt;br /&gt;
&lt;br /&gt;
==The Lighthouse Keepers==&lt;br /&gt;
&#039;&#039;&#039;Congregation  / Rank 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The last keeper of the [[Spiral#Apulu|Lighthouse at Apulian]], Hadrian, shattered the magic stone that gave it light, destroying several hundred orcs with his sacrifice. Years later, the Lighthouse Keepers - scattered and exiled - still keep vigils in his name, an activity passed down from the generation that witnessed this act. They seek to have Hadrian declared an Exemplar of [[Loyalty]], but also have priests [[dedication|dedicated]] to [[Courage]] and [[Vigilance]] among their number. Currently based in [[Spiral#Ateri|Ateri]], they are eager to set up again in Apulian. If the region is liberated from the Grendel, they will no doubt wish to see the [[great work]] there restored to its former glory and purpose - bringing light to the darkness and keep watch over the coast of Apulus.&lt;br /&gt;
&lt;br /&gt;
==Mavrisma Níki==&lt;br /&gt;
&#039;&#039;&#039;Weltsilver Mine / Rank 4&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Formerly the largest [[materials#Weltsilver|weltsilver]] [[mine|mining]] operation in Spiral - perhaps all of Urizen - a full year of Grendel occupation has barely dented the vastness of this resource. The Salt Lords mined the Mavrisma and the nearby mithril of the [[Legacy]] alike with slave labour, many of whom died from dehydration, cave-ins and the malodorous mine gases which abound here (and were, naturally, no impediment to ushabti miners). Engineers once travelled here in numbers to learn how the great Urizen engineer Schediazi perfected the whole operation - from discovery through expansion, shaft-building, shoring, extraction and refining - through to the vast system of lenses and mirrors which allowed light to penetrate into its very depths. No-one knows the fate of Schediazi, though it is commonly held that she sealed herself into a lower level when the Grendel appeared rather than leave or be forced to use her mastery in service of the barbarians.&lt;br /&gt;
&lt;br /&gt;
==The Night Arbour==&lt;br /&gt;
&#039;&#039;&#039;Mana Site / Rank 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The deserted Spire of Oblivion&#039;s Edge stands as close to the Black Plateau as it was safe to build a settlement. Created to watch over the Black Plateau, to monitor its dangers and its phenomena, Oblivion&#039;s Edge was lost when Spiral fell and is now nought but a ruin. In its heyday, the Spire coaxed a great bounty of mana from the Night Orchard, a series of carefully carved pits dug into a rock terrace where occult geometries and arcane tending would cause the strong magic running through the region to coalesce into tree-like structures - growing up and out in an almost organic shape of crystalline branches. Now, fifty years after the Spire was lost, the Orchard&#039;s pits have mostly collapsed inwards or been buried. Only one site remains intact, the Night Arbour, where the lack of careful tending and damage to the astronomantic carvings in the pit&#039;s walls have caused the magic to go somewhat wild. Instead of a single tree of crystal, it has become a tangled arbour, a copse of branches and trunks coalesced from raw mana.&lt;br /&gt;
&lt;br /&gt;
==Procella Viridis ==&lt;br /&gt;
&#039;&#039;&#039;Tempest Jade Mine/ Rank 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The canyon of Procella Viridis in [[Spiral#Cinon|Cinon]] was only discovered three years before the Grendel invasion, uncovered by landslides resulting from a freak thunderstorm. The [[Materials#Tempest Jade|tempest jade]] here was worked by ushabti and then polished by master artisans seeking perfection of their craft. Further landslides have led to the loss of one end of the box canyon and its resources, though enough remains to provide a decent quantity of the material for those seeking its use.&lt;br /&gt;
&lt;br /&gt;
==Solen&#039;s Garden ==&lt;br /&gt;
&#039;&#039;&#039;Irridescent Gloaming Forest / Rank 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Amidst the ruined spire of Solen&#039;s Doubt, lingering magical energies have encouraged a growth of trees and foliage more common to the once well-tended lower slopes. Growing lazily through the maze of broken white marble, they have provided a haven for [[Mundane_beasts#Iridescent_Butterfly|iridescent butterflies]], in numbers rarely seen within the Empire. The feeling of solitude and loneliness in the abandoned spire during the day is overwhelming; the many-hued beauty of the night garden is breathtaking. The Grendel appear to be giving the part of [[Spiral#Apstrus|Apstrus]] around Solen&#039;s Doubt a wide berth, and the civil service believe the [[forest]] can be safely operated as long as the new owner is discreet.&lt;br /&gt;
&lt;br /&gt;
==Damakan Bladeworks==&lt;br /&gt;
&#039;&#039;&#039;Business / Rank 4&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The spire of [[Spiral#Cinon|Damakan&#039;s Forge]] was renowned as the place where the most elegant and potent blades in the Empire were once created. The invasion put paid to the spire, but a handful of smiths and artisans escaped with some of the legendary secrets of this famous bladesmith. They had taken refuge in Ossen&#039;s Spire, but Grendel depredations and the eventual destruction of that spire by the fires of [[The_Thrice-cursed_Court#Surut|Surut]] put paid to those ambitions. These expert craftspeople began to cluster once again around the site of the lost spire, living in a series of brightly-coloured and expertly engineered tent pavilions based on [[the Brass Coast|Freeborn]] designs. They did not search for lost secrets, but practiced the arts of weaponsmithing as taught to them by Damakan and her descendants, still seeking to hone their art to perfection as only the Urizen know how. There is a significant market for weapons made by these philosopher-smiths, and they were looking for someone to deal with the tedious day-to-day [[business]] of selling their weapons for them. They found this someone in the form of the master-artifice Achilles. During the Summer Solstice 381YE, Achilles arranged for the smiths to move from Cinon to [{Redoubt#Limus|Limus]] in [[Redoubt]], establishing a permanent base of operations there away from the immediate threat of the Grendel orcs.&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Summer_Solstice_Imperial_elections&amp;diff=46630</id>
		<title>380YE Summer Solstice Imperial elections</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Summer_Solstice_Imperial_elections&amp;diff=46630"/>
		<updated>2016-08-07T08:47:57Z</updated>

		<summary type="html">&lt;p&gt;Liam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now the event is over this election results page will be completed over the next few days...&lt;br /&gt;
&lt;br /&gt;
==Imperial Senate==&lt;br /&gt;
===[[Senator]]===&lt;br /&gt;
*The Brass Coast: Feroz: Oria&lt;br /&gt;
*Dawn: Weirwater: The Incumbent&lt;br /&gt;
*Highguard: Bastion: Ibrahim the south paw &lt;br /&gt;
*The League: Sarvos: Alessandra Serafini&lt;br /&gt;
*The Marches: Mitwold: The Incumbent&lt;br /&gt;
*Navarr: Miaren: The Incumbent&lt;br /&gt;
*Urizen: Redoubt: The Incumbent&lt;br /&gt;
*Varushka: Karov: Irena Arkady&lt;br /&gt;
*Wintermark: Sermersuaq: The Incumbent&lt;br /&gt;
* Urizen: Spiral: Tanwyn Ankarien&lt;br /&gt;
*Urizen: Zenith: Edmundo of Endsmeet&lt;br /&gt;
&lt;br /&gt;
===Other Imperial Senate positions===&lt;br /&gt;
*[[Ambassador to the Iron Confederacy]]: Starac Sijed Orzel&lt;br /&gt;
*[[Imperial Consul]]: Aureliana Saverio di Sarvos&lt;br /&gt;
*[[Civilian Commissioner]] of Wintermark: Thanmir Whiteraven&lt;br /&gt;
*[[Civilian Commissioner]] of Urizen: Juliana of Phoenix Reach&lt;br /&gt;
&lt;br /&gt;
===[[Sinecure|Sinecures]] appointed by the Senate===&lt;br /&gt;
*[[Shepherd of the Great Herd]]&lt;br /&gt;
*[[Healer of Dawn]]: Isabella de Rondell&lt;br /&gt;
*[[Dean of the Academy]]: Faustina Notturno Di Sarvos&lt;br /&gt;
*[[Keeper of Aurelie&#039;s Garden]]&lt;br /&gt;
*[[Master of the Clearing House]]: Wilhemina Rezia&lt;br /&gt;
*[[Steward of the Tassato Mana Exchange]]: Beatriz Sanguineo Rezia&lt;br /&gt;
*[[Master of the School of Exorcism]]&lt;br /&gt;
&lt;br /&gt;
==Military Council==&lt;br /&gt;
[[General]]:&lt;br /&gt;
*The Brass Coast: Red Wind Corsairs; &lt;br /&gt;
*Dawn: Golden Sun: Zoran Orzel&lt;br /&gt;
*Highguard: Granite Pillar: The Incumbent&lt;br /&gt;
*Imperial Orcs: Summer Storm: The Incumbent&lt;br /&gt;
*The Marches: The Drakes The Incumbent&lt;br /&gt;
*The Marches: The Tusks: The Incumbent&lt;br /&gt;
*Navarr: Black Thorns: The Incumbent&lt;br /&gt;
*Urizen: Army of the Citadel: The Incumbent&lt;br /&gt;
*Varushka: Army of the Northern Eagle: Sullik&lt;br /&gt;
*Wintermark: Fist of the Mountain: The Incumbent&lt;br /&gt;
*The League: Towerjacks: Dietrich Nieschteri Rezia von Temeschwar&lt;br /&gt;
&lt;br /&gt;
*[[Imperial Fleet Master]]: Zanferr i Ezmara i Erigo&lt;br /&gt;
&lt;br /&gt;
==Imperial Synod==&lt;br /&gt;
*[[Appointment#Appointment_of_the_Cardinal| Cardinal]] of [[Courage]]: Levitia of Endsmeet from Urizen&lt;br /&gt;
*[[Appointment#Appointment_of_the_Gatekeeper| Gatekeeper]] of Courage: Jorma Steelhail of Wintermark, the Incumbent&lt;br /&gt;
*[[Virtue Inquisitor]] of Courage: Lady Eleanor de Rondell of Dawn, the Incumbent&lt;br /&gt;
&lt;br /&gt;
*[[Appointment#Appointment_of_the_Cardinal| Cardinal]] of [[Wisdom]]: Agnetha De Rondell of Dawn, the Incumbent&lt;br /&gt;
*[[Appointment#Appointment_of_the_Gatekeeper| Gatekeeper]] of Wisdom: 	Girthwynn Frythsdottir Tokling of Wintermark, the Incumbent&lt;br /&gt;
*[[Virtue Inquisitor]] of Wisdom: Sariel of Highguard, the Incumbent&lt;br /&gt;
&lt;br /&gt;
* [[Imperial Inquisitor]]: Ephron of Adina’s Charge from Highguard&lt;br /&gt;
&lt;br /&gt;
==Imperial Conclave==&lt;br /&gt;
*The [[Master of Ice and Darkness]] is Brother Luke of the Shattered Tower&lt;br /&gt;
*[[Grandmaster| Grandmaster of the Unfettered Mind]]: The Incumbent&lt;br /&gt;
*Archmage of Day: Incumbent&lt;br /&gt;
*Archmage of Summer: Soloman&lt;br /&gt;
*Warmage: Barthol de Rondell&lt;br /&gt;
*Imperial Seer: Finn Finnson&lt;br /&gt;
&lt;br /&gt;
==Bourse==&lt;br /&gt;
[[Imperial_Bourse#White_Granite_Seats|Positions concerned with White Granite]] &lt;br /&gt;
*The Damation Cliffs; &lt;br /&gt;
*The Night Quarry; &lt;br /&gt;
*The Arratan Gamble; &lt;br /&gt;
*Sutton Stone Quarries; &lt;br /&gt;
*The Brilliant Shore; &lt;br /&gt;
*The Granites of Veltsgorsk; &lt;br /&gt;
*Vigilant Swan: Azeal of Canterachs Hold&lt;br /&gt;
&lt;br /&gt;
[[Imperial_Bourse#Weirwood_Seats|Positions concerned with Weirwood]]&lt;br /&gt;
*Great Forest (Weirwood / Reduced term / up for auction at Winter 380YE)&lt;br /&gt;
&lt;br /&gt;
National Bourse positions: &lt;br /&gt;
*[[Mistress of the Glass Parador]] &lt;br /&gt;
*[[Northbound Trademaster]]&lt;br /&gt;
*[[Sheriff of Overton]]&lt;br /&gt;
*[[Broker of Treji Wayhouse]]: Wyl Brackensong&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
*[[Miaren#Brock.27s_Toll|Brocks Toll]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gilda_Ashwine&amp;diff=44067</id>
		<title>Gilda Ashwine</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gilda_Ashwine&amp;diff=44067"/>
		<updated>2016-05-13T21:26:42Z</updated>

		<summary type="html">&lt;p&gt;Liam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;May the Example of Gilda teach me the Courage to change what I can.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Bluerose.jpg||align=right|width=300}}&lt;br /&gt;
==Virtue==&lt;br /&gt;
Gilda Ashwine was recognised as an Exemplar of Courage by the Highborn Assembly of the Virtuous, after pilgrims and Wayfarers brought tales and evidence to Bastion in the time before the Synod.&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
Gilda was born as a [[Yeomen of Dawn|yeoman]] in pre-Imperial [[Dawn]], part of a family of retainers in service to [[Earl]] Charles De Gacher. The De Gacher [[noble house]] was wealthy, influential and regarded as a fine example of what it was to be Dawnish. Their Tests of [[Dawn_culture_and_customs#The_Test_of_Ardour|Ardour]] and [[Dawn_culture_and_customs#The_Test_of_Resolve|Resolve]] were the source of many tales; they held extravagant celebrations; they fought tirelessly in the name of the King, and were instrumental in securing the borders of the territory of [[Weirwater]]. Many De Gaucher went on to become great [[Questing_knight|questing knights]], traveling across the wild lands that pre-dated the Empire and carrying the flame of Dawn to other nations.&lt;br /&gt;
&lt;br /&gt;
The De Gacher were most famous for their [[Dawn_culture_and_customs#The_Test_of_Mettle|Test of Mettle]], which never varied. The candidate would travel with two knights into a forest of terrible creatures, and the yeoman would have to come back with a trophy or die in the effort. This ensured that the nobles of the house were capable warriors, adding to the reputation and fame of the De Gaucher name. Scions of noble houses would travel some distance to take the De Gacher Test of Mettle.&lt;br /&gt;
&lt;br /&gt;
Gilda, and her older brother Luaine, grew up each insisting that they would be the first of their family to pass the De Gacher Test of Mettle and become great heroes of Dawn. When Luaine&#039;s time came, he presented himself to Earl Charles for the Test. Gilda gave to him a [[Dawn_hearth_magic#Favours|favour]], hoping to protect him and grant him good fortune. The favour took the form of a blue rose grown in her own garden. &lt;br /&gt;
&lt;br /&gt;
Gilda also chose to follow her brother, and the two knights to watch her brother&#039;s moment of glory.&lt;br /&gt;
&lt;br /&gt;
To Gilda&#039;s horror, once far into the woods, the knights turned on Luaine beat him bloody and bound him. Unarmed and unready, Gilda could only watch as her brother was sold to a foreigner as a slave. As the knights returned home, Gilda followed the slaver and her brother, intent on trying to free him stealthily. Yet Luaine was taken aboard a vessel and Gilda could not catch up.&lt;br /&gt;
&lt;br /&gt;
When Gilda returned she summoned the courage to confront Earl De Gacher with the actions of his knights, expecting him to in ignorance of their doing, or repentant on hearing her tale. Instead, to her disgust, he laughed in her face, telling her that he was well aware of what had happened. Moreover, it had happened before and would again. Luaine was but the latest of many. The Test of Mettle was a sham to allow the De Gachers to control who won nobility in their house, whilst lining their own pockets by selling promising yeomen into slavery. Aspirant Dawnish nobles bought a fine price from corrupt [[Axos|Axou]], venal [[Asavean Archipelago|Asaveans]], and even the cruel masters of some cities of the Bay of Catazar. &lt;br /&gt;
&lt;br /&gt;
Stiffened with resolve, shaking with anger, she vowed to expose the supposed virtue and glory of the De Gacher&#039;s for the travesty it was. The Earl appeared to find her resolve amusing, and told her she was welcome to try. Nobody would believe her. She was merely a yeoman, while the De Gacher&#039;s were a well respected and powerful noble house. With that, he had her thrown off his estate, penniless and unarmed, expecting never to see her again.&lt;br /&gt;
&lt;br /&gt;
In the years that followed, Gilda never once abandoned her vow. She traveled across Dawn and sought an audience with every noble house in the land. In each one, she spoke truth to power. None gave any credence to her story: they accused her of being in denial over her brother&#039;s failure, of having gone mad with grief. Most, she realised, refused to entertain the possibility of a noble house that would corrupt the traditions of Dawn so profoundly. They refused to accept that a house responsible for so many heroic deeds and so much glory could have grown from such base foundations.&lt;br /&gt;
&lt;br /&gt;
Some she believed suspected the truth about House de Gacher but lacked the courage to lend her aid in exposing them. Some even had her beaten for her insolence in merely suggesting such a thing had happened once, let alone continued as a practice.  She found no support even among other yeomen; her own family refused to face the truth. They refused to believe that they had been deceived, and chastised her for constantly reminding them of her brother&#039;s failure.&lt;br /&gt;
&lt;br /&gt;
Each refusal, each rebuttal, each castigation, each bruise, only emboldened her.and fired her quest to right the injustice done to her. With every noble house now closed to her, she left Dawn in search of her brother and to spread the news of the inglorious acts of House de Gacher of Dawn. She traveled far to try and learn Luaine&#039;s fate but none had heard of or seen of a young man matching his name and description. At her lowest moment, on the verge of despair, when she was beset by doubt that she would ever find her brother or be able to tackle the corruption at the heart of de Gacher, her journey took her to [[Bastion]] where an unnamed [[Highguard|Highborn]] priest listened to Gilda - and believed her. Moved by the firey conviction of the Dawnish yeoman, the priest offered her good counsel and urged her never to give up. &lt;br /&gt;
&lt;br /&gt;
Her experiences in Highguard gave the young woman an epiphany. She donned armour, with a helm so that none could see her face, and adopted the Blue Rose as a heraldic emblem. Calling herself Mary Ashwyne, she went before Earl De Gacher in the guise of a [[Knight-errant|knight-errant]] to seek a Test of Mettle.&lt;br /&gt;
&lt;br /&gt;
Several years had passed, and Gilda was no longer the woman she had been. Earl De Gacher failed to recognise her and agreed to grant her the Test - and sent her forth with two knights. They turned on her, and overpowered her, and dragged her before the slaver. Only, when they got to the slaver, they found that he had been overpowered by two knights from the neighbouring House De Rondell.&lt;br /&gt;
&lt;br /&gt;
Prior to her presentation for her Test of Mettle, Gilda had courageously sought a second audience to every noble house and repeated her story. Even though they could tell she was newly emboldened, most again turned her away. One House did not: Gilda&#039;s conviction had spoken to something in Garamond De Rondell whose desire to learn the truth made him agree to help Gilda. He saw the fire of courage within her, her unrelenting pursuit for truth and quest for justice not only for her brother but for all those the De Gacher had betrayed. &lt;br /&gt;
&lt;br /&gt;
With proof provided by the arrest of the slaver, De Rondell brought Gilda before the King&#039;s court at the [[Astolat#Castle of Thorns|Castle of Thorns]] along with the slavers and the two captured knights. Confronted with indisputable evidence of the De Gacher&#039;s villainy, the King&#039;s court declared every noble of the house to be a traitor and led a short, bloody crusade against their holdings.&lt;br /&gt;
&lt;br /&gt;
Where the King and many of the other Earls desired to expunge the De Gacher stain by executing everyone in the house, Gilda argued for mercy. Not everyone in the house was aware of the treachery; there were many good and glorious men and women who were as horrified as any to discover the secret rot at the heart of their house. Heeding her words, the King set Gilda a Test of Mettle - first to separate the innocent from the guilty and then to help those untainted by slavery and treachery to find houses prepared to set them a new Test. For the next seven years Gilda and her Knights-errant traveled Dawn and beyond performing heroic deeds until each of the former De Gacher had found a new home in one of Dawn&#039;s noble houses. &lt;br /&gt;
&lt;br /&gt;
Several of these tasks involved traveling far beyond the borders of Dawn to the other nascent kingdoms, even as far afield as [[Faraden]] and [[Skoura]]. She and her companions appear in several old stories across the Bay of Catazar. In each case, they combine glory with themes of supporting and helping the weak and the defenceless against powerful opponents; exposing injustice and corruption; and a stubborn refusal to stand back or compromise in the face of power. Their exemplary courage gave others the conviction to confront tyranny wherever it was found and provided a voice to the voiceless. &lt;br /&gt;
&lt;br /&gt;
Her Test of Mettle complete, the King suggested that Gilda would make an excellent Earl. Despite opposition from some of the other Earls, still embarrassed by the corruption she had exposed, she claimed the title but refused to form a traditional household. Instead, she remained a questing knight and her Test of Mettle always involved spending time as a knight-errant spreading the highest ideals of glory and righteousness throughout the lands. She never married, but is believed to have had at least three children; if any of them followed her in her life of glory and courage, history does not record them; neither is it recorded how she finally met her end.&lt;br /&gt;
&lt;br /&gt;
On the fate of Luaine, there are different stories. In some, Luaine is found and aids Gilda in exposing the De Gachers. In others, Gilda de Ashwine, knight of Dawn, goes and rescues him. In a few, Luaine is never found and Gilda spends the rest of her life trying to find him.&lt;br /&gt;
==Signs==&lt;br /&gt;
Gilda Ashwine is held to have fulfilled the following Signs:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Sign&#039;&#039;&#039; || &#039;&#039;&#039;Demonstrated By&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Inspiration&#039;&#039; || The symbol of the Blue Rose is held to be a sign of &#039;&#039;courage of conviction&#039;&#039;,  rather than courage of a more martial nature, and has been adopted outside of Gilda&#039;s immediate followers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Pilgrimage&#039;&#039; || Gilda&#039;s time in the wilderness brought her to Bastion where she received a vision that sent her back to Dawn to confront those who had wronged her. This is taken to have been a pilgrimage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Recognition&#039;&#039; || Although the details of Gilda Ashwine&#039;s vision are lost to history, the claim is that she was the reincarnation of a courageous hero, which gave her the courage to return to Dawn&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;Salvation&#039;&#039; || Gilda&#039;s courage is held to have saved the people who lived under Earl de Gacher and other yeomen who might otherwise have met a similar fate to her brother. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The signs of &#039;&#039;&#039;Miracle&#039;&#039;&#039; and &#039;&#039;&#039;Liberation&#039;&#039;&#039; have been claimed for Gilda Ashwine, but are contested and disputed.&lt;br /&gt;
&lt;br /&gt;
==Gilda Ashwine in play==&lt;br /&gt;
Gilda is an exemplar who inspires the courageous to speak the truth to those who refuse to acknowledge it, or who turn a blind eye to corruption, injustice, and moral weakness.&lt;br /&gt;
===Controversies and Subsequent History===&lt;br /&gt;
* Although the core of Gilda&#039;s story is of a heroic Dawnish yeoman against a villainous Dawnish noble, the story was warped into propaganda in the period leading up to the exodus of the Marchers - the refusal of the nobility to accept her original denouncement of the De Gacher in particular was cited as a reason that yeomen could not trust nobles.&lt;br /&gt;
* In several versions of the story, it is a [[the Brass Coast|Freeborn]] priest who counsels Gilda and inspires her epiphany; in some parts of the north it is a wise Kallavesi mystic or Varushkan wise one who takes this key role. Almost all versions of the story agree that it is after receiving [[wisdom|wise]] advice that Gilda finds the strength to take action against the De Gacher. Some of those who look to Gilda for inspiration reject this element of the story, however, claiming it is a transparent attempt to constrain and subjugate her raw conviction with a cynical political subtext that courage must always be guided - and constrained - by other virtues.&lt;br /&gt;
* Several of Gilda&#039;s spiritual descendants supported the Marcher exodus; they argued that there was neither glory nor virtue in forcing a group of people to keep living somewhere they no longer wished to dwell.&lt;br /&gt;
* Much of Gilda&#039;s fame is based on tales and hearsay - she (or a reasonable facsimile of her) appears in far too many heroic tales for them all to be true. On many occasions the deeds of later followers inspired by her legend are wrongly attributed to her.&lt;br /&gt;
* There was a period of controversy around Gilda&#039;s recognition and Gilda holds the dubious honour of having had her Exemplar status removed by the General Assembly during the reign of [[Empress Aenea]]. She was [[Recognition|recognised]] for a second time during the reign of [[Emperor Barabbas]], and has been widely accepted thereafter&lt;br /&gt;
* It has been claimed by some Freeborn that [[Emperor Ahraz]] discovered himself to be the reincarnation of Gilda Ashwine through a past life vision, and that he wore a blue rose pendant when meeting with the orcs and when presenting his agreement with the rebel orcs to the Senate. There is no evidence for this claim, and it is widely believed to be a fanciful attempt to improve Ahraz&#039; reputation.&lt;br /&gt;
* While Gilda is best known for her life as a knight, most who look to her for inspiration cite the denunciation of the De Gacher as her greatest deed. Her refusal to keep quiet, to bow to threats or accept &#039;hush money&#039; and her commitment to uncovering and exposing the truth drive many of her modern spiritual descendants to involve themselves in the politics of the Empire, demanding high moral and ethical standards of the rich and powerful.&lt;br /&gt;
&lt;br /&gt;
===Knights of the Blue Rose===&lt;br /&gt;
The Blue Rose on a white field is generally believed to be the same emblem Gilda used when she returned to take the De Gacher Test. A number of questing-knights and knight-errants call themselves Knights of the Blue Rose, and use the heraldry as their own. These knights are dedicated to Courage, and spend their time traveling the Empire helping the weak and the defenceless. There is no particular organisation to the Knights of the Blue Rose, and while most members are Dawnish there are a smattering of champions from Highguard, Varushka and the Brass Coast who wear the blue rose and seek out opportunities to help those in need. The Knights are not universally popular - on occasion their members have claimed that courage and commitment to high ideals are more important than [[glory]]. Nevertheless, they often provide a rallying point for the needy and downtrodden who have been wronged by those in power.&lt;br /&gt;
&lt;br /&gt;
===Bearers of the Blue Rose===&lt;br /&gt;
Unrelated to the Knights of the Blue Rose, the first Bearers of the Blue Rose appeared in the Marches, the League and among the Freeborn during the reign of [[Empress Richilde]]. Primarily non-martial in nature, the bearers are priests and lay worshippers who dedicate themselves to the tenets of courage and to the protection of the weak and the innocent against miscarriages of justice. They are quick to call for [[clemency]] when they believe someone has acted from good intentions, or to oppose wickedness, regardless of how unpopular such behaviour may be. &lt;br /&gt;
&lt;br /&gt;
Many members also consider are vocal supporters or opponents of various causes. They are committed to exposing corruption and unvirtuous behaviour, and to speaking the truth on all important matters. They encourage transparency and openness in politics, and refuse to be silenced or quashed when they believe a wrong needs to be exposed . A number of virtuous [[Urizen_leadership#Torchbearers|Torchbearers]] wear the blue rose pendant, drawing on Gilda&#039;s legacy in their self-imposed duty of exposing dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
The Bearers of the Blue Rose also have a reputation for openly discussing heresy and questioning dogma and tradition; in most cases, they approach from the basis that if the Way is strong then it cannot be damaged by frank discussion of other beliefs or philosophies. Priests should not be afraid to examine their own beliefs, nor fear those with different views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Exemplars]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Style_guide&amp;diff=43011</id>
		<title>Style guide</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Style_guide&amp;diff=43011"/>
		<updated>2016-04-12T19:22:05Z</updated>

		<summary type="html">&lt;p&gt;Liam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The default style guide for the Empire wiki is to use the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style|style guide provided for Wikipedia]. Wikipedia has been around for a very long time and the style guide conventions that exist there have a lot of thought put into them designed to keep a wiki clean and make it easy to extend.&lt;br /&gt;
&lt;br /&gt;
Obviously the wikipedia style guide is very long and relatively few contributors are going to want to wade through it. So we have reproduced some of the most important guidelines here, along with some additional guidelines that apply to the Empire wiki.&lt;br /&gt;
&lt;br /&gt;
==Page Titles==&lt;br /&gt;
===Use Lowercase, except for Proper Names===&lt;br /&gt;
Titles are written in sentence case. The initial letter of a title is almost always capitalized by default; otherwise, words are not capitalized unless they would be so in running text. When this is done, the title is simple to link to in other articles. Note that the capitalization of the initial letter is ignored in links.&lt;br /&gt;
===Use the Singular Form===&lt;br /&gt;
Article titles are generally singular in form, e.g. Horse, not Horses. Exceptions include nouns that are always in a plural form in English (e.g. scissors or trousers) and the names of classes of objects (e.g. Arabic numerals or Bantu languages).&lt;br /&gt;
===Avoid Definite and Indefinite Articles===&lt;br /&gt;
Do not place definite or indefinite articles (the, a, and an) at the beginning of titles unless they are part of a proper name (e.g. The League) or otherwise change the meaning (e.g. The Throne). They are noise words that needlessly lengthen article titles, and interfere with sorting and searching.&lt;br /&gt;
&lt;br /&gt;
==Section Titles==&lt;br /&gt;
===Section Titles should be Written in Title Case===&lt;br /&gt;
We have deviated from the wikipedia guidelines and adopted title case, not sentence case for section titles. While it makes links slightly harder, it looks easier on the eye on the screen.&lt;br /&gt;
&lt;br /&gt;
==Capitalization==&lt;br /&gt;
*&#039;&#039;&#039;Only capitalize proper nouns&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;In-character nouns should be capitalized if they would be proper nouns in-character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Game terms and other jargon are &#039;&#039;not&#039;&#039; proper nouns&#039;&#039;&#039;&lt;br /&gt;
In Empire we only capitalize proper nouns - we don&#039;t capitalize words just because they are unusual or game terms - as is common in the roleplaying industry. When a noun is made up or unusual in some way, we try to look at an equivalent in the real world. Examples:&lt;br /&gt;
&lt;br /&gt;
* The Imperial Conclave is capitalized - because it&#039;s a proper noun - like the Houses of Parliament or Windsor castle.&lt;br /&gt;
&lt;br /&gt;
* A coven is not capitalized - in the same way you wouldn&#039;t capitalize &amp;quot;pack of cards&amp;quot; in the real world. Similar words like realm and regio and ritual are not capitalized. Eternal is incorrectly capitalized in many places - it should be lower case.&lt;br /&gt;
&lt;br /&gt;
* The race orc is not capitalized, nor is lineage, in the same way we don&#039;t capitalize fox, human, or duck.&lt;br /&gt;
&lt;br /&gt;
* Imperial Orc is fully capitalized because it is a nationality - like British or French. Imperial is always capitalized because it refers to things of a specific empire. So the citizens of the Empire are Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
* You don&#039;t capitalize senator or general or archmage - like you don&#039;t capitalize general or politician or fireman. Obviously Bob the Builder is capitalized so General Dave is capitalized. You wouldn&#039;t capitalize empress, but you would capitalize Empress Richilde.&lt;br /&gt;
&lt;br /&gt;
* Rituals and items are unique and are capitalized using title style. Spells and skills are general and common and are not capitalised. Eg, it is Ascetic Star of Atun;  Biting Blade; heal; and magician.&lt;br /&gt;
&lt;br /&gt;
* Virtues, even false ones, and the Way are capitalised to distinguish them from their common forms, e.g. &amp;quot;traditional wisdom&amp;quot; vs. &amp;quot;she lacked Wisdom&amp;quot;, &amp;quot;I hate this&amp;quot; vs &amp;quot;I am dedicated to Hate&amp;quot;. The word &amp;quot;virtues&amp;quot; is not capitalised in the same way that the word &amp;quot;morals&amp;quot; is not, but the Way of Virtue is a proper noun.&lt;br /&gt;
&lt;br /&gt;
==Category Names==&lt;br /&gt;
*&#039;&#039;&#039;Category names should be plural if the articles in the category are a set of items in that category&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Category names should be singular if the articles in the category are set of articles about the category&#039;&#039;&#039;&lt;br /&gt;
A category where each article is an example of the category should be plural - rituals, magic items, spells. A category where each article is an article of content about the category should be singular - The League, The Imperial Conclave, Religion.&lt;br /&gt;
&lt;br /&gt;
==Grammar==&lt;br /&gt;
*&#039;&#039;&#039;Please use the Oxford comma&#039;&#039;&#039;&lt;br /&gt;
The Oxford comma is a comma placed immediately before the coordinating conjunction (usually &#039;&#039;and&#039;&#039;, &#039;&#039;or&#039;&#039;, or &#039;&#039;nor&#039;&#039;) in a series of three or more terms. For example, a list of three countries should be punctuated either as &amp;quot;France, Italy, and Spain&amp;quot;, not as &amp;quot;France, Italy and Spain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
*&#039;&#039;&#039;LRP should be an abbreviation and not a word and never larp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IC and OOC should be written in full, not abbreviated&#039;&#039;&#039;&lt;br /&gt;
In Empire we use live roleplaying, not live role-playing and never live action live roleplaying. Consequently LRP should be regarded as an abbreviation not a word. &amp;quot;An LRP game&amp;quot; &#039;&#039;&#039;not&#039;&#039;&#039; &amp;quot;A LRP game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
IC and OOC should be written in full as in-character or out-of-character, not abbreviated. In general the wiki should avoid abbreviations, even where they are common use in LRP. The aim is to ensure that the wiki stays as readable as possible by people who are new to LRP.&lt;br /&gt;
&lt;br /&gt;
==Uploading Content==&lt;br /&gt;
There are many interested individuals who have a vested interest in the content of a photograph, the model shown, the people who made the costume, the photographer, the organizers of the event where the photograph was taken, or the owners of the site where the photograph was taken. If there is an image being used on our wiki that is one of yours in any of these definitions and you are unhappy then please get in touch. We can add an accreditation and a link everywhere the image is used or we can remove it. We will always remove any image as quickly as humanly possible at the request of any concerned party.&lt;br /&gt;
&lt;br /&gt;
Please don&#039;t upload images of LRPers to the wiki without ensuring that you have the permission of the players involved in creating the image.&lt;br /&gt;
&lt;br /&gt;
Images from films are used without any intent to challenge the owner&#039;s copyright. They are used to direct players to the films and indicate which characters from the films provide good inspiration for the game. Any images uploaded should include captions and accreditation which makes the source clear.&lt;br /&gt;
&lt;br /&gt;
All tunes and lyrics must be credited. We suggest that every piece of music includes the following credits the title, original title if any,&lt;br /&gt;
words and tune credits (if not traditional). Please do not upload copyrighted material without the explicit permission of the authors/performers, where something is used with permission of the copyright holders please say so.&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Army_orders&amp;diff=37099</id>
		<title>Army orders</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Army_orders&amp;diff=37099"/>
		<updated>2015-07-20T20:14:23Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Each [[general]] can issue a single set of orders for the army they control. The orders should describe a broad strategic plan representing what the general would like the army to achieve in a territory over the [[downtime]] before the next event.&lt;br /&gt;
&lt;br /&gt;
A campaign is not a single battle, a campaign is a prolonged period of warfare that takes place over the whole territory in the three months between events.&lt;br /&gt;
&lt;br /&gt;
==Sequence==&lt;br /&gt;
At the beginning of an event the generals are briefed on the current status of their army and the outcome of the campaign, if any, that it was involved in running up to the event. They are also presented with a number of &#039;&#039;opportunities&#039;&#039; to intervene – usually battles or skirmishes, that might affect the current military situation.&lt;br /&gt;
&lt;br /&gt;
Toward the end of the event, the generals are briefed with regard to how the actions of the characters (especially battles and skirmishes) have changed the situation since the start of the event, if at all. Each general must then submit an order for their army to follow over the coming three months.&lt;br /&gt;
&lt;br /&gt;
These orders are then compared with the orders submitted for the barbarian armies to identify which forces are fighting and calculate the outcomes.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Generals may issue orders to attack or defend any territory their army can reach. To keep things as simple as possible, an army is assumed to move to any territory that the general issues orders to attack or defend before any fighting takes place. In effect an army can slip away at the start of a season before the campaign begins.&lt;br /&gt;
&lt;br /&gt;
Most Imperial armies can move through three territories in a season (for example, an army in [[Bregasland]] may be ordered to defend Hercynia - it will pass through [[Kallavesa]] and [[Hahnmark]] before reaching [[Hercynia]] where it will join any campaign that takes place. However an army cannot pass through a territory it does not control - it will automatically stop and engage any enemy forces present if it enters a hostile territory - one that is controlled by an enemy power.&lt;br /&gt;
&lt;br /&gt;
A [[Army qualities#Fast|fast]] army can move as far as its general wishes each season, but must still stop when it enters a territory that is controlled by an enemy.&lt;br /&gt;
&lt;br /&gt;
Note that the elite [[military unit]] resources controlled by players do not move like this. Military units can cross the entire Empire swiftly and quickly - so they can be freely assigned to an Imperial army, or sent to raid a neighbouring nation.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
Orders should focus on &#039;&#039;what&#039;&#039; the general wants their army to achieve rather than &#039;&#039;how&#039;&#039; they do it. An Imperial army fights to the best of it&#039;s ability, the civil service control military logistics and supply lines and the Empire has battlefield captains and commanders who are well versed in tactics. The orders issued by a general determine the overall actions of their army in the field over the next three months; there is no option to submit specific tactics or arrangements of troops. The place for complex battlefield plans is during the events, where player characters fight barbarian enemies. &lt;br /&gt;
&lt;br /&gt;
E.g. The Dawn general of The Hounds of Glory may issue orders for their soldiers to advance without concern for casualties with the goal of smashing through the Druj lines to join up with the Imperial forces defending the fortifications at the city of Holberg.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;type&#039;&#039; of orders that a general can give fall into six categories - three for attacking and three for defending, based on how aggressive or cautious the general wishes their army to be. The text for the orders is important - we use it to determine the narrative of the campaign outcome - and it influences the options that the plot team write for the battles at the next event -  but the &#039;&#039;mathematical&#039;&#039; results are calculated based purely on the type of order that was submitted.&lt;br /&gt;
&lt;br /&gt;
There is no &amp;quot;move order&amp;quot; for an army, even if an army moves to the centre of the Empire to resupply, it is assumed that it would defend the territory it has moved to if that territory were attacked.&lt;br /&gt;
&lt;br /&gt;
===Issuing Orders===&lt;br /&gt;
* &#039;&#039;&#039;The general hands their a copy of their signed orders to the Herald of the Council&#039;&#039;&#039;&lt;br /&gt;
The Imperial general must provide the Herald of the Council with a signed copy of their orders. The General can submit their orders at any time. Traditionally they are written and sealed on the last day but there is no legal requirement for this - as long as the orders are received by the Herald before the end of the summit.&lt;br /&gt;
&lt;br /&gt;
The civil service use the signed orders to make suitable arrangements and instructions for all the necessary logistical support, as well as ensuring that the correct orders are communicated to the army. Any attempt to change the orders once they are officially given to the Herald invariably leads to chaos and confusion which harms the army&#039;s effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Orders===&lt;br /&gt;
The orders for the barbarian armies are submitted by members of the military campaign plot team. The barbarian generals have access to magic and rituals - similar to those employed by the players - so the team also decide which rituals to use to strengthen their armies and to scry the Imperial forces. All these decisions are done blind; the people submitting them do not have &#039;&#039;&#039;any&#039;&#039;&#039; knowledge of the orders submitted or rituals performed by the players.&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
* &#039;&#039;&#039;Taking any attack action means a campaign will happen if the enemy is still in the territory.&#039;&#039;&#039;&lt;br /&gt;
All of these orders will always cause a military campaign to be initiated in the territory if there is an opposing force present. If an attacking force is victorious - they will capture land - the greater the victory the more land they will take in a season.&lt;br /&gt;
&lt;br /&gt;
===Cautious Advance===&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A general may be keen to scout out a territory to identify enemy forces, or simply wish to make a probing attack to initiate a campaign. A cautious assault can also be useful to disrupt enemy supplies lines and prevent the enemy from resupplying. &lt;br /&gt;
&lt;br /&gt;
Cautious assaults are less effective at claiming territory - the attackers are less able to overcome the defenders and drive them back - but casualties suffered will be lower. Urizen and Freeborn armies favour this strategy as it provides the most certain ways to identify the strength of the enemy position.&lt;br /&gt;
&lt;br /&gt;
===Balanced Attack===&lt;br /&gt;
* &#039;&#039;&#039;There are no modifiers associated with this order&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the standard order issued by Imperial generals who wish to engage the enemy forces in a territory. A balanced attack involves assaulting the enemy positions but seeks weak points in the enemy lines rather than attempting to smash through strong positions. Highguard armies favour this strategy believing that the natural efficiency best serves the manifest destiny of the Empire.&lt;br /&gt;
&lt;br /&gt;
===Overwhelming Assault===&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A general who seeks victory at any price can order an overwhelming assault. The army will spend the season seeking out the strongest enemy troops and attempting to smash through their positions. This kind of attack is dangerous - casualties will be higher than normal - but the army will gain more ground during that season. Wintermark and Dawnish armies favour this strategy as it provides many opportunities for [[glory]] and [[heroism]].&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
* &#039;&#039;&#039;No campaign will take place unless another army issues an order to attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any victory achieved by the army translates into fewer casualties incurred rather than territory gained&#039;&#039;&#039;&lt;br /&gt;
Armies on defend are seeking to hold their position and fight off any attackers they encounter. If all armies in a territory have orders to defend the regions they control, then no campaign takes place and the side that controls the territory will be able to resupply their forces. If the defenders are victorious - if their side has a higher effective strength than the attacker, then their victory translates directly into reduced casualties for the defenders. The greater the victory, the less casualties they suffer. Defenders take fewer casualties than attackers anyway; all other factors being equal there is a small natural advantage that favours the defender.&lt;br /&gt;
&lt;br /&gt;
===Give Ground===&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are decreased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is decreased by two fifths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A general that wants their army to carry out a fighting retreat can issue orders to give ground. The army will avoid major engagements, while still attempting to slow the enemy advance using ambushes and the like. An army that is giving ground is much less effective at holding the territory against an attacker, but will see their casualties reduced accordingly. Navarr and Varushkan armies are both fond of this strategy. The Navarr consider it an effective way to bleed an enemy as they advance into a trap, while in Varushka the land itself can soon become the enemy of an unwary attacker.&lt;br /&gt;
&lt;br /&gt;
===Solid Defence===&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are decreased by a fifth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An army that attempts the solid defence of a region will seek to make best use of the terrain to bring the enemy to battle in a way that favours the defender. Casualties suffered are less than if the army simply attacks, even though an enemy army that attacks is just as likely to be rebuffed. The League traditionally favours a solid defence believing that the fortifications at Holberg have proven the advantage of this strategy over many years.&lt;br /&gt;
&lt;br /&gt;
===Heroic Stand===&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by three tenths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An army that commits to a heroic stand will not initiate a military campaign - but they will make the enemy pay for every inch of ground they take. The army will take every opportunity to engage with the enemy side, they won&#039;t fight to the last soldier, but they will fight on even until the cause is utterly hopeless. Marcher armies favour this strategy; their natural belligerence makes them loathe to leave any battlefield while the chance of victory remains.&lt;br /&gt;
&lt;br /&gt;
{{War Further Reading}}&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Barrens&amp;diff=36127</id>
		<title>The Barrens</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Barrens&amp;diff=36127"/>
		<updated>2015-06-02T19:55:06Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Hope&amp;#039;s Rest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Map-barrens-illus.png|title=Never conquered by the Empire, wild and unknown|caption=The Barrens|align=left|width=650}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Barrens describes an area to the east of Semmerholm never conquered by the Empire. Dawn maintains a series of long-established outposts on the western edge that reinforce the border against the barbarians. In general the Barrens is rich and fertile but it&#039;s natural resources are almost entirely unexploited -  enough to make the most jaded [[Varushka|Varushkan]] merchant or wagon-raider salivate at the thought of all the untapped potential. There have been several attempts to settle it more fully, but the presence of several barbarian bandit tribes makes establishing permanent settlements impossible. Nonetheless, the Dawnish refuse to abandon their [[#Dawnguard|foothold]] in the Barrens and it serves as a common proving ground for [[Knight-errant|knights-errant]]. &lt;br /&gt;
&lt;br /&gt;
The Barrens has always been a magnet for the exiled, the disenfranchised and the disgruntled. Between 325 YE and 328 YE it was also the scene of a short-lived rogue kingdom called Montane, founded by renegades during the events of the [[Freedom Heresy]]. The lonely territory is scattered with ruins, old stone circles, solitary towers and hidden [[regio]], any one of which could prove to be the home of some lost treasure ... or unspeakable horror.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The [[Druj]] barbarians have dominated the eastern Barrens for a little over a century. They ruthlessly dominated the disparate barbarian tribes who had lived there previously, and installed themselves as overlords. They used the central position of the Barrens to co-ordinate attacks on [[Holberg]] and [[Reikos]]; depleted armies would withdraw to the Barrens, and be replaced by fresh armies. There is also evidence that the Druj used the barrens to move materials (weirwood, mithril and white granite) between the two conquered territories.&lt;br /&gt;
&lt;br /&gt;
This came to a dramatic end in Winter last year when an Imperial force ambushed and slaughtered the Druj leaders in the Barrens. This triggered an armed revolt among the subject tribes that continues today. These &amp;quot;indigenous orcs&amp;quot; appear to be made up of tribes, and the remnants of tribes, who have lived in the Barrens for a very long time.&lt;br /&gt;
&lt;br /&gt;
The indigeonous orcs have been engaging in a campaign of slaughter against every Druj enclave they can find. Druj prisoners are generally hung from the nearest branch capable of holding their weight, leading to horrifying encounters with literally dozens of dead orcs hanging from hempen nooses wherever the two orc factions have clashed. They appear unconcerned with the Dawnish citizens in Dawnguard, but it is impossible to predict what they will do once the Druj are dealt with.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 379YE, the [[Imperial Senate]] passed a motion [[Declare peace with Barrens orcs|declaring the three orc tribes in the Barrens to be foreigners]], rather than barbarians. This meant - among other things - that a military invasion of the Barrens by Imperial forces would be a criminal offence.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== Towers of the Dawn ===&lt;br /&gt;
Along the western borders of the Barrens in [[#Dawnguard|Dawnguard]] are four massively built white granite tower-keeps collectively known as the Towers of Dawn. This great [[fortifications|fortification]] serves as a base of operation for Dawnish knights exploring the Barrens, and a reminder to the orcs that while they may dominate the Barrens, they do not do so without opposition. During the [[Freedom Heresy]], the towers were the sight to an atrocity as rebellious [[briar|briars]] murdered the yeomen and knights assigned to the First and Second towers. To this day, the garrisons of the Towers of Dawn are unfriendly towards briars - and woe betide anyone who supports the &#039;virtues&#039; of [[Malign spiritual presences#Anarchy|freedom]] within their earshot. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of the Dawn are a rank two fortification). &lt;br /&gt;
&lt;br /&gt;
=== Spires of Dusk ===&lt;br /&gt;
Along the eastern borders of the Barrens are two spires of white granite and weirwood, studded with spikes and surrounded by multiple rows of sharpened spikes, moats and carefully constructed pit-traps and staged-quagmires. Only one safe approach exists to the towers, overlooked by archery posts, and the trees that surround this [[Druj]] fortification are thick with traps and poisonous beasts. Looking on the towers sends a thrill of fear up the spine of all save the bravest knights. They glare across the Barrens toward the Towers of Dawn, and dark tales speak of what happens to Dawnish or [[Navarr|Navarri]] scouts captiured in the vicinity. Occasionally, the Druj masters of the fortress release prisoners from the towers, broken in body and mind and shattered in spirit, to spread tales of cruelty and terror within the Empire.&lt;br /&gt;
&lt;br /&gt;
The Druj call this fortress &#039;&#039;The Jaws of Suffering&#039;&#039;; the Dawnish choose to refer to it as the &#039;&#039;Spires of Dusk&#039;&#039; and know that if they are ever to claim the Barrens for the Empire they will need to destroy this abominable castle.&lt;br /&gt;
&lt;br /&gt;
===Eaves of Peytaht===&lt;br /&gt;
On the northern borders of the [[#Heart of Peytaht|Great Forest of Peytaht]], a massive grove of weirwood trees that has been somewhat cultivated by the inhabitans of the Barrens. The Eaves of Peytaht are controlled by the indigineous orcs at this time; it is estimated that it might produce 25 wains of Weirwood each season in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
===The Fangs===&lt;br /&gt;
Along the [[#Bitter Strand|eastern coast]] of the Barren sea, the Fangs area a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril. Several similar columns protrude from the headlands around this area. There are obvious signs of mine workings, and observation indicates that there is mithril ore to recover. It appears that the mines are quite primitive – the constant threat of flooding and the natural difficulty of mining at sea mean the indigenous orcs are exploiting only a fraction of the potential of this resource.&lt;br /&gt;
&lt;br /&gt;
Controlled by the indigineous orcs at this time; it is estimated that the Fangs might produce 18 wains of mithril each season in Imperial hand – or perhaps more if advanced Imperial mining techniques were employed to help deal with the difficult conditions here. This would require an initial investment of time and resources, but it is extremely unlikely that a civil servant could give an idea of what this would cost without unrestricted access to the area.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
Most of this information was gathered by the actions of brave Imperial [[military unit|forces]] working with a [[spy network]] [[Construct_Barrens_Spy_Network|constructed]] by order of the [[Imperial Senate]]. It is correct as of Autumn 378YE.&lt;br /&gt;
===Dawnguard===&lt;br /&gt;
Dawnguard is the location of a number of Imperial settlements, the most prominent of which is &#039;&#039;&#039;Drycastle&#039;&#039;&#039;. It is still held, as a bastion against the creatures of the Barrens. It’s often under attack, with much glory waiting the brave knights who volunteer here for dangerous adventure. This is not a place for families. Dawnguard is also the site of the [[#Towers of the Dawn|Towers of the Dawn]], the fortification that oversees the western borders of the Barrens. &lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Fortification&lt;br /&gt;
===Murderdale===&lt;br /&gt;
Battle between orc forces and Imperial forces are common here, giving the region its name. The soil here is particularly fertile, and there are a number of ruined villages that represent previous attempts by Imperials to settle the barrens.&lt;br /&gt;
&lt;br /&gt;
Through much of 378YE, a steady stream of orcs from [[Brocéliande]] were marked moving from west to east. The presence of the Druj forces in the [[#Carmine Fields|Carmine Fields]], and their superstition of the [[#Heart of Peytaht|forest of Peytaht]] to the south, meant that many of these recent arrivals took up residence in this region – although there has been little conflict between the indigenous orcs and the Broceliande refugees.&lt;br /&gt;
&lt;br /&gt;
===Heart of Peytaht===&lt;br /&gt;
The great forest stretches across the southern Barrens, and into [[Reikos]] to the south west. Stories from [[Highguard]] that describe the forest as being possessed of some dark spirit - something that partakes of the nature of a [[Varushka|Varushkan]] [[Varushkan_Monster#Sovereigns|sovereign]] - appear to be based on fact. The deeper a force presses into the forest the more uneasy they feel – the more they report being watched, and the more certain they become that they are unwelcome. Imperial forces have not pressed into the deeper forest. There is, however, no hint of discernable [[Vallorn]] presence here.&lt;br /&gt;
&lt;br /&gt;
In the past, the forest was said to be equally hostile to man and orc, and attempts by either Imperial or barbarian forces to explore the interior invariably met with tragedy - assuming they were ever heard of again. This seems to have changed in 367YE when the Druj launched a crippling surprise attack through the forest into Reikos; it is unclear what the situation is today, however. .&lt;br /&gt;
&lt;br /&gt;
There appear to be no permanent orc forces in this forest, but a major Druj force has passed through this region in the last few months – but not without cost. Corpses are occasionally found huddled against the boles of the massive trees, or hung by their entrails from thick branches. The orcs appear to have died in agony and great terror.&lt;br /&gt;
&lt;br /&gt;
On the north-eastern borders of the forest is a massive strand of weirwood trees, one that has clearly been cultivated for some time. The [[#Eaves of Peytaht|Eaves of Peytaht]] is the equivalent of a [[Imperial Bourse|Bourse]] seat that produces a bounty of weirwood each season.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forest&lt;br /&gt;
&lt;br /&gt;
===The Carmine Fields===&lt;br /&gt;
The soil on these wide plains has a red colour which the fanciful might say is from blood but is moe likely due to a high clay quotient. This region is covered with isolated rice fields, and other crops that prosper on this kind of soil.&lt;br /&gt;
&lt;br /&gt;
The region has clearly been settled by orc farmers and hunters for a very long time. However, as of 378YE there are signs of recent invasion; several settlements have been burnt to the ground and the populace enslaved.&lt;br /&gt;
&lt;br /&gt;
===Farweald===&lt;br /&gt;
On the nothern side of the Barren Sea is a damp forest that rises slowly to the north-east. As of 378YE it is occupied by what seems to be several large groups of indigenous orcs who have built makeshift fortified camps along the rivers and the eastern borders. It would provide a strategic location from which to strike across the river into [[Holberg]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;Forest&lt;br /&gt;
&lt;br /&gt;
===Hope&#039;s Rest===&lt;br /&gt;
In depth exploration of this region has proved tricky due to the rough terrain. Several times spies encountered well-hidden man-traps designed to kill – spiked pits, spring-loaded impaling arms and the like. The high hills surround a well fortified keep that appears to have only recently been completed. The southern slopes drop towards a large fresh-lake of brackish water on the other side of which are the marshy forests of [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
There is a small [[fortification]] high in the hills here, named &#039;&#039;&#039;Dourfell Keep&#039;&#039;&#039;. It is not manned by orcs but by humans. Imperial spies are not able to get a very close look at them but they appear to show signs of very strong [[briar]] lineage, and the castle itself appears to surround a strong Spring [[regio]]. As of 378YE there are signs of recent fighting here, and the remains of dozens of rotted and skeletonised orc bodies nailed to trees, impaled on spikes and crucified on makeshift “x”s. Examination suggests strongly that these bodies belonged to Druj rather than indigenous orcs. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Dourfell keep is a first rank fortification)&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly, Fortification&lt;br /&gt;
&lt;br /&gt;
===The Untrod Groves===&lt;br /&gt;
A deep, tangled forest that stretches from the hills of [[#Hopes Rest|Hopes Rest]] to the very edge of the [[#The Plain of Teeth|Plain of Teeth]]. The woods seem largely uninhabited by the orcs, and the only trails appear to be game trails, Trackless, it is easy to become lost in the groves – but reports also indidate that the woods are rich with untapped reserves of [[Materials#Iridescent Gloaming|iridescent gloaming]], [[Materials#Beggarwood|beggarwood]] and [[Materials#Dragonbone|dragonbone]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forest&lt;br /&gt;
&lt;br /&gt;
===Bitter Strand===&lt;br /&gt;
The Barren sea is technically a great lake, but the waters are not drinkable – they are not as salty as the Bay of Catazaar but it is obvious that some mineral gives the waters a foul taste. They are home to a vicious species of predatory fish the size of an ox with armoured plates on the head.&lt;br /&gt;
&lt;br /&gt;
The northern coast is relatively smooth, but the southern coast is scattered with islands, many of them inhabited. Conquering this region would be made considerably easier by the addition of forces skilled at fighting amphibious assaults, such as the Red Wind Corsairs.&lt;br /&gt;
&lt;br /&gt;
Along the eastern coast of the Barren sea, where it narrows as it feeds into the [[#Saltmarsh|Saltmarsh]], are the [[#The Fangs|Fangs]] a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril. &lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===The Bleaks===&lt;br /&gt;
The southern forests become danker and damper as Therunin gets closer. The woods are home to a number of orc clans, many of whom live in the branches of ancient trees. There are heavily wooded marshes in the south; there are occasional sightings of both [[Legendary_beasts#Hydra|hydra]] and small [[marshwalkers]].&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forest&lt;br /&gt;
&lt;br /&gt;
===Saltmarsh===&lt;br /&gt;
The eastern Barren Sea floods out across a great flat basin that contains the Saltmarsh. It is covered with treacherous rivers and streams that shift their banks regularly and without warning. The place is thick with flies and mosquitos that leave nasty stinging welts on exposed flesh. The orcs who live here maintain huts on stilts, and also move about using long wooden stilts that occasionally give them the appearance of walking on water. There appear to be a large number of [[herb garden|herb gardens]] maintained here by the indigenous orcs, no doubt captured from the Druj during the rebellion.&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Marsh&lt;br /&gt;
&lt;br /&gt;
===The Plains of Teeth===&lt;br /&gt;
The Druj oversaw their domination of the Barrens from this broken plain. This area may once have been heavily forested but it has been ruthlessly cleared to provide building materials for the [[#Spires of Dusk|Spires of Dusk]]. The spires guard access to the Druj lands to the east reports in Autumn 378YE suggest that until very recently it was apparently the site of a major siege by the indigenous armies. The walls have sustained light damage but the Druj garrison appears undimished by the attacks of indigenous orcs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords: Fortification&lt;br /&gt;
&lt;br /&gt;
==OOC Note==&lt;br /&gt;
* The [[Dawn|Dawnish]] (and thus the Empire) control the region of [[#Dawnguard|Dawnguard]].&lt;br /&gt;
* The Druj control the [[#The Carmine Fields|Carmine Fields]] and [[#The Plains of Teeth|The Plains of Teeth]].&lt;br /&gt;
* The indigenous orcs control [[#Murderdale|Murderdale]], [[#Farweald|Farweald]], [[ #Hope&#039;s Rest|Hope&#039;s Rest]], [[#The Untrod Groves|The Untrod Groves]], [[#Bitter Strand|Bitter Strand]], [[#The Bleaks|The Bleaks]], and [[#Saltmarsh|Saltmarsh]], meaning that the Barrens is nominally under their control.&lt;br /&gt;
* It is not clear who, if anyone, controls the [[#Heart of Peytaht|Great Forest of Peytaht]].&lt;br /&gt;
* The [[#Towers of the Dawn|Towers of the Dawn]] are a rank two [[fortification]] under the control of the Empire.&lt;br /&gt;
* The [[#Spires of Dusk|Spires of Dusk]] are a rank two fortification under the control of the Druj.&lt;br /&gt;
* [[#Hope&#039;s Rest|Dourfell Keep]] is a rank one fortification; it is not clear who controls it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dawn]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=36126</id>
		<title>Mournwold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=36126"/>
		<updated>2015-06-02T19:54:16Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Southmoor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofMournwold.png|title=The wind blows mournfully through the trees and across the craggy hills|caption=Regions of Mournwold|align=left|width=600}}&lt;br /&gt;
== Overview - &amp;quot;The Mourn&amp;quot; ==&lt;br /&gt;
This desolate land was known as &#039;&#039;the Mourn&#039;&#039; even before its final fall to the barbarian hordes in 349AE. Originally the name referred to the sound of the wind in the trees and across the craggy hills. Now it seems a more fitting name for the loss which Marcher folk feels at the March&#039;s passing. The conquest of Mournwold is fresh in the hearts and memories of many Marchers.&lt;br /&gt;
&lt;br /&gt;
Whearas [[Upwold]] and [[Mitwold]] in particular are known for their sprawling [[farm|farms]], the rugged terrain of the Mourn is perhaps better known for it&#039;s mines. The hills are riddled with rich veins of [[Materials#Green Iron|green iron]], and with mine workings dedicated to extracting that ore. Prior to the invastion of the [[Jotun]], there had been a growing tide of dissatisfaction among professional miners that all political power had been vested in the hands of those who owned farms. There were regular complaints that mine owners, like farmers and stewards, owned and worked land - the only difference was that the crops they raised was ore and stone rather than fruit, grain or vegetables. Most likely this dissatisfaction had its roots in certain sharp business practices by some of the lowland [[steward|stewards]], who set the prices for the food sold to the miners.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The barbarian forces that eventually defeated the Marchers amassed for months in the forest to the west. Despite the Imperial forces that tried to turn them back, the horde was so numerous and ferocious that Mournwold was lost in pitched battle. As the troops withdrew heavy hearted from a battle they could clearly not win, the hordes did not pursue, they stayed in those hills and valleys, scurrying down the mines, slaughtering and devouring the cattle, defiling and tainting the holy places for their own dark ends. With the loss of the Mourn, the Marches has lost much of its mining.&lt;br /&gt;
&lt;br /&gt;
The last [[Senator]] for Mournwold was Thomas Overton, who was also the last Marcher to voluntarily enter the [[The_Marches_culture_and_customs#The_wicker_man|wicker man]].&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== Overton ===&lt;br /&gt;
A sheep-farming town and market set on a hill, now the front line of the war between the Empire and the barbarians in the west. It has received strong support from League forces from Tassato. There’s a note of self-interest, but the people of Overton have been grateful for the help. They may not have a senator, but they hold the line for the territory that’s lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Since the [[Imperial Senate|Senate]] negotiatied a [[Accept_Jotun_ceasefire|ceasefure]] with the Jotun, the threat that the armies of barbrians will sweep across Overton is held in abeyance. However, this has not prevented smaller bands of Jotun sweeping down into the valleys of the [[#Greensward|Greensward]] in search of easy riches. In turn, Imperial raiding forces often strike from Overton into the Mourn, drawing more attention and giving the settlement the feeling of an armed camp or glorified barracks.&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE, work finally began on a [[Construct_fortified_garrison_in_Overton|fortified manor house]] that could serve as a place of refuge against the barbarians, and should protect the people of Overton from the worst effects of raiding by the Mournwold Jotun. Work continued during Autumn 378YE, and once complete the armoured garrison will serve as a base of operations for the [[military unit|defenders of the town]], allowing them to see-off Jotun raids and also gather information about the state of the Mournwold beyond the Greensward.&lt;br /&gt;
&lt;br /&gt;
=== Old Pig ===&lt;br /&gt;
An aptly-named chalk figure carved into the hills of the wold. &lt;br /&gt;
&lt;br /&gt;
=== The Singing Caves ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
The Singing Caves are found on the northern borders of the [[#Greensward|Greensward]] not far from [[#Overton|Overton]]. Still in Imperial hands, albeit only just, the Singing Caves take their name from the strange voices that echo forth when the wind blows above. Many Imperial citizens are concerned about what will happen to the Singing Caves when the [[Jotun]] invaders make a significant attempt to conquer the last Imperial hold outs in this desolate territory.&lt;br /&gt;
&lt;br /&gt;
The Singing Caves is an Imperial [[Bourse#The_Singing_Caves|Bourse position]] that produces mithril. It produces 28 [[Imperial wain|Imperial wains]] of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Alderly===&lt;br /&gt;
A forest of old oak and sycamore. Marcher faerie tales tell of diminutive creatures who hide beneath the trees and prey on unruly children - most likely references to a hidden [[Feni]] enclave of some type.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Chalkdowns===&lt;br /&gt;
===Freemoor===&lt;br /&gt;
===Green March===&lt;br /&gt;
Near the border with [[Bregasland]] is the odd monument called &#039;&#039;&#039;High Courage&#039;&#039;&#039;. Looking down across the moors towards [[Liathaven]], it is a large statue of a stag with broken antlers, ascribed to the people of Terunael. On a stone block at the base of the statue Imperial letters simply read “High Courage” but it is clear that they are more recent than the statue itself.&lt;br /&gt;
&lt;br /&gt;
===Greensward===&lt;br /&gt;
The Greensward is the last holdout of Imperial presence in the Mourn. Refugees and survivors have set up camp at [[#Overton|Overton]]. Their morale is kept high by the presence of Greensward Monastery near the southern border, built in a defensive location amid the foothills of [[Kahraman]].&lt;br /&gt;
&lt;br /&gt;
===Ore Hills===&lt;br /&gt;
The ore hills (sometimes rendered, unsurprisingly, as &amp;quot;&#039;&#039;our hills&#039;&#039;&amp;quot; in the drawling dialect favoured by the natives) are riddled with mine workings and quarries. The hills are generally rich in veins of [[Materials#Green Iron|green iron]], but the Ore Hills are site of some of the most propserous mines in the Mourn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Southmoor===&lt;br /&gt;
The last region to fall to the Jotun so far, Southmoor is the location of &#039;&#039;&#039;Sarcombe&#039;&#039;&#039;. A ruin now, it was once a prosperous mining town, rich off the back of trade in green iron. Refugees from Sarcombe mostly went east to Overton. There is believed to be a major Jotun encampment here, keeping a careful eye eastward to the Greensward - and beyond to Temeschwar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
==OOC Note==&lt;br /&gt;
* Currently the Marchers, and thus the Empire, control the [[#Greensward|Greensward]]. The rest of the territory is in the hands of the Jotun.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=36125</id>
		<title>Mournwold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=36125"/>
		<updated>2015-06-02T19:54:01Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Ore Hills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofMournwold.png|title=The wind blows mournfully through the trees and across the craggy hills|caption=Regions of Mournwold|align=left|width=600}}&lt;br /&gt;
== Overview - &amp;quot;The Mourn&amp;quot; ==&lt;br /&gt;
This desolate land was known as &#039;&#039;the Mourn&#039;&#039; even before its final fall to the barbarian hordes in 349AE. Originally the name referred to the sound of the wind in the trees and across the craggy hills. Now it seems a more fitting name for the loss which Marcher folk feels at the March&#039;s passing. The conquest of Mournwold is fresh in the hearts and memories of many Marchers.&lt;br /&gt;
&lt;br /&gt;
Whearas [[Upwold]] and [[Mitwold]] in particular are known for their sprawling [[farm|farms]], the rugged terrain of the Mourn is perhaps better known for it&#039;s mines. The hills are riddled with rich veins of [[Materials#Green Iron|green iron]], and with mine workings dedicated to extracting that ore. Prior to the invastion of the [[Jotun]], there had been a growing tide of dissatisfaction among professional miners that all political power had been vested in the hands of those who owned farms. There were regular complaints that mine owners, like farmers and stewards, owned and worked land - the only difference was that the crops they raised was ore and stone rather than fruit, grain or vegetables. Most likely this dissatisfaction had its roots in certain sharp business practices by some of the lowland [[steward|stewards]], who set the prices for the food sold to the miners.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The barbarian forces that eventually defeated the Marchers amassed for months in the forest to the west. Despite the Imperial forces that tried to turn them back, the horde was so numerous and ferocious that Mournwold was lost in pitched battle. As the troops withdrew heavy hearted from a battle they could clearly not win, the hordes did not pursue, they stayed in those hills and valleys, scurrying down the mines, slaughtering and devouring the cattle, defiling and tainting the holy places for their own dark ends. With the loss of the Mourn, the Marches has lost much of its mining.&lt;br /&gt;
&lt;br /&gt;
The last [[Senator]] for Mournwold was Thomas Overton, who was also the last Marcher to voluntarily enter the [[The_Marches_culture_and_customs#The_wicker_man|wicker man]].&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== Overton ===&lt;br /&gt;
A sheep-farming town and market set on a hill, now the front line of the war between the Empire and the barbarians in the west. It has received strong support from League forces from Tassato. There’s a note of self-interest, but the people of Overton have been grateful for the help. They may not have a senator, but they hold the line for the territory that’s lost.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Since the [[Imperial Senate|Senate]] negotiatied a [[Accept_Jotun_ceasefire|ceasefure]] with the Jotun, the threat that the armies of barbrians will sweep across Overton is held in abeyance. However, this has not prevented smaller bands of Jotun sweeping down into the valleys of the [[#Greensward|Greensward]] in search of easy riches. In turn, Imperial raiding forces often strike from Overton into the Mourn, drawing more attention and giving the settlement the feeling of an armed camp or glorified barracks.&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE, work finally began on a [[Construct_fortified_garrison_in_Overton|fortified manor house]] that could serve as a place of refuge against the barbarians, and should protect the people of Overton from the worst effects of raiding by the Mournwold Jotun. Work continued during Autumn 378YE, and once complete the armoured garrison will serve as a base of operations for the [[military unit|defenders of the town]], allowing them to see-off Jotun raids and also gather information about the state of the Mournwold beyond the Greensward.&lt;br /&gt;
&lt;br /&gt;
=== Old Pig ===&lt;br /&gt;
An aptly-named chalk figure carved into the hills of the wold. &lt;br /&gt;
&lt;br /&gt;
=== The Singing Caves ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
The Singing Caves are found on the northern borders of the [[#Greensward|Greensward]] not far from [[#Overton|Overton]]. Still in Imperial hands, albeit only just, the Singing Caves take their name from the strange voices that echo forth when the wind blows above. Many Imperial citizens are concerned about what will happen to the Singing Caves when the [[Jotun]] invaders make a significant attempt to conquer the last Imperial hold outs in this desolate territory.&lt;br /&gt;
&lt;br /&gt;
The Singing Caves is an Imperial [[Bourse#The_Singing_Caves|Bourse position]] that produces mithril. It produces 28 [[Imperial wain|Imperial wains]] of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Alderly===&lt;br /&gt;
A forest of old oak and sycamore. Marcher faerie tales tell of diminutive creatures who hide beneath the trees and prey on unruly children - most likely references to a hidden [[Feni]] enclave of some type.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Chalkdowns===&lt;br /&gt;
===Freemoor===&lt;br /&gt;
===Green March===&lt;br /&gt;
Near the border with [[Bregasland]] is the odd monument called &#039;&#039;&#039;High Courage&#039;&#039;&#039;. Looking down across the moors towards [[Liathaven]], it is a large statue of a stag with broken antlers, ascribed to the people of Terunael. On a stone block at the base of the statue Imperial letters simply read “High Courage” but it is clear that they are more recent than the statue itself.&lt;br /&gt;
&lt;br /&gt;
===Greensward===&lt;br /&gt;
The Greensward is the last holdout of Imperial presence in the Mourn. Refugees and survivors have set up camp at [[#Overton|Overton]]. Their morale is kept high by the presence of Greensward Monastery near the southern border, built in a defensive location amid the foothills of [[Kahraman]].&lt;br /&gt;
&lt;br /&gt;
===Ore Hills===&lt;br /&gt;
The ore hills (sometimes rendered, unsurprisingly, as &amp;quot;&#039;&#039;our hills&#039;&#039;&amp;quot; in the drawling dialect favoured by the natives) are riddled with mine workings and quarries. The hills are generally rich in veins of [[Materials#Green Iron|green iron]], but the Ore Hills are site of some of the most propserous mines in the Mourn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Southmoor===&lt;br /&gt;
The last region to fall to the Jotun so far, Southmoor is the location of &#039;&#039;&#039;Sarcombe&#039;&#039;&#039;. A ruin now, it was once a prosperous mining town, rich off the back of trade in green iron. Refugees from Sarcombe mostly went east to Overton. There is believed to be a major Jotun encampment here, keeping a careful eye eastward to the Greensward - and beyond to Temeschwar.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
==OOC Note==&lt;br /&gt;
* Currently the Marchers, and thus the Empire, control the [[#Greensward|Greensward]]. The rest of the territory is in the hands of the Jotun.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Temeschwar&amp;diff=36124</id>
		<title>Temeschwar</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Temeschwar&amp;diff=36124"/>
		<updated>2015-06-02T19:53:09Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Locul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Raff note: From the butchers&amp;lt;br&amp;gt;&lt;br /&gt;
Hi Andy.&amp;lt;br&amp;gt;&lt;br /&gt;
Liked what you&#039;ve been writing up about Sarvos and Tassato recently. Will you be doing Temeschwar soon? If so, you might want to check out the About section of The First Butcher&#039;s page which gives some history around the early days of the city as seen from the perspective of the Bloody Butchers Guild of Temeschwar. See: https://www.facebook.com/TheFirstButcher/info.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s also a fair bit that citizens of Temeschwar have written about the city on the Temeschwar Facebook Group ( https://www.facebook.com/groups/Temeschwar/). eg:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lucáš Výšniaus of The Enduring flame is a reliquary Bishop, who&#039;s seat is the Katedrála Topiči. Within the walls of this building is possibly a great treasure for many pilgrims and followers of history; that is if you believe the accounts. The only surviving torch used in the night of a thousand torches is housed here. However, claims are just that. A burnt branch could be just about anything if the tale was spun correctly.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cardinal Olek of the Butcher&#039;s of Temeschwar holds his congregation at another grand cathedral of Temeschwar...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The brooding shape of the Cattedrale del Coltello Ambizioso sits overlooking the plaza di Mamina – at the edge of one of the wealthier market districts of Temeschwar , just North of the slaughter district. Opposite is the guild house of the ancient and noble merchants guild known to some as the Gildam Carnifex, to others as the Bloody Butchers of Temeschwar. Like many other civic buildings in the area the Cathedral was built with Butcher patronage. The looming shape of the Cathedral on the skyline is a constant reminder to the poor folk of the slaughter district of the power of both church and guild.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Between the Cattedrale del Coltello Ambizioso and the Bloody Butchers&#039; Guild House stands the headquarters of the Butchers&#039; Bank, the grand red marble pillars of which give a reassuring sense of stability that underpins prosperity. The bank&#039;s solid and impressive architecture is a constant reminder to the rich folk of Temeschwar of the wealth of both church and guild.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
The First Butcher --&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=RegionsofTemeschwar.png|title=Harsh northern weather and a pragmatic spirit|caption=Regions of Temeschwar|align=left|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Temeschwar was once part of wild [[Varushka]], but it joined the Empire alongside Sarvos and Tassato, when the League was formed. Citizens of Temeschwar commonly make an effort to be as flamboyant as their southern fellows, but their dress is inevitably more practical, to accommodate the harsh northern weather. They are tradtionally more brutally pragmatic than those who live on the bay. It is a foothold of trade to Varushka, Wintermark and nearby Dawn. Trading in raw materials and crafted goods, especially weapons and armour, it is seen by many as the merchant capital of the northern lands.&lt;br /&gt;
&lt;br /&gt;
Despite its good relations with Varushka, Temeschwar has always suffered somewhat from being distant from Sarvos and Tassato whose close proximity made them the natural heart of the League. Temeschwar may well be the richest of all the cities of the League, but it can never quite shake the fear that it is not as good as the others.  This anxiety is just part of what drives the Temeschwari to be so competitive and so ruthless. Temeschwari strive to work that bit longer and that bit harder than anyone else in the League. If a Sarvossian closes their shop at sunset, their Temeschwari neighbour will light a pair of lanterns and keep trading for another hour.&lt;br /&gt;
{{CaptionedImage|file=TemeschwariDraugir2.jpg|title=Isabella de la Torre, of the Brotherhood of the Ashen Tower.|caption=They wear their reputation for cold, hard dealing with pride.|align=right|width=300}}&lt;br /&gt;
Not all relations with Varushka are good, however. There is still some bad blood between those of old Varushkan stock in Temeschwar and the citizens of [[Karov#Delev|Delev]] in [[Karov]]. When Temeschwar joined the Empire it attempted to prove that it had legitimate ownership of the [[Karov#The Eternal Shafts of Time|Eternal Shafts of Time]], a rich mithril mine on the border between the two territories. There are still plays and theatrical adaptations that revolve around the underhand, ruthless way the boyar of Delev &amp;quot;stole&amp;quot; the mine from under the noses of the Temeschwari, and relations between some Delev traders and and some citizens of Temeschwar are chilly to this day - especially in the rare cases where there is some distant blood connection between the two.&lt;br /&gt;
&lt;br /&gt;
The Temeschwari are not just the most competitive people in the League, they also have a well deserved reputation as the most ruthless. In the years before the &lt;br /&gt;
creation of the Empire, the city was plagued by gangs of thieves and assassins who operated with open impunity despite the best efforts of the boyar, Ratibor. Thousands of inhabitants were linked with the different gangs who used tattoos to mark membership and enforce loyalty.&lt;br /&gt;
&lt;br /&gt;
In the end Ratibor hired a force of Varushkan mercenaries and brought them in secret into the city during the depths of winter. In the notorious night of a thousand torches (named for the torches the soldiers carried to light their way) every inhabitant of the city was turned out of their beds, stripped and searched for marks. Anyone with a tattoo on their body was given a few minutes to collect their belongings before being forced from the city into the frozen snows beyond the walls. A few managed to bribe their way past the search but most were given over to the winter and were never seen again. The act was one of monstrous brutality, but it established the power of Ratibor as boyar and broke the power of the criminal gangs forever.&lt;br /&gt;
&lt;br /&gt;
The Temeschwari wear their reputation for cold, hard dealing with pride. They view themselves as the strongest people in the League, combining the ambition and drive of the south with the strength and determination of the north. Physical as well as mental strength is prized here - Temeschwari bravos are as likely to favour the axe as the rapier - and her free companies have a reputation for toughness, as soldiers and as people. Most Temeschwari free companies are careful not to break the rules for they know the magistrates watch them carefully - but they will do almost anything required to win short of this. You can find many things in Temeschwar, it is said, but you will not find a scruple though you search the city from sunrise to sunset.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Rumours suggest that the [[vyig]] criminal organisation has become active again in the northern city. This Varushkan criminal fraternity is untied by an absolute hatred of Imperial law, and once threatened to overtake both Temeschwar and the League.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
===Temeschwar===&lt;br /&gt;
The city of Temeschwar occupies most of [[#Hanuri|Hanuri]].&lt;br /&gt;
&lt;br /&gt;
=== The Fortress of Salt ===&lt;br /&gt;
In [[#Metri|Metri]], the Fortress of Salt is a [[Bourse#The_Fortress_of_Salt|Bourse position]] which produces mithril. As with the [[Karov#Eternal Shafts of Time|Eternal Shafts of Time]], ownership of the Fortress was hotly contested between Temeschwar and Karovin the early days of the Empire. While Temeschwar retained nominal control of the Fortress of Salt, the mines (along with the [[Holberg#The Great Pits of Ennerlund|Great Pits of Ennerlud]]) were ultimately declared an Imperial Bouse resource.&lt;br /&gt;
&lt;br /&gt;
The mine workings here began as several jealously protected salt mines, until a major seam of mithril was discovered in one of the mines. The mine owner who first uncovered the seam used a number of both honest and dishonest tactics to take control of the other salt mines, allowing her to exploit what were later discovered to be massive deposits of mithril. One popular story was that the seam was actually discovered by a gang of orc slave workers, and while there is little proof either way, it was widely publicised by the abolitionsit cause during and after the [[The Orc Rebellion|orc rebellion]]. A number of songs were written about the treatment of these orcs, who urban legend claims were killed to prevent them revealing the discovery of the mithril ore before their owner could properly secure it. The historian Eduar di Temeschwar uncovered some evidence that these stories were based on actual events - but that early versions of the tale described the murdered miners as being League citizens. The truth will probably never be known.&lt;br /&gt;
 &lt;br /&gt;
This is an Imperial [[Imperial Bourse#Bourse|Bourse]] position. It is allocated to any Imperial citizen by open auction. It produces 25 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
===Mellfort===&lt;br /&gt;
In [[#Locul|Locul]], on the higher slopes of Mellfort Peak, stands old &#039;&#039;&#039;Mellfort&#039;&#039;&#039;. This ancient hillfort consists of a ruined set of concentric rings of black stone, believed to have been of Terunael origin (although some scholars claim the Terun simply adapted a much older structure, perhaps one built by [[The Sentinel]]). The fort was in ruins when the first [[Varushka|Varushkan]] settlers came here, believed to be a casualty of the wars between the people of Terunael and the orcs. Human settlers lost no time in incorporating the sturdy stones of the ruin into their own fortification. &lt;br /&gt;
&lt;br /&gt;
Throughout its history, people who have spent long periods of time here have reported strange dreams - dreams of sadness, loss and bittersweet remembrance. Unlike many such &#039;accurséd places&#039; it gained a reputation for strangeness, rather than terror or fear, and in the early years of the Empire became something of a place of pilgrimage for those suffering grief or regret. &lt;br /&gt;
&lt;br /&gt;
The fortification here was decomissioned during the reign of [[Empress Mariika]], during a compromise which saw funds channeled to the fortification of Temeschwar itself. Mellfort has not seen use as a fortress for many years, but following the fall of Skarsind there was discussion of rebuilding it as a watchpost and beacon. In early 377YE the fortress was partially refitted to serve as a base of operation for groups of [[Bravo|bravos]] hunting bandits and brigands preying on Temeschwari trade. Overseen by Bridget Eastville (senator for [[Mitwold]]) as part of a larger plan to provide protection to towns throughout the Empire, the defences are not sufficient to qualify Mellfort as a [[Fortifications|fortification]], but they have already helped reduce outlawry throughout the territory. They have also lead to further discussion about completing the work and restoring Mellfort to its former glory as a strategically placed fortification.&lt;br /&gt;
{{CaptionedImage|file=Butchers.jpg |title=Lorenzo “La Volpe” Macelliao and Janusz Dalibor of the Butchers Bank.|caption=The politics of Temeschwar can be robust even for the League.|align=left|width=300}}&lt;br /&gt;
==Regions==&lt;br /&gt;
===Hanuri===&lt;br /&gt;
The main feature of Hanuri is the city of Temeschwar. (&#039;&#039;&#039;OOC note:&#039;&#039;&#039; Temeschwar is a rank two [[fortification]].)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; City, Fortification&lt;br /&gt;
&lt;br /&gt;
===Locul===&lt;br /&gt;
Much of the territory of Temeschwar is rugged and hilly, but in Locul the foothills rise steeply into the heights of &#039;&#039;&#039;Mellfort Peak&#039;&#039;&#039; which takes it&#039;s name from the [[#Mellfort|hill fort]] built on the upper slopes. Before the forerunners of the League restored the ruins there, the peak was called &#039;&#039;Suyan&#039;&#039;. The mountain dwarfs the surrounding territory, for all that [[Urizen]] visitors like to claim (somewhat smugly) that it is not a &#039;&#039;real&#039;&#039; mountain. The peaks and foothills of Locul are the site of many propserous mines, especially those working [[Materials#Green Iron|green iron]] and [[Materials#Weltsilver|weltsilver]]. One of the best known of these mines is &#039;&#039;&#039;Descent&#039;&#039;&#039; - a mining village built around a large open sinkhole at the foot of Mellfort Peak. Many years ago a stairs and ramp were built spiralling down into the depths of the Descent, and green iron is mined from an extensive cavern complex beneath. The [[Custodian of the Assayer&#039;s Guild]] often spends a lot of time surveying the mines of Locul, when they are not at their offices in Temeschwar proper.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Metri===&lt;br /&gt;
The [[#Fortress of Salt|Fortress of Salt]] is found in Metri, very close to the border with [[Varushka|Varushkan]] [[Karov]].&lt;br /&gt;
&lt;br /&gt;
===Vargat===&lt;br /&gt;
A somewhat hilly region, dotted with villages and scattered areas of cultivated [[forest|woodlands]]. Vargat is perhaps best known for the brewing of strong spirits, the good quality, thick-crusted dark rye-bread made from [[farm|locally sourced flour]] known colloquially a &#039;&#039;Vargat Bianch&#039;&#039;, and for extremely strong-tasting pickled cabbage that is considred a local delicacy by those from Vargat, and a challenge to the digestive system and sense of taste by everyone else. Increased trade with southern nations, especially the [[The Brass Coast|Freeborn]], has seen a recent fashion in Vargat for vegetable dishes prepared by [http://en.wikipedia.org/wiki/Kimchi fermenting with a variety of seasonings]. It remains to be seen if this culinary fashion will become popular in the League.&lt;br /&gt;
&lt;br /&gt;
===Vardstein Vale===&lt;br /&gt;
The southern Vardstein Vale that slopes down toward [[Miaren]] has a reputation for wildness. While the periphery has been cultivated with a number of small [[forest|woodland preserves]], most of the woodland is left &amp;quot;wild&amp;quot;. The forest is known to be home to many wolves, and to at least one pack of wily [[Mundane_beasts#Dire_Beasts|Dire Wolves]]. The decision to leave the Vale as a hunting preserve has caused occasional friction with the [[Navarr]] and [[Wintermark]] who point out that wild beasts do not respect borders. More artistically minded individuals point to the decision to leave the Vardstein Vale &amp;quot;wild&amp;quot; as reflecting a key element of the Temeschwari (and indeed League) soul. They are civillised, but they are not tame ...&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Temeschwar are in the hands of the League (and by extension the Empire) making it a staunchly Imperial territory.&lt;br /&gt;
* The city itself is a rank two [[Fortifications|fortification]].&lt;br /&gt;
&lt;br /&gt;
[[Category:The League]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kahraman&amp;diff=36123</id>
		<title>Kahraman</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kahraman&amp;diff=36123"/>
		<updated>2015-06-02T19:52:40Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Serra Damata */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofKahraman.png|title=A treachorous land of broken rock and barren mountainsides ... and great wealth.|caption=Regions of Kahraman|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The mountains of Kahraman rise from the great grasslands of Soroche to the south and the Mournwold to the north. It&#039;s a treacherous land of broken rock and barren mountainside. Fast-flowing streams spill down deep jagged-edged valleys. There&#039;s precious little in the way of vegetation, only scrub that clings to the slopes. However, there are riches in the mountains; here the Freeborn find precious bametals and minerals, often as sediment lying in the streambeds. Scattered settlements shelter in the valleys, with the remains of stone fortresses and watchtowers decaying on the heights above, remnants from the days before Empire when the Freeborn warred with the Marches.&lt;br /&gt;
&lt;br /&gt;
To the south of the mountains of Kahraman lie sweeping grass plains, a seemingly desolate landscape dotted with strange rock formations shaped by the wind. Here the Freeborn graze the bulk of their herds of goats and sheep. The wind from the west, the Delés, is constant and bitingly cold at night. As a result, for shelter, Freeborn communities settle in bowl-shaped depressions cut from the earth, their tents sunk below the plains surface.&lt;br /&gt;
&lt;br /&gt;
The [[family|families]] of Kahraman have a somewhat undeserved reputation for being quarrelsome; as a response, the Freeborn established the post of [[Dhomiro of the Cinnabar Hills]] to help mediate their disputes and to encourage trade between the sometimes quite isolated settlements here. The Dhomiro is an [[Imperial title]] that is appointed each Autumn by Freeborn citizens who control [[fleet]] personal resources.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since [[Liathaven]] and the [[Mournwold]] fell into the hands of the [[Jotun]] barbarians, there has been an increase in raids by orcs from the north. The Freeborn maintain vital trade routes and communications with the [[Navarr]] holdouts in [[Liathaven#Beacon Point|Beacon Point]].&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== The Gilded Peak ===&lt;br /&gt;
The mountain that separates the valley of Briante and the ancient stronghold of &#039;&#039;&#039;Fort Braydon&#039;&#039;&#039; bears a most peculiar summit, which at sunset or dawn gleams as if the rock is made of gold. The mountain is treacherous, and no-one has yet achieved it, although many have tried. “Climbing the Gilded Peak” has passed into local parlance as a phrase meaning “a fool’s dream”.&lt;br /&gt;
&lt;br /&gt;
===The Northern Peaks===&lt;br /&gt;
The mountains along the northern borders of Kahraman are the home of several vicious clans of orc barbarians. Descended from mine working slaves who revolted during the [[The Orc Rebellion|orc rebellion]], they refused all overtures from the Empire and expressed no interest in becoming [[Imperial Orcs|Imperial orcs]]. Rather they created out-of-the-way strongholds for themselves and proceeded to prey on travelers and poorly defended caravans. Most of their spite was reserved for traders trying to cross the mountains to [[Liathaven]], but in the years since they went rogue they have launched more than one concerted attack on a mining camp or northern village. The Empire would very much like to deal with them permanently, but they are like weeds - when one group is put down, another springs up a few years later to claim it&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
===The Great Mine of Briante===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the [[Imperial Bourse]] page ---&amp;gt;&lt;br /&gt;
At the heart of the mining settlement of [[#Serra Briante|Briante]] is the great mine that shares it&#039;s name. Perhaps the deepest mine in the Empire, it has been dug deeper and deeper over the centuries to excavate the precious mithril that is found deep underground.&lt;br /&gt;
&lt;br /&gt;
This is an Imperial [[Imperial Bourse#Bourse|Bourse]] position. It is allocated to any Imperial citizen by open auction. It produces 22 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
=== The Damation Cliffs ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the [[Imperial Bourse]] phage ---&amp;gt;&lt;br /&gt;
The Cliffs are located near [[Kahraman#Serra Damata|Damata]] and are well protected with a sequence of fortifications to guard the approach. Damation granite is flecked with silver marks although these are purely cosmetic and do not lessen its value.&lt;br /&gt;
&lt;br /&gt;
The Damation Cliffs are an Imperial [[Imperial Bourse|Bourse]] position. It is allocated to any Imperial citizen by open auction. It produces 27 Imperial wains of white granite every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Braydon&#039;s Jasse===&lt;br /&gt;
The valeys of Braydon&#039;s Jasse are home to many small mining villages and the isolated homes of Freeborn families who value their privacy. The most famous feature of the Jasse is &#039;&#039;&#039;Fort Braydon&#039;&#039;&#039;, an old fortress dating from the days before the [[The Marches|Marchers]], when the Brass Coast kept watch against the barbarians and the [[Feni]]. The recent barbarian incursions have led to the the rebuilding of its walls and strengthening of its defenses. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Fort Braydon is a rank 1 [[fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===Gambit===&lt;br /&gt;
Wide, arid plains characterise Gambit - named because every venture begun there is said to run a little extra risk but offer a little extra profit.&lt;br /&gt;
Sunk into a natural depression in the rock-slopes that mark the southern limits of the Kahraman mountains is &#039;&#039;&#039;Rojota&#039;&#039;&#039;. Surrounded by goat-farming land, it is a hard place to scratch a living. Its fame is for a peculiar method of foretelling the future. Precious - for the Brass Coast - scraps of wood are left to weather in dust blown by the Delés and interpreted by [[The_Brass_Coast_religious_beliefs|sutannir]] skilled in such matters.&lt;br /&gt;
&lt;br /&gt;
===Jade Range===&lt;br /&gt;
The Jade Range takes its names both from the rich deposits of [[Materials#Tempest Jade|tempest jade]] in the hills, and from the dark, rich colouration of it&#039;s grassy plains, kept lush by great underground aquifers. The grazing here is good, nearly a match for that of the Great Grasses in [[Madruga]] or the Sorbal Grasses of Segura. The plains are spotted with settlements, the largest of which is probably &#039;&#039;&#039;Nestor’s Bounty&#039;&#039;&#039;, named for a scrivener who made a vast fortune writing contracts for the sale of rich claims found in the hills. As with Briante, this town is well-known for its mines, particularly precious stones and tempest jade.&lt;br /&gt;
&lt;br /&gt;
===Serra Briante===&lt;br /&gt;
This hilly region is named for the &#039;&#039;&#039;Briante&#039;&#039;&#039; valley and the town that shares the same name. Surrounded by rich open-cast mines, Briante is now home for a number of displaced [[Navarr]] [[steadings]], pushed out of [[Liathaven]] by the [[Jotun]] incursions. The town still maintains the Navarr beacons that once allowed the inhabitants of southern Liathaven to maintain simple communication with their northern neighbours - as well as provide early warnings of potential attacks from western lands outside the Empire. The [[#Great Mine of Briante|Briante]] lies at the heart of the valley.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Serra Damata===&lt;br /&gt;
One of the most important settlements in the Serra Damata is the town from which the region takes it&#039;s name - &#039;&#039;&#039;Damata&#039;&#039;&#039;. A trading centre for the surrounding peaks, where rich deposits of [[Materials#Oricalchum|orichalcum]] are still found, Damata is famed for its walls, every metre of which is covered in finely calligraphed script, recording stories that have been told amongst the Freeborn for generations. One day, they say, there will be no more room for writing, and then the town will perish, its life written. In the meantime, [[Dawn|Dawnish]] [[troubadour|troubadors]] and [[Wintermark|Winterfolk]] [[Wintermark_culture_and_customs#Art_and_history|scops]] alike travel for some distance to learn the stories on the walls of Damata. The [[#Damation Cliffs|Damation Cliffs]], a valuable Imperial Bourse seat, are found near Damatia.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===OOC Notes===&lt;br /&gt;
* All the regions of Kahraman are in the hands of the Brass Coast (and by extension the Empire).&lt;br /&gt;
* Fort Braydon is a rank 1 [[fortifications|fortification]].&lt;br /&gt;
&lt;br /&gt;
[[Category:The Brass Coast]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kahraman&amp;diff=36122</id>
		<title>Kahraman</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Kahraman&amp;diff=36122"/>
		<updated>2015-06-02T19:52:24Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Serra Briante */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofKahraman.png|title=A treachorous land of broken rock and barren mountainsides ... and great wealth.|caption=Regions of Kahraman|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The mountains of Kahraman rise from the great grasslands of Soroche to the south and the Mournwold to the north. It&#039;s a treacherous land of broken rock and barren mountainside. Fast-flowing streams spill down deep jagged-edged valleys. There&#039;s precious little in the way of vegetation, only scrub that clings to the slopes. However, there are riches in the mountains; here the Freeborn find precious bametals and minerals, often as sediment lying in the streambeds. Scattered settlements shelter in the valleys, with the remains of stone fortresses and watchtowers decaying on the heights above, remnants from the days before Empire when the Freeborn warred with the Marches.&lt;br /&gt;
&lt;br /&gt;
To the south of the mountains of Kahraman lie sweeping grass plains, a seemingly desolate landscape dotted with strange rock formations shaped by the wind. Here the Freeborn graze the bulk of their herds of goats and sheep. The wind from the west, the Delés, is constant and bitingly cold at night. As a result, for shelter, Freeborn communities settle in bowl-shaped depressions cut from the earth, their tents sunk below the plains surface.&lt;br /&gt;
&lt;br /&gt;
The [[family|families]] of Kahraman have a somewhat undeserved reputation for being quarrelsome; as a response, the Freeborn established the post of [[Dhomiro of the Cinnabar Hills]] to help mediate their disputes and to encourage trade between the sometimes quite isolated settlements here. The Dhomiro is an [[Imperial title]] that is appointed each Autumn by Freeborn citizens who control [[fleet]] personal resources.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since [[Liathaven]] and the [[Mournwold]] fell into the hands of the [[Jotun]] barbarians, there has been an increase in raids by orcs from the north. The Freeborn maintain vital trade routes and communications with the [[Navarr]] holdouts in [[Liathaven#Beacon Point|Beacon Point]].&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== The Gilded Peak ===&lt;br /&gt;
The mountain that separates the valley of Briante and the ancient stronghold of &#039;&#039;&#039;Fort Braydon&#039;&#039;&#039; bears a most peculiar summit, which at sunset or dawn gleams as if the rock is made of gold. The mountain is treacherous, and no-one has yet achieved it, although many have tried. “Climbing the Gilded Peak” has passed into local parlance as a phrase meaning “a fool’s dream”.&lt;br /&gt;
&lt;br /&gt;
===The Northern Peaks===&lt;br /&gt;
The mountains along the northern borders of Kahraman are the home of several vicious clans of orc barbarians. Descended from mine working slaves who revolted during the [[The Orc Rebellion|orc rebellion]], they refused all overtures from the Empire and expressed no interest in becoming [[Imperial Orcs|Imperial orcs]]. Rather they created out-of-the-way strongholds for themselves and proceeded to prey on travelers and poorly defended caravans. Most of their spite was reserved for traders trying to cross the mountains to [[Liathaven]], but in the years since they went rogue they have launched more than one concerted attack on a mining camp or northern village. The Empire would very much like to deal with them permanently, but they are like weeds - when one group is put down, another springs up a few years later to claim it&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
===The Great Mine of Briante===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the [[Imperial Bourse]] page ---&amp;gt;&lt;br /&gt;
At the heart of the mining settlement of [[#Serra Briante|Briante]] is the great mine that shares it&#039;s name. Perhaps the deepest mine in the Empire, it has been dug deeper and deeper over the centuries to excavate the precious mithril that is found deep underground.&lt;br /&gt;
&lt;br /&gt;
This is an Imperial [[Imperial Bourse#Bourse|Bourse]] position. It is allocated to any Imperial citizen by open auction. It produces 22 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
=== The Damation Cliffs ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the [[Imperial Bourse]] phage ---&amp;gt;&lt;br /&gt;
The Cliffs are located near [[Kahraman#Serra Damata|Damata]] and are well protected with a sequence of fortifications to guard the approach. Damation granite is flecked with silver marks although these are purely cosmetic and do not lessen its value.&lt;br /&gt;
&lt;br /&gt;
The Damation Cliffs are an Imperial [[Imperial Bourse|Bourse]] position. It is allocated to any Imperial citizen by open auction. It produces 27 Imperial wains of white granite every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Braydon&#039;s Jasse===&lt;br /&gt;
The valeys of Braydon&#039;s Jasse are home to many small mining villages and the isolated homes of Freeborn families who value their privacy. The most famous feature of the Jasse is &#039;&#039;&#039;Fort Braydon&#039;&#039;&#039;, an old fortress dating from the days before the [[The Marches|Marchers]], when the Brass Coast kept watch against the barbarians and the [[Feni]]. The recent barbarian incursions have led to the the rebuilding of its walls and strengthening of its defenses. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Fort Braydon is a rank 1 [[fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===Gambit===&lt;br /&gt;
Wide, arid plains characterise Gambit - named because every venture begun there is said to run a little extra risk but offer a little extra profit.&lt;br /&gt;
Sunk into a natural depression in the rock-slopes that mark the southern limits of the Kahraman mountains is &#039;&#039;&#039;Rojota&#039;&#039;&#039;. Surrounded by goat-farming land, it is a hard place to scratch a living. Its fame is for a peculiar method of foretelling the future. Precious - for the Brass Coast - scraps of wood are left to weather in dust blown by the Delés and interpreted by [[The_Brass_Coast_religious_beliefs|sutannir]] skilled in such matters.&lt;br /&gt;
&lt;br /&gt;
===Jade Range===&lt;br /&gt;
The Jade Range takes its names both from the rich deposits of [[Materials#Tempest Jade|tempest jade]] in the hills, and from the dark, rich colouration of it&#039;s grassy plains, kept lush by great underground aquifers. The grazing here is good, nearly a match for that of the Great Grasses in [[Madruga]] or the Sorbal Grasses of Segura. The plains are spotted with settlements, the largest of which is probably &#039;&#039;&#039;Nestor’s Bounty&#039;&#039;&#039;, named for a scrivener who made a vast fortune writing contracts for the sale of rich claims found in the hills. As with Briante, this town is well-known for its mines, particularly precious stones and tempest jade.&lt;br /&gt;
&lt;br /&gt;
===Serra Briante===&lt;br /&gt;
This hilly region is named for the &#039;&#039;&#039;Briante&#039;&#039;&#039; valley and the town that shares the same name. Surrounded by rich open-cast mines, Briante is now home for a number of displaced [[Navarr]] [[steadings]], pushed out of [[Liathaven]] by the [[Jotun]] incursions. The town still maintains the Navarr beacons that once allowed the inhabitants of southern Liathaven to maintain simple communication with their northern neighbours - as well as provide early warnings of potential attacks from western lands outside the Empire. The [[#Great Mine of Briante|Briante]] lies at the heart of the valley.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Serra Damata===&lt;br /&gt;
One of the most important settlements in the Serra Damata is the town from which the region takes it&#039;s name - &#039;&#039;&#039;Damata&#039;&#039;&#039;. A trading centre for the surrounding peaks, where rich deposits of [[Materials#Oricalchum|orichalcum]] are still found, Damata is famed for its walls, every metre of which is covered in finely calligraphed script, recording stories that have been told amongst the Freeborn for generations. One day, they say, there will be no more room for writing, and then the town will perish, its life written. In the meantime, [[Dawn|Dawnish]] [[troubadour|troubadors]] and [[Wintermark|Winterfolk]] [[Wintermark_culture_and_customs#Art_and_history|scops]] alike travel for some distance to learn the stories on the walls of Damata. The [[#Damation Cliffs|Damation Cliffs]], a valuable Imperial Bourse seat, are found near Damatia.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===OOC Notes===&lt;br /&gt;
* All the regions of Kahraman are in the hands of the Brass Coast (and by extension the Empire).&lt;br /&gt;
* Fort Braydon is a rank 1 [[fortifications|fortification]].&lt;br /&gt;
&lt;br /&gt;
[[Category:The Brass Coast]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=36121</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=36121"/>
		<updated>2015-06-02T19:51:36Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Opascari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Despite recent Imperial victories in Karsk, it is still considered to be a front-line settlement, doing all it can to support the campaign in Karsk. Home to many refugees, there is some pressure for these displaced Varushkans to return to their homes - homes that many rightly point out are still threatened by the remaining Thule armies.&lt;br /&gt;
&lt;br /&gt;
=== The Hunt of Alderei the Fair ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
One of the richest resources of Volodmartz, the hunt is a great weirwood forest that was also the site of one of the most vicious battles against the forces of Aldereri the Fair. At the foot of the [[#Opascari|Opascari]] mountains, this vital strategic asset was nearly burnt to the ground in the wake of the Imperial victory. Only quick action by Imperial forces prevented the fire consuming all the trees, and to this day on certain nights of the new moon the living trees are sometimes engulfed in a shimmering copper effulgence that seems to have no natural origin. There is some controversy over the name of the site. Some claim it is named for the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair in the decades after his defeat. Others say it is actually named for the three nights of pursuit when Imperial forces chased the retreating forces of Alderei south-west toward Alderei&#039;s run.&lt;br /&gt;
&lt;br /&gt;
The Hunt of Alderei the Fair is an Imperial [[Bourse#The_Hunt of Alderei the Fair|Bourse position]] that produces weirwood. It produces 26 [[Imperial wain|Imperial wains]] of weirwood every season.&lt;br /&gt;
&lt;br /&gt;
=== The Granites of Veltsgorsk ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
Deep in the mountains of [[#Brez|Brez]] lie the open mines of Veltsgorsk. The white granite that comes from these mines is sometimes streaked with pink quartz - storytellers claim it is steeped in the blood of all those who have died fighting over Volodmartz in the past, and will help give life to nearby vegetation as a result.&lt;br /&gt;
&lt;br /&gt;
The Granites of Veltsgorsk is a [[Bourse##The_Granites_of_Veltsgorsk|National Bourse position]] which produces white granite. It is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] resources. The bourse position produces 26 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|Tempest Jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that Heralds from the Realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter eternals.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. . Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces. Ruin is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again, and is closely watched by the inhabitants of the nearby &#039;&#039;&#039;Vale of Gorazima&#039;&#039;&#039; who are keen to avoid a similar fate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his men back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
The mountains of Opascari are rich in gold, [[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded and requiring regular protection again (among other things) packs of hungry [[trogoni]]. While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an [[Eternals|eternal]] of Winter (generally held to be [[Wendigo|Agramant]]), and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control.&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory. &lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=36120</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=36120"/>
		<updated>2015-06-02T19:51:15Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Brez */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Despite recent Imperial victories in Karsk, it is still considered to be a front-line settlement, doing all it can to support the campaign in Karsk. Home to many refugees, there is some pressure for these displaced Varushkans to return to their homes - homes that many rightly point out are still threatened by the remaining Thule armies.&lt;br /&gt;
&lt;br /&gt;
=== The Hunt of Alderei the Fair ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
One of the richest resources of Volodmartz, the hunt is a great weirwood forest that was also the site of one of the most vicious battles against the forces of Aldereri the Fair. At the foot of the [[#Opascari|Opascari]] mountains, this vital strategic asset was nearly burnt to the ground in the wake of the Imperial victory. Only quick action by Imperial forces prevented the fire consuming all the trees, and to this day on certain nights of the new moon the living trees are sometimes engulfed in a shimmering copper effulgence that seems to have no natural origin. There is some controversy over the name of the site. Some claim it is named for the treasure seekers who combed the surrounding woods looking for traces of Alderei the Fair in the decades after his defeat. Others say it is actually named for the three nights of pursuit when Imperial forces chased the retreating forces of Alderei south-west toward Alderei&#039;s run.&lt;br /&gt;
&lt;br /&gt;
The Hunt of Alderei the Fair is an Imperial [[Bourse#The_Hunt of Alderei the Fair|Bourse position]] that produces weirwood. It produces 26 [[Imperial wain|Imperial wains]] of weirwood every season.&lt;br /&gt;
&lt;br /&gt;
=== The Granites of Veltsgorsk ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
Deep in the mountains of [[#Brez|Brez]] lie the open mines of Veltsgorsk. The white granite that comes from these mines is sometimes streaked with pink quartz - storytellers claim it is steeped in the blood of all those who have died fighting over Volodmartz in the past, and will help give life to nearby vegetation as a result.&lt;br /&gt;
&lt;br /&gt;
The Granites of Veltsgorsk is a [[Bourse##The_Granites_of_Veltsgorsk|National Bourse position]] which produces white granite. It is assigned to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] resources. The bourse position produces 26 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|Tempest Jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that Heralds from the Realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter eternals.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. . Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces. Ruin is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again, and is closely watched by the inhabitants of the nearby &#039;&#039;&#039;Vale of Gorazima&#039;&#039;&#039; who are keen to avoid a similar fate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his men back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
The mountains of Opascari are rich in gold, [[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded and requiring regular protection again (among other things) packs of hungry [[trogoni]]. While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an [[Eternals|eternal]] of Winter (generally held to be [[Wendigo|Agramant]]), and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Forested.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control.&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory. &lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=36119</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=36119"/>
		<updated>2015-06-02T19:50:45Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Tomari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[corsair|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features == &lt;br /&gt;
=== Cargo ===&lt;br /&gt;
Perhaps the most advanced port in all the Empire, Cargo is built on high cliffs overlooking the river Couros in the [[#Limus|Limus]] foothills. Built on multiple gradiated levels and sheer cliffs, it is truly a remarkable settlement. Food from the pampas of the [[The Brass Coast|Brass Coast]] and the distant [[The Marches|Marches]], as well as luxuries from cities of the [[The League|League]] and even raw materials from [[Varushka]] all pass through Cargo - along with travelers from both the Empire and distant foreign lands. Its wealth owes a lot to the remarkable cranes - both those that speed the process of loading and unloading visiting river boats, and those allowing great quantities of imported goods and exports of stone and metal ore to be winched from the riverside docks to the cliffside heights. As befits a town built on several levels, Cargo is also a centre for the stufy of civil engineering - and of those applications of ritual magic that enhance or support the creation of durable structures. There is some rivalry with the [[Highguard|Highborn]] town of [[Necropolis#Hedra|Hedra]] on the other side of the river, and historical rivalry with coastal spires such as [[#Elos|Elos]] and lost [[Spiral#Apulus|Apulian]].&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE work began on the [[Construct_Jarmish_Embassy|Jarmish embassy]] on one of the upper tiers. A beautiful, airy construction of white granite and weirwood with an extensive (and expensive) gardens as well as several private apartments, work was overseen by Atte, [[Senator]] for Sermersuaq. While the work has been completed, as of this writing the [[Principalities of Jarm|Jarmish]] government has declined to name an ambassador; their House of Princes are apparently waiting for the Imperial Senate to select a location for an Imperial embassy to be built in their distant nation.&lt;br /&gt;
&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, its walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
Limus is known for two things; the port-town of [[#Cargo|Cargo]] and its remarkable cranes and it&#039;s quarries. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all. To date, they have not dared attack Cargo, but some residents are concerned that it is just a matter of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in its active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes its name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Hollows&#039;&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy conifers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbarian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;.&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes. Whatever other properties it may possess, the runic pillar is known to be a [[Imperial_Lore#Ritual_Texts|ritual text]] for [[Bound by Common Cause]], and the anchor for a strong Autumn [[regio]]. The spire is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=36118</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=36118"/>
		<updated>2015-06-02T19:50:27Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Siluri */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[corsair|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features == &lt;br /&gt;
=== Cargo ===&lt;br /&gt;
Perhaps the most advanced port in all the Empire, Cargo is built on high cliffs overlooking the river Couros in the [[#Limus|Limus]] foothills. Built on multiple gradiated levels and sheer cliffs, it is truly a remarkable settlement. Food from the pampas of the [[The Brass Coast|Brass Coast]] and the distant [[The Marches|Marches]], as well as luxuries from cities of the [[The League|League]] and even raw materials from [[Varushka]] all pass through Cargo - along with travelers from both the Empire and distant foreign lands. Its wealth owes a lot to the remarkable cranes - both those that speed the process of loading and unloading visiting river boats, and those allowing great quantities of imported goods and exports of stone and metal ore to be winched from the riverside docks to the cliffside heights. As befits a town built on several levels, Cargo is also a centre for the stufy of civil engineering - and of those applications of ritual magic that enhance or support the creation of durable structures. There is some rivalry with the [[Highguard|Highborn]] town of [[Necropolis#Hedra|Hedra]] on the other side of the river, and historical rivalry with coastal spires such as [[#Elos|Elos]] and lost [[Spiral#Apulus|Apulian]].&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE work began on the [[Construct_Jarmish_Embassy|Jarmish embassy]] on one of the upper tiers. A beautiful, airy construction of white granite and weirwood with an extensive (and expensive) gardens as well as several private apartments, work was overseen by Atte, [[Senator]] for Sermersuaq. While the work has been completed, as of this writing the [[Principalities of Jarm|Jarmish]] government has declined to name an ambassador; their House of Princes are apparently waiting for the Imperial Senate to select a location for an Imperial embassy to be built in their distant nation.&lt;br /&gt;
&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, its walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
Limus is known for two things; the port-town of [[#Cargo|Cargo]] and its remarkable cranes and it&#039;s quarries. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all. To date, they have not dared attack Cargo, but some residents are concerned that it is just a matter of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in its active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes its name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Hollows&#039;&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy conifers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbarian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;.&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes. Whatever other properties it may possess, the runic pillar is known to be a [[Imperial_Lore#Ritual_Texts|ritual text]] for [[Bound by Common Cause]], and the anchor for a strong Autumn [[regio]]. The spire is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=36117</id>
		<title>Redoubt</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Redoubt&amp;diff=36117"/>
		<updated>2015-06-02T19:50:07Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Limus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofRedoubt.png|title=Dangerous lowlands and fortified citadels|caption=Regions of Redoubt|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Redoubt is the smallest of the three Urizen territories and the wildest. The peaks are lower here and many spires are actually built in the foothills; only [[#Siluri|Mount Siluri]] comes close to matching the splendor of the peaks of [[Zenith]] to the north. There are many [[mine|mines]], with [[Materials#Green Iron|green iron]] and [[Materials#Tempest Jade|tempest jade]] being especially common, but ports such as [[#Naris|Elos]] and [[#Optarion|Visten]] look outwards to the wider world and the many opportunities it presents for trade and both philsophical and cultural exchange. Most of the coast is made up of white stone cliffs, unwelcoming and inhospitable; only as the land slopes down towards [[Necropolis]] and the river Couros does Redoubt possess many beaches.&lt;br /&gt;
&lt;br /&gt;
The mountains here are riddled with odd star-shaped tunnels that date back thousands of years, long before there were any reliable records of humans in this part of the world. Scholars have spent centuries trying to tease some truth about these tunnels from the cold stone - are they a natural phenomena? Signs of pre-human habitation of the mountains? The result of some magical working? To date, no convincing explanation has been offered, and philosophers on all sides argue heatedly about their provenance.&lt;br /&gt;
&lt;br /&gt;
Redoubt is lightly settled, even for Urizen, with many of the more prosperous spires being built along the coast, or overlooking the banks of the Couros river to the west. Unsurprisingly, there are many [[Urizen_military_concerns|citadels]] here and a strong martial tradition, but this is also a territory that produces more than its fair share of zoologists and botanists. These natural philosophers are sometimes blamed for the more esoteric animals and pulants found here, and the occasional mutated hybrid horror that appears here is often a sign that a magician is straying dangerously close to insanity.&lt;br /&gt;
&lt;br /&gt;
Parts of the lowlands are quite dangerous - and not just because of these mutated experiments. Several bandit tribes of orcs live in the spaces between the spires, and barely a year goes by without a nest of [[trogoni]] or a den of drakes becoming a nuisance.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Since 331YE and the barbarian conquest of [[Spiral]], Redoubt has been preparing itself for invasion. It&#039;s long coastline is something of a liability against the [[Grendel]], but for now a combination of sheer cliffs, [[The Brass Coast|Freeborn]] [[corsair|corsairs]] and Urizen&#039;s own small fleet of martially inclined vessels have prevented the barbarians achieving much more than a few small raids along the shores of the Bay of Catazaar.&lt;br /&gt;
&lt;br /&gt;
== Major Features == &lt;br /&gt;
=== Cargo ===&lt;br /&gt;
Perhaps the most advanced port in all the Empire, Cargo is built on high cliffs overlooking the river Couros in the [[#Limus|Limus]] foothills. Built on multiple gradiated levels and sheer cliffs, it is truly a remarkable settlement. Food from the pampas of the [[The Brass Coast|Brass Coast]] and the distant [[The Marches|Marches]], as well as luxuries from cities of the [[The League|League]] and even raw materials from [[Varushka]] all pass through Cargo - along with travelers from both the Empire and distant foreign lands. Its wealth owes a lot to the remarkable cranes - both those that speed the process of loading and unloading visiting river boats, and those allowing great quantities of imported goods and exports of stone and metal ore to be winched from the riverside docks to the cliffside heights. As befits a town built on several levels, Cargo is also a centre for the stufy of civil engineering - and of those applications of ritual magic that enhance or support the creation of durable structures. There is some rivalry with the [[Highguard|Highborn]] town of [[Necropolis#Hedra|Hedra]] on the other side of the river, and historical rivalry with coastal spires such as [[#Elos|Elos]] and lost [[Spiral#Apulus|Apulian]].&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE work began on the [[Construct_Jarmish_Embassy|Jarmish embassy]] on one of the upper tiers. A beautiful, airy construction of white granite and weirwood with an extensive (and expensive) gardens as well as several private apartments, work was overseen by Atte, [[Senator]] for Sermersuaq. While the work has been completed, as of this writing the [[Principalities of Jarm|Jarmish]] government has declined to name an ambassador; their House of Princes are apparently waiting for the Imperial Senate to select a location for an Imperial embassy to be built in their distant nation.&lt;br /&gt;
&lt;br /&gt;
=== Delving ===&lt;br /&gt;
{{CaptionedImage|file=Headdress2.jpg|title=Urizen Headdress|align=left|width=200}}&lt;br /&gt;
One of the best known spires in Redoubt is ound in the [[#Tomari|Tomari]] peaks. Built in a network of deep caves that bear star-map patterns allegedly carved centuries before the height of the Terunael Empire. It is more mercantile than many spires. Although it is still a place of study, its wealth is based on [[mine|mining]] and the principles of engineering when it comes to mining. Adventuresome [[Wintermark|Winterfolk]] often come here to teach and to study, and it is considered a pre-eminent site for Urizen study of the [[Rune Overview|runic]] tradition of magic. Prior to the fall of [[Holberg]], the university there maintained a traditional exchange program where students from the city would spend some time studying in the rarefied atmosphere of Redoubt, or travel north to the cosmopolitan halls of [[The League|League]] academia.&lt;br /&gt;
&lt;br /&gt;
===The Court of the White Fountain===&lt;br /&gt;
Built in the foothills of [[#Optarion|Optarion]], the Court of the White Fountain is a single massive tower of white granite surrounded by a massive semi-circular wall that completely fills one of the few major passes between Redoubt and the Broken Shore to the south, The White Fountain itself is a great plume of liquid fire that bursts from somewhere deep within the earth and cascades down into a black basin before the tower, before disappearing back beneath the ground. The great courtyards of the tower are sufficient to hold the entire armed forces of Urizen, and the open ground they represent creates a deadly killing field for the skilled Urizen archers who man the upper reaches of the tower and the walls. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This is a rank one [[Fortifications|fortification]]).&lt;br /&gt;
&lt;br /&gt;
===The Brilliant Star===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
In the [[#Tomari|Tomari]] peaks, overlooking the [[spire]] of [[#Delving|Delving]] is the Brilliant Star. Allegedly the most beautiful of all the star shaped tunnel complexes that undermine the mountains, its walls gleam slightly even when there is no other light. Scholars say that the earliest workings here go back thousands of years, long before there are reliable reports of humans in these mountains.&lt;br /&gt;
&lt;br /&gt;
The Brilliant Star is an Imperial [[Bourse#The_Brilliant_Star|Bourse position]] that produces 24 Imperial wains of mithril every season.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Limus===&lt;br /&gt;
Limus is known for two things; the port-town of [[#Cargo|Cargo]] and its remarkable cranes and it&#039;s quarries. Hard stone well suited to construction and soft decorative stone alike are quarried out of the peaks and used for everything from the construction of new spires, to the tombs of [[Necropolis]], to the palaces of [[The League|League]] merchant princes, to the parador of [[The Brass Coast|Freeborn]] dhomrio. A number of spires have become rich [[business|exporting stone]] to the Empire and beyond - rare blue marble from the peaks of Limus is in demand as far afield as the [[Asavean Archipelago]] and the [[Principalities of Jarm]].&lt;br /&gt;
&lt;br /&gt;
The greatest threat to the spires and quarries of Limus comes not from below, but from a tribe of particularly clever orcs and their mountain [[ogre]] allies. These orcs are believed to occupy a cunningly hidden valley somewhere in the mountains here - or possibly on the slopes of southern Zenith - and regularly raid caravans traveling the road along the banks of the Couros. They have proved particularly difficult to uproot, and practical Urizen have responded simply by sending important cargo by boat rather than wagon. Those spires of Limus who lack the ability to take this easy option would likely be quite grateful to anyone who could solve their problem once and for all. To date, they have not dared attack Cargo, but some residents are concerned that it is just a matter of time.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Naris=== &lt;br /&gt;
The foothills of Redoubt slope smoothly down toward the Bay of Catazar here, presenting some of the most accessible coastline in the nation. Some spires [[farm|cultivate]] the fertile grassland here - especially along the banks of the Couros - but find that the low altitude makes their [[Urizen_economic_interests|ushabti]] unreliable, and few Urizen enjoy the hard manual labour entailed by working in a field. Much more common are [[herb garden|houses of healing]], especially those that focus on sickness of the mind or the spirit, and especially around the headland known as Rebekah&#039;s Leap. Some of these restful spires [[business|cater]] specifically to Imperial citizens from other nations suffering from stress or depression, recovering from chronic sickness, or in the last stages of terminal illness.&lt;br /&gt;
&lt;br /&gt;
Here is found &#039;&#039;&#039;Elos&#039;&#039;&#039;, a base for what little navy Urizen had before the time of Empire. Today the spire is little more than a quiet fishing village, with most major trade passing it entirely in favour of the much larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north. Despite its somnolent present, there are still a few reminders of its former purpose - the quayside is extensive and the harbour wall fortified in several places. The shipyard that once maintained a small fleet of weirwood vessels now services a few dozen fishing boats, but if the need were great its past glories might yet be restored.&lt;br /&gt;
&lt;br /&gt;
At the highest point of the headland that looks out over the Bay of Catazar is &#039;&#039;&#039;Rebekah&#039;s Leap&#039;&#039;&#039;, the place where an eponymous [[Highguard_religious_beliefs#Stewards_of_the_dead|steward of the dead]] threw herself into the bay. Troubled in mind and spirit, she broke free from her attendants and hurled herself from the cliffs that bear her name after months convinced that she could hear the tolling of a great bell summoning her to the sea. Some fisherfolk of Elos still claim they can hear a bell in the deeps, from time to time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Coastal&lt;br /&gt;
&lt;br /&gt;
===Optarion===&lt;br /&gt;
The unsettled hills of Optarion quickly give way to a broad band of scrubby coast. Cliffs line the coast, and those few places where the walls of stone drop down towards sea level are the site of well defended Urizen port-spires. Indeed, Optarion is home to some of the best-defended spires in modern Urizen. The [[#The Court of the Fountain|Court of the Fountain]] stands here, guarding the approach into Redoubt through [[Spiral]] and the peaks are scattered with fortified citadels, many hastily defended in the wake of the fall of Spiral, who have been engaged in irregular border skirmishes with the [[Grendel]]. Most of the other spires are built along the coast - and likewise tend to possess unexpectedly strong defences in the face of barbarian raids along the coast. &lt;br /&gt;
&lt;br /&gt;
The largest non-martial spire in the south-east is &#039;&#039;&#039;Visten&#039;&#039;&#039;, a port built around three soaring towers occupying a strip of land that plunges down to the sea. It brings produce from across the Empire to the southern spires. It is a thriving community, home to those Urizen who find life in the mountains too stifling and want more contact with the wider world. It has one of the largest populations of [[briar|briars]] in Urizen, and it&#039;s population has been swelled by refugees - and ships - from southern Spiral, especially those who managed to escape the fall of [[Spiral#Apulus|Apulian]]. &lt;br /&gt;
&lt;br /&gt;
One notable feature of Visten that attracts scholars and sight-seers alike is a potent [[regio]] tied to the realm of Spring that lies on the Bay of Catazar itself - a ring of turbulent water that erupts once or twice every week into a great waterspout that reaches several hundred feet into the air. [[Bands#Covens|Covens]] making use of this regio, called the &#039;&#039;&#039;Ribbon of Salt&#039;&#039;&#039; by the locals, find their rituals unexpectedly interrupted, occasionally with tragic consequences - the violent water shatters pontoons, rafts and small vessels with equal ease in its active state.&lt;br /&gt;
&lt;br /&gt;
===Siluri===&lt;br /&gt;
The entire region takes its name from Mount Siluri, which rises majestically toward heavens and rivals the peaks of [[Zenith]] in height. The central tower of Redoubt&#039;s [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] is built here, gazing down on the forested bowl of [[#Ventosi|Ventosi]] to one side and across the [[Necropolis]] to the other. Several [[mine|mines]] exploit the bounty of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]] that lies beneath the peaks, but it is also home to a number of spires who study and expand the philosophies of war and conflict in their myriad incarnations.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Tomari===&lt;br /&gt;
The wild peaks of Tomari are some of the more populous in Redoubt. The mountains are riddled with [[mine|mines]], and rich in iron, precious metals, fine jewels and [[Materials#Green Iron|green iron]]. The [[#The Brilliant Star|Brilliant Star]] is found here, and occasional pockets of mithril are found throughout the peaks. It is also the site of the famous spire of [[#Delving|Delving]], whose prosperity is based on rich mines and the study of subterranean engineering.&lt;br /&gt;
&lt;br /&gt;
Among other notable spires, &#039;&#039;&#039;Tabulous&#039;&#039;&#039; is a college whose curriculum focuses on teaching rigorous objectivity and complex mathematics. Many members of the faculty are retired Urizen civil servants, and the cirriculum is considered excellent for training servants of the Empire, giving them the skills to make accurate accountings and forecasts. The Day [[regio]] in which Tabulous stands is credited both with cultivating an atmosphere of calm and rationality, and making the spire especially welcoming to [[merrow]] scholars.&lt;br /&gt;
&lt;br /&gt;
On the highest peak here stands the fused ruin known as the &#039;&#039;&#039;Unmade&#039;&#039;&#039;. A crumbled tower of blasted stone, it is said that it once was a spire, that was eradicated completely by the massed Spires of Urizen early in the days of the Empire. No-one remembers why - which in a nation dedicated to the keeping of accurate records is a matter of obvious concern.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Ventosi===&lt;br /&gt;
The valleys of Ventosi form a great shallow basin between the towering peaks to the north, east and south. Wild forests haunted by surly orcs and hungry [[Mundane_beasts#Drakes|drakes]] give way to fertile [[farm|farmland]] nearer the rocky coast, where sheer white stone cliffs drop vertiginously into the Bay of Catazar. These western cliffs, haunted by massive gulls and wild sea birds, give Ventosi the feeling of a secluded plateau rather than a valley. A few ambitious spires built along the coast use lifts and treacherous paths to access the water, while others are constructed into the rock walls themselves gazing out towards the Brass Coast. The cliffs of Ventosi are the only known nesting grounds within the empire of the Imperial Albatross - some specimens have been reported with wingspans of almost twenty feet.&lt;br /&gt;
&lt;br /&gt;
One of the more prominent spires here is called &#039;&#039;&#039;The Hollows&#039;&#039;&#039;, for its unusual construction: wind-blown caves in the sandstone formed into extensive dwellings by years of patient, meditative, stone-carving. It is exceptional in Redoubt as a place of spiritual study and introspection. The nature of time is a particular topic discussed here and the surrounding area is scattered with large works of sculpture left to the mercy of the elements.&lt;br /&gt;
&lt;br /&gt;
===Willstone===&lt;br /&gt;
The slopes of north-eastern Redoubt are heavily wooded, with hardy conifers on the upper slopes and sprawling [[forest|forests]] of [[Materials#Beggar&#039;s Lye|beggarwood]] on the lower slopes. There are comparatively few spires here, and they tend to be both isolated and isolationist, keeping contact with their peers largely through the heliopticon. This has contributed somewhat to Willstone also being the home of at least three small tribes of independent barbarian [[orc]] bandits who occasionally bedevil travelers or launch a (generally unsuccessful) raid against one of the smaller spires. The best known spire in the region is probably &#039;&#039;&#039;Willstone&#039;&#039;&#039;.&lt;br /&gt;
Built largely of wood on the lower slopes of the mountain, surrounding a central carved stone pillar worked with many runes. Whatever other properties it may possess, the runic pillar is known to be a [[Imperial_Lore#Ritual_Texts|ritual text]] for [[Bound by Common Cause]], and the anchor for a strong Autumn [[regio]]. The spire is known for training particularly resourceful [[Urizen_military_concerns#Sentinels|sentinels]].&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Redoubt is in the hands of the Urizen (and by extension the Empire) meaning this is a staunchly Imperial territory.&lt;br /&gt;
* The [[#The Court of the White Fountain|Court of the White Fountain]] is a rank one [[Fortifications|fortification]].&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.&lt;br /&gt;
[[Category:Urizen]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36116</id>
		<title>Hahnmark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36116"/>
		<updated>2015-06-02T19:49:39Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Wood Heath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofHahnmark.png|title=Mountain passes and granite halls|caption=Regions of Hahnmark|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward [[Sermersuaq]] and [[Kallavesa]]. In ancient times it was the centre of the troll kingdom, but today is considered the ancestral homeland of the [[Steinr]] in Wintermark. The other passes through the mountains are likewise protected by fortified halls, preventing access to the rolling hills that drop down towards fertile plains.&lt;br /&gt;
&lt;br /&gt;
In the oldest days, before the coming of the Steinr, Hahnmark was the heart of the troll kingdoms and it was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The peaks of eastern Hahnmark are scattered with relics from the troll kingdom, mostly ruined and empty, or haunted by malignant spirits who hate the people of the lowlands with an endless, frigid spite. The higher peaks are avoided by sensible folk as a consequence.&lt;br /&gt;
&lt;br /&gt;
Hahnmark is a rugged land, like the people who call it home. A slight majority of the population are Steinr, but as always there is a nearly equal presence of Suaq and Kallavesi people in its prosperous halls. The people of the rolling hills enjoy a high level of prosperity, their wealth coming from trade with other Imperial nations; from the mines and farms of the mountains and the flatlands; and from the strong sword-arms of it&#039;s warriors.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Hahnmark is appointed by the Steinr during the Autumn equinox, and is almost invariably from Steinr stock.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
During the invasion of [[Skarsind]], many refugees came down through [[Skarsind#Pakaanen&#039;s Pass|Pakaanen&#039;s Pass]] to find temporary homes in [[#Northspires|Northspires]] and [[#Bruckland|Bruckland]]. Since the territory has been reclaimed, many are returning to their homes - although a number have chosen to stay permanently in Hahnmark. Concerns that the [[Thule]] might come further west and invade Hahnmark proved groundless, but there were repeated calls for the Hall at [[#Kalpaheim|Kalpaheim]] and the vigilant [[#Northspires|Stormspires]] to be reinforced and further fortified. Successive [[Imperial Senate|Senates]] failed to agree to the amount of white granite needed, and the projects were largely abandoned.&lt;br /&gt;
{{CaptionedImage|file=Wintermark2.jpg|align=right|width=300|caption=Costume by Jo Perridge}}&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Kalpaheim ===&lt;br /&gt;
The largest settlement in Wintermark. Once capital of the entire nation, this is the site of the original joining of the three cultures. The settlement circles a stone fortress built in the first days after the defeat of the trolls - the Hall at Kalpaheim - parts of which extend into tunnels dug deep beneath the mountains. A prosperous hub for trade with other nations, Kalpaheim guards a large pass through the mountains that serves as a major trade-route down into the [[The Marches|Marches]], and the rest of the Empire. Other valuable trade routes include those to [[Hercynia]] in the north-west, and through the [[Navarr]] territory to the forests and mines of [[Skarsind]] and ultimately [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
As well as safeguarding the prosperity of Hahnmark, Kalpaheim is a central feature in the heritage of the Winterfolk. The &#039;&#039;&#039;Face of King Ulmo&#039;&#039;&#039;, an immense carving of the first monarch of Wintermark, looks down upon Kalpaheim from the side of one of the western mountains. It serves as a reminder that the eyes of history are upon the town and the people of Wintermark. This impressive feat is one of the wonders of the Empire, constructed long before the nation joined the Empire by a trio of [[Wintermark Magical Traditions#Artok|Artok]] under the control of the [[Wintermark Magical Traditions#Icewalkers|icewalker]] Gilda Heimssdottir. She also dug out most of the tunnels that parts of the hall now occupy.&lt;br /&gt;
&lt;br /&gt;
=== The Fingers ===&lt;br /&gt;
When the Steinr travelled through mountain passes to find the [[Suaq]] and [[Kallavesi]], they sought guidance in visions. It is said that this high-mountain with its four jagged peaks rose above the mist in the early daylight, pointing out the way. It is now home to a religious settlement called The Fingers, where the virtues that founded Wintermark are celebrated; the [[Courage]] to carry such a bold plan through, the [[Pride]] gained through the trials of the journey, and the [[Loyalty]] that now joins the three peoples.&lt;br /&gt;
=== Gulnar’s Deeps ===&lt;br /&gt;
An old series of copper mines in northern [[#Kalpamark|Kalpamark]] that unexpectedly broke into a much larger cave network beneath. The full extent of the caves has never been mapped, since ice and meltwater make much of it treacherous, but a wealth of minerals and metals now comes from the deeps.&lt;br /&gt;
===Runegrott===&lt;br /&gt;
In southern [[#Northspires|Northspires]] is found a vast labyrinthine chamber in the ice, in which many runes are carved. They are thought to be very old, and some scholars argue that the origin of runes in Wintermark lies here, rather than in the caves beneath [[Skarsind#Gildenheim|Gildenheim]]. The chamber is carefully guarded. It is a matter of debate as to whether the runes bear any message -- some claim the original laws of Wintermark, and thus the Empire -- were taken from the inscriptions in this chamber.&lt;br /&gt;
==Regions==&lt;br /&gt;
===Bruckland===&lt;br /&gt;
Of all the regions of Hahnmark, Bruckland has the highest concentration of halls that have a majority of Suaq members. The cold, flat plains are scattered with low, artifical hills atop which lie stone beacons and desolate watchtowers. Between the hills wander [[farm|large domesticated herds]] of deer, elk and the occasional [[Mundane_beasts#Mammoths|mammoth]]. Fruitless attempts to domesticate the mammoths have largely been abandoned, but there are a few stubborn mammoth herders in Bruckland who follow the herds and occasionally harvest an old or injured member for ivory, hide and meat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The most famous settlement in Bruckland, the fishing hamlet of &#039;&#039;&#039;Turelva&#039;&#039;&#039; lies across the waters of Kronevann from Kronehal. The two settlements enjoy a friendly rivalry in all matters; an annual fishing contest between the two has become a four day festival which boasts attendees from as far afield as [[Dawn]].&lt;br /&gt;
===Kalpamark===&lt;br /&gt;
The heartland of Hahnmark, site of [[#Kalpaheim|Kalpaheim]] and the face of King Ulmo. The halls of Kalpamark are some of the most prosperous and influential in Hahnmark - possibly in the whole of Wintermark.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kronemark===&lt;br /&gt;
The flattest part of Hahnmark, the downs of Kronemark are a patchwork of fishing villages and [[farm|farms]]. The largest settlements sprawl around the shore of the icy lake Kronevann, or along the many streams that connect it to its sister lakes in [[#Bruckland|Bruckland]]. The best known of the settlements on the Kronevann is &#039;&#039;&#039;Kronehal&#039;&#039;&#039;. Claimed as the home of Sigrid Alvsdottir, legendary champion of the Steinr who slew Vatr, the one-eyed warleader of the trolls and as her reward claimed the crown of the Steinr.&lt;br /&gt;
&lt;br /&gt;
===Northspires===&lt;br /&gt;
The hills and mountains of Northspires are a rich source of [[Materials#Orichalcum|Orichalcum]] and [[Materials#Tempest Jade|Tempest Jade]]. Some of the highest peaks in Wintermark are found here, and there are scattered ruins on the upper slopes that date back to the height of the troll kingdoms. Several halls look down across the rest of Hahnmark from here, the most famous of which is probably the &#039;&#039;&#039;Stormspires&#039;&#039;&#039;. A remote fortress and watchtower whose commander is often titled ‘the Eyes of the North’, Stormspire keeps a careful watch on any traffic from the North. One of the key major beacons, the folk of Stormspire also maintain and staff a smaller network of beacons on nearby peaks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Southridge===&lt;br /&gt;
In the years before the foundation of the Empire, the rolling downs and woodlands of Southridge were the site of regular skirmishes between the Winterfolk and the Marchers. These came to an end with a final peace treaty, signed at the settlement of &#039;&#039;&#039;Moot&#039;&#039;&#039;. Grim-faced folk drew lines on maps and agreed to fight orcs, not each other. The place of meeting grew into a small trading settlement where Marcher grain goes north, and Wintermark sends its worked metal and leather south. Despite nearly five centuries of relative peace, however, there are occasional tales of haunted battlefields and unfortunate incidents with rowdy Marchers who ought to know better.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The woodlands and rugged gulleys of Southridge are also home to at least one hidden tribe of [[Feni]] who mostly keep to themselves but occasionally engage in banditry against travelers or poorly defended halls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Valasmark===&lt;br /&gt;
Rugged Valasmark slopes down towards the cold fens of [[Kallavesa]] to the south-west. In a populous valley near the centre of the region stands &#039;&#039;&#039;Valashal&#039;&#039;&#039;, a Hall almost entirely peopled by groups of Steinr, accepting warriors from all over the nation. Its stated intent is to be the greatest focus of martial heroism in the country and therefore the world. Without Suaq, their casualties in time of war tend to be horrific; but they also attract scops from far and wide to sing of their bravery and their dead are remembered for their glorious deeds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Wood Heath===&lt;br /&gt;
On the edge of the forests on the southern side of Hahnmark stands the bustling logging town of &#039;&#039;&#039;Woodhall&#039;&#039;&#039; which supplies a great deal of of the wood, charcoal and [[Materials#Beggar&#039;s Lye|Beggar&#039;s Lye]] for Wintermark’s building, crafting and smithing. Woodhall also sees regular caravans from [[Temeschwar]] to the east, and enjoys cordial relations with the [[The Marches|Marchers]] of [[Upwold]] to the south.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As with Southridge to the west, there is believed to be at least one tribe of secluded [[Feni]] in Wood Heath, although their attentions are mostly directed toward Upwold and [[Miaren]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The regions of Hahnmark are under the control of the people of Wintermark (and by extension the Empire) making the territory staunchly Imperial.&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36115</id>
		<title>Hahnmark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36115"/>
		<updated>2015-06-02T19:49:24Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Valasmark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofHahnmark.png|title=Mountain passes and granite halls|caption=Regions of Hahnmark|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward [[Sermersuaq]] and [[Kallavesa]]. In ancient times it was the centre of the troll kingdom, but today is considered the ancestral homeland of the [[Steinr]] in Wintermark. The other passes through the mountains are likewise protected by fortified halls, preventing access to the rolling hills that drop down towards fertile plains.&lt;br /&gt;
&lt;br /&gt;
In the oldest days, before the coming of the Steinr, Hahnmark was the heart of the troll kingdoms and it was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The peaks of eastern Hahnmark are scattered with relics from the troll kingdom, mostly ruined and empty, or haunted by malignant spirits who hate the people of the lowlands with an endless, frigid spite. The higher peaks are avoided by sensible folk as a consequence.&lt;br /&gt;
&lt;br /&gt;
Hahnmark is a rugged land, like the people who call it home. A slight majority of the population are Steinr, but as always there is a nearly equal presence of Suaq and Kallavesi people in its prosperous halls. The people of the rolling hills enjoy a high level of prosperity, their wealth coming from trade with other Imperial nations; from the mines and farms of the mountains and the flatlands; and from the strong sword-arms of it&#039;s warriors.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Hahnmark is appointed by the Steinr during the Autumn equinox, and is almost invariably from Steinr stock.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
During the invasion of [[Skarsind]], many refugees came down through [[Skarsind#Pakaanen&#039;s Pass|Pakaanen&#039;s Pass]] to find temporary homes in [[#Northspires|Northspires]] and [[#Bruckland|Bruckland]]. Since the territory has been reclaimed, many are returning to their homes - although a number have chosen to stay permanently in Hahnmark. Concerns that the [[Thule]] might come further west and invade Hahnmark proved groundless, but there were repeated calls for the Hall at [[#Kalpaheim|Kalpaheim]] and the vigilant [[#Northspires|Stormspires]] to be reinforced and further fortified. Successive [[Imperial Senate|Senates]] failed to agree to the amount of white granite needed, and the projects were largely abandoned.&lt;br /&gt;
{{CaptionedImage|file=Wintermark2.jpg|align=right|width=300|caption=Costume by Jo Perridge}}&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Kalpaheim ===&lt;br /&gt;
The largest settlement in Wintermark. Once capital of the entire nation, this is the site of the original joining of the three cultures. The settlement circles a stone fortress built in the first days after the defeat of the trolls - the Hall at Kalpaheim - parts of which extend into tunnels dug deep beneath the mountains. A prosperous hub for trade with other nations, Kalpaheim guards a large pass through the mountains that serves as a major trade-route down into the [[The Marches|Marches]], and the rest of the Empire. Other valuable trade routes include those to [[Hercynia]] in the north-west, and through the [[Navarr]] territory to the forests and mines of [[Skarsind]] and ultimately [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
As well as safeguarding the prosperity of Hahnmark, Kalpaheim is a central feature in the heritage of the Winterfolk. The &#039;&#039;&#039;Face of King Ulmo&#039;&#039;&#039;, an immense carving of the first monarch of Wintermark, looks down upon Kalpaheim from the side of one of the western mountains. It serves as a reminder that the eyes of history are upon the town and the people of Wintermark. This impressive feat is one of the wonders of the Empire, constructed long before the nation joined the Empire by a trio of [[Wintermark Magical Traditions#Artok|Artok]] under the control of the [[Wintermark Magical Traditions#Icewalkers|icewalker]] Gilda Heimssdottir. She also dug out most of the tunnels that parts of the hall now occupy.&lt;br /&gt;
&lt;br /&gt;
=== The Fingers ===&lt;br /&gt;
When the Steinr travelled through mountain passes to find the [[Suaq]] and [[Kallavesi]], they sought guidance in visions. It is said that this high-mountain with its four jagged peaks rose above the mist in the early daylight, pointing out the way. It is now home to a religious settlement called The Fingers, where the virtues that founded Wintermark are celebrated; the [[Courage]] to carry such a bold plan through, the [[Pride]] gained through the trials of the journey, and the [[Loyalty]] that now joins the three peoples.&lt;br /&gt;
=== Gulnar’s Deeps ===&lt;br /&gt;
An old series of copper mines in northern [[#Kalpamark|Kalpamark]] that unexpectedly broke into a much larger cave network beneath. The full extent of the caves has never been mapped, since ice and meltwater make much of it treacherous, but a wealth of minerals and metals now comes from the deeps.&lt;br /&gt;
===Runegrott===&lt;br /&gt;
In southern [[#Northspires|Northspires]] is found a vast labyrinthine chamber in the ice, in which many runes are carved. They are thought to be very old, and some scholars argue that the origin of runes in Wintermark lies here, rather than in the caves beneath [[Skarsind#Gildenheim|Gildenheim]]. The chamber is carefully guarded. It is a matter of debate as to whether the runes bear any message -- some claim the original laws of Wintermark, and thus the Empire -- were taken from the inscriptions in this chamber.&lt;br /&gt;
==Regions==&lt;br /&gt;
===Bruckland===&lt;br /&gt;
Of all the regions of Hahnmark, Bruckland has the highest concentration of halls that have a majority of Suaq members. The cold, flat plains are scattered with low, artifical hills atop which lie stone beacons and desolate watchtowers. Between the hills wander [[farm|large domesticated herds]] of deer, elk and the occasional [[Mundane_beasts#Mammoths|mammoth]]. Fruitless attempts to domesticate the mammoths have largely been abandoned, but there are a few stubborn mammoth herders in Bruckland who follow the herds and occasionally harvest an old or injured member for ivory, hide and meat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The most famous settlement in Bruckland, the fishing hamlet of &#039;&#039;&#039;Turelva&#039;&#039;&#039; lies across the waters of Kronevann from Kronehal. The two settlements enjoy a friendly rivalry in all matters; an annual fishing contest between the two has become a four day festival which boasts attendees from as far afield as [[Dawn]].&lt;br /&gt;
===Kalpamark===&lt;br /&gt;
The heartland of Hahnmark, site of [[#Kalpaheim|Kalpaheim]] and the face of King Ulmo. The halls of Kalpamark are some of the most prosperous and influential in Hahnmark - possibly in the whole of Wintermark.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kronemark===&lt;br /&gt;
The flattest part of Hahnmark, the downs of Kronemark are a patchwork of fishing villages and [[farm|farms]]. The largest settlements sprawl around the shore of the icy lake Kronevann, or along the many streams that connect it to its sister lakes in [[#Bruckland|Bruckland]]. The best known of the settlements on the Kronevann is &#039;&#039;&#039;Kronehal&#039;&#039;&#039;. Claimed as the home of Sigrid Alvsdottir, legendary champion of the Steinr who slew Vatr, the one-eyed warleader of the trolls and as her reward claimed the crown of the Steinr.&lt;br /&gt;
&lt;br /&gt;
===Northspires===&lt;br /&gt;
The hills and mountains of Northspires are a rich source of [[Materials#Orichalcum|Orichalcum]] and [[Materials#Tempest Jade|Tempest Jade]]. Some of the highest peaks in Wintermark are found here, and there are scattered ruins on the upper slopes that date back to the height of the troll kingdoms. Several halls look down across the rest of Hahnmark from here, the most famous of which is probably the &#039;&#039;&#039;Stormspires&#039;&#039;&#039;. A remote fortress and watchtower whose commander is often titled ‘the Eyes of the North’, Stormspire keeps a careful watch on any traffic from the North. One of the key major beacons, the folk of Stormspire also maintain and staff a smaller network of beacons on nearby peaks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Southridge===&lt;br /&gt;
In the years before the foundation of the Empire, the rolling downs and woodlands of Southridge were the site of regular skirmishes between the Winterfolk and the Marchers. These came to an end with a final peace treaty, signed at the settlement of &#039;&#039;&#039;Moot&#039;&#039;&#039;. Grim-faced folk drew lines on maps and agreed to fight orcs, not each other. The place of meeting grew into a small trading settlement where Marcher grain goes north, and Wintermark sends its worked metal and leather south. Despite nearly five centuries of relative peace, however, there are occasional tales of haunted battlefields and unfortunate incidents with rowdy Marchers who ought to know better.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The woodlands and rugged gulleys of Southridge are also home to at least one hidden tribe of [[Feni]] who mostly keep to themselves but occasionally engage in banditry against travelers or poorly defended halls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Valasmark===&lt;br /&gt;
Rugged Valasmark slopes down towards the cold fens of [[Kallavesa]] to the south-west. In a populous valley near the centre of the region stands &#039;&#039;&#039;Valashal&#039;&#039;&#039;, a Hall almost entirely peopled by groups of Steinr, accepting warriors from all over the nation. Its stated intent is to be the greatest focus of martial heroism in the country and therefore the world. Without Suaq, their casualties in time of war tend to be horrific; but they also attract scops from far and wide to sing of their bravery and their dead are remembered for their glorious deeds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Wood Heath===&lt;br /&gt;
On the edge of the forests on the southern side of Hahnmark stands the bustling logging town of &#039;&#039;&#039;Woodhall&#039;&#039;&#039; which supplies a great deal of of the wood, charcoal and [[Materials#Beggar&#039;s Lye|Beggar&#039;s Lye]] for Wintermark’s building, crafting and smithing. Woodhall also sees regular caravans from [[Temeschwar]] to the east, and enjoys cordial relations with the [[The Marches|Marchers]] of [[Upwold]] to the south.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As with Southridge to the west, there is believed to be at least one tribe of secluded [[Feni]] in Wood Heath, although their attentions are mostly directed toward Upwold and [[Miaren]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The regions of Hahnmark are under the control of the people of Wintermark (and by extension the Empire) making the territory staunchly Imperial.&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36114</id>
		<title>Hahnmark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36114"/>
		<updated>2015-06-02T19:49:09Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Southridge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofHahnmark.png|title=Mountain passes and granite halls|caption=Regions of Hahnmark|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward [[Sermersuaq]] and [[Kallavesa]]. In ancient times it was the centre of the troll kingdom, but today is considered the ancestral homeland of the [[Steinr]] in Wintermark. The other passes through the mountains are likewise protected by fortified halls, preventing access to the rolling hills that drop down towards fertile plains.&lt;br /&gt;
&lt;br /&gt;
In the oldest days, before the coming of the Steinr, Hahnmark was the heart of the troll kingdoms and it was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The peaks of eastern Hahnmark are scattered with relics from the troll kingdom, mostly ruined and empty, or haunted by malignant spirits who hate the people of the lowlands with an endless, frigid spite. The higher peaks are avoided by sensible folk as a consequence.&lt;br /&gt;
&lt;br /&gt;
Hahnmark is a rugged land, like the people who call it home. A slight majority of the population are Steinr, but as always there is a nearly equal presence of Suaq and Kallavesi people in its prosperous halls. The people of the rolling hills enjoy a high level of prosperity, their wealth coming from trade with other Imperial nations; from the mines and farms of the mountains and the flatlands; and from the strong sword-arms of it&#039;s warriors.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Hahnmark is appointed by the Steinr during the Autumn equinox, and is almost invariably from Steinr stock.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
During the invasion of [[Skarsind]], many refugees came down through [[Skarsind#Pakaanen&#039;s Pass|Pakaanen&#039;s Pass]] to find temporary homes in [[#Northspires|Northspires]] and [[#Bruckland|Bruckland]]. Since the territory has been reclaimed, many are returning to their homes - although a number have chosen to stay permanently in Hahnmark. Concerns that the [[Thule]] might come further west and invade Hahnmark proved groundless, but there were repeated calls for the Hall at [[#Kalpaheim|Kalpaheim]] and the vigilant [[#Northspires|Stormspires]] to be reinforced and further fortified. Successive [[Imperial Senate|Senates]] failed to agree to the amount of white granite needed, and the projects were largely abandoned.&lt;br /&gt;
{{CaptionedImage|file=Wintermark2.jpg|align=right|width=300|caption=Costume by Jo Perridge}}&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Kalpaheim ===&lt;br /&gt;
The largest settlement in Wintermark. Once capital of the entire nation, this is the site of the original joining of the three cultures. The settlement circles a stone fortress built in the first days after the defeat of the trolls - the Hall at Kalpaheim - parts of which extend into tunnels dug deep beneath the mountains. A prosperous hub for trade with other nations, Kalpaheim guards a large pass through the mountains that serves as a major trade-route down into the [[The Marches|Marches]], and the rest of the Empire. Other valuable trade routes include those to [[Hercynia]] in the north-west, and through the [[Navarr]] territory to the forests and mines of [[Skarsind]] and ultimately [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
As well as safeguarding the prosperity of Hahnmark, Kalpaheim is a central feature in the heritage of the Winterfolk. The &#039;&#039;&#039;Face of King Ulmo&#039;&#039;&#039;, an immense carving of the first monarch of Wintermark, looks down upon Kalpaheim from the side of one of the western mountains. It serves as a reminder that the eyes of history are upon the town and the people of Wintermark. This impressive feat is one of the wonders of the Empire, constructed long before the nation joined the Empire by a trio of [[Wintermark Magical Traditions#Artok|Artok]] under the control of the [[Wintermark Magical Traditions#Icewalkers|icewalker]] Gilda Heimssdottir. She also dug out most of the tunnels that parts of the hall now occupy.&lt;br /&gt;
&lt;br /&gt;
=== The Fingers ===&lt;br /&gt;
When the Steinr travelled through mountain passes to find the [[Suaq]] and [[Kallavesi]], they sought guidance in visions. It is said that this high-mountain with its four jagged peaks rose above the mist in the early daylight, pointing out the way. It is now home to a religious settlement called The Fingers, where the virtues that founded Wintermark are celebrated; the [[Courage]] to carry such a bold plan through, the [[Pride]] gained through the trials of the journey, and the [[Loyalty]] that now joins the three peoples.&lt;br /&gt;
=== Gulnar’s Deeps ===&lt;br /&gt;
An old series of copper mines in northern [[#Kalpamark|Kalpamark]] that unexpectedly broke into a much larger cave network beneath. The full extent of the caves has never been mapped, since ice and meltwater make much of it treacherous, but a wealth of minerals and metals now comes from the deeps.&lt;br /&gt;
===Runegrott===&lt;br /&gt;
In southern [[#Northspires|Northspires]] is found a vast labyrinthine chamber in the ice, in which many runes are carved. They are thought to be very old, and some scholars argue that the origin of runes in Wintermark lies here, rather than in the caves beneath [[Skarsind#Gildenheim|Gildenheim]]. The chamber is carefully guarded. It is a matter of debate as to whether the runes bear any message -- some claim the original laws of Wintermark, and thus the Empire -- were taken from the inscriptions in this chamber.&lt;br /&gt;
==Regions==&lt;br /&gt;
===Bruckland===&lt;br /&gt;
Of all the regions of Hahnmark, Bruckland has the highest concentration of halls that have a majority of Suaq members. The cold, flat plains are scattered with low, artifical hills atop which lie stone beacons and desolate watchtowers. Between the hills wander [[farm|large domesticated herds]] of deer, elk and the occasional [[Mundane_beasts#Mammoths|mammoth]]. Fruitless attempts to domesticate the mammoths have largely been abandoned, but there are a few stubborn mammoth herders in Bruckland who follow the herds and occasionally harvest an old or injured member for ivory, hide and meat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The most famous settlement in Bruckland, the fishing hamlet of &#039;&#039;&#039;Turelva&#039;&#039;&#039; lies across the waters of Kronevann from Kronehal. The two settlements enjoy a friendly rivalry in all matters; an annual fishing contest between the two has become a four day festival which boasts attendees from as far afield as [[Dawn]].&lt;br /&gt;
===Kalpamark===&lt;br /&gt;
The heartland of Hahnmark, site of [[#Kalpaheim|Kalpaheim]] and the face of King Ulmo. The halls of Kalpamark are some of the most prosperous and influential in Hahnmark - possibly in the whole of Wintermark.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kronemark===&lt;br /&gt;
The flattest part of Hahnmark, the downs of Kronemark are a patchwork of fishing villages and [[farm|farms]]. The largest settlements sprawl around the shore of the icy lake Kronevann, or along the many streams that connect it to its sister lakes in [[#Bruckland|Bruckland]]. The best known of the settlements on the Kronevann is &#039;&#039;&#039;Kronehal&#039;&#039;&#039;. Claimed as the home of Sigrid Alvsdottir, legendary champion of the Steinr who slew Vatr, the one-eyed warleader of the trolls and as her reward claimed the crown of the Steinr.&lt;br /&gt;
&lt;br /&gt;
===Northspires===&lt;br /&gt;
The hills and mountains of Northspires are a rich source of [[Materials#Orichalcum|Orichalcum]] and [[Materials#Tempest Jade|Tempest Jade]]. Some of the highest peaks in Wintermark are found here, and there are scattered ruins on the upper slopes that date back to the height of the troll kingdoms. Several halls look down across the rest of Hahnmark from here, the most famous of which is probably the &#039;&#039;&#039;Stormspires&#039;&#039;&#039;. A remote fortress and watchtower whose commander is often titled ‘the Eyes of the North’, Stormspire keeps a careful watch on any traffic from the North. One of the key major beacons, the folk of Stormspire also maintain and staff a smaller network of beacons on nearby peaks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Southridge===&lt;br /&gt;
In the years before the foundation of the Empire, the rolling downs and woodlands of Southridge were the site of regular skirmishes between the Winterfolk and the Marchers. These came to an end with a final peace treaty, signed at the settlement of &#039;&#039;&#039;Moot&#039;&#039;&#039;. Grim-faced folk drew lines on maps and agreed to fight orcs, not each other. The place of meeting grew into a small trading settlement where Marcher grain goes north, and Wintermark sends its worked metal and leather south. Despite nearly five centuries of relative peace, however, there are occasional tales of haunted battlefields and unfortunate incidents with rowdy Marchers who ought to know better.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The woodlands and rugged gulleys of Southridge are also home to at least one hidden tribe of [[Feni]] who mostly keep to themselves but occasionally engage in banditry against travelers or poorly defended halls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Valasmark===&lt;br /&gt;
Rugged Valasmark slopes down towards the cold fens of [[Kallavesa]] to the south-west. In a populous valley near the centre of the region stands &#039;&#039;&#039;Valashal&#039;&#039;&#039;, a Hall almost entirely peopled by groups of Steinr, accepting warriors from all over the nation. Its stated intent is to be the greatest focus of martial heroism in the country and therefore the world. Without Suaq, their casualties in time of war tend to be horrific; but they also attract scops from far and wide to sing of their bravery and their dead are remembered for their glorious deeds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
===Wood Heath===&lt;br /&gt;
On the edge of the forests on the southern side of Hahnmark stands the bustling logging town of &#039;&#039;&#039;Woodhall&#039;&#039;&#039; which supplies a great deal of of the wood, charcoal and [[Materials#Beggar&#039;s Lye|Beggar&#039;s Lye]] for Wintermark’s building, crafting and smithing. Woodhall also sees regular caravans from [[Temeschwar]] to the east, and enjoys cordial relations with the [[The Marches|Marchers]] of [[Upwold]] to the south.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As with Southridge to the west, there is believed to be at least one tribe of secluded [[Feni]] in Wood Heath, although their attentions are mostly directed toward Upwold and [[Miaren]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The regions of Hahnmark are under the control of the people of Wintermark (and by extension the Empire) making the territory staunchly Imperial.&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36113</id>
		<title>Hahnmark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36113"/>
		<updated>2015-06-02T19:48:53Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Northspires */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofHahnmark.png|title=Mountain passes and granite halls|caption=Regions of Hahnmark|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward [[Sermersuaq]] and [[Kallavesa]]. In ancient times it was the centre of the troll kingdom, but today is considered the ancestral homeland of the [[Steinr]] in Wintermark. The other passes through the mountains are likewise protected by fortified halls, preventing access to the rolling hills that drop down towards fertile plains.&lt;br /&gt;
&lt;br /&gt;
In the oldest days, before the coming of the Steinr, Hahnmark was the heart of the troll kingdoms and it was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The peaks of eastern Hahnmark are scattered with relics from the troll kingdom, mostly ruined and empty, or haunted by malignant spirits who hate the people of the lowlands with an endless, frigid spite. The higher peaks are avoided by sensible folk as a consequence.&lt;br /&gt;
&lt;br /&gt;
Hahnmark is a rugged land, like the people who call it home. A slight majority of the population are Steinr, but as always there is a nearly equal presence of Suaq and Kallavesi people in its prosperous halls. The people of the rolling hills enjoy a high level of prosperity, their wealth coming from trade with other Imperial nations; from the mines and farms of the mountains and the flatlands; and from the strong sword-arms of it&#039;s warriors.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Hahnmark is appointed by the Steinr during the Autumn equinox, and is almost invariably from Steinr stock.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
During the invasion of [[Skarsind]], many refugees came down through [[Skarsind#Pakaanen&#039;s Pass|Pakaanen&#039;s Pass]] to find temporary homes in [[#Northspires|Northspires]] and [[#Bruckland|Bruckland]]. Since the territory has been reclaimed, many are returning to their homes - although a number have chosen to stay permanently in Hahnmark. Concerns that the [[Thule]] might come further west and invade Hahnmark proved groundless, but there were repeated calls for the Hall at [[#Kalpaheim|Kalpaheim]] and the vigilant [[#Northspires|Stormspires]] to be reinforced and further fortified. Successive [[Imperial Senate|Senates]] failed to agree to the amount of white granite needed, and the projects were largely abandoned.&lt;br /&gt;
{{CaptionedImage|file=Wintermark2.jpg|align=right|width=300|caption=Costume by Jo Perridge}}&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Kalpaheim ===&lt;br /&gt;
The largest settlement in Wintermark. Once capital of the entire nation, this is the site of the original joining of the three cultures. The settlement circles a stone fortress built in the first days after the defeat of the trolls - the Hall at Kalpaheim - parts of which extend into tunnels dug deep beneath the mountains. A prosperous hub for trade with other nations, Kalpaheim guards a large pass through the mountains that serves as a major trade-route down into the [[The Marches|Marches]], and the rest of the Empire. Other valuable trade routes include those to [[Hercynia]] in the north-west, and through the [[Navarr]] territory to the forests and mines of [[Skarsind]] and ultimately [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
As well as safeguarding the prosperity of Hahnmark, Kalpaheim is a central feature in the heritage of the Winterfolk. The &#039;&#039;&#039;Face of King Ulmo&#039;&#039;&#039;, an immense carving of the first monarch of Wintermark, looks down upon Kalpaheim from the side of one of the western mountains. It serves as a reminder that the eyes of history are upon the town and the people of Wintermark. This impressive feat is one of the wonders of the Empire, constructed long before the nation joined the Empire by a trio of [[Wintermark Magical Traditions#Artok|Artok]] under the control of the [[Wintermark Magical Traditions#Icewalkers|icewalker]] Gilda Heimssdottir. She also dug out most of the tunnels that parts of the hall now occupy.&lt;br /&gt;
&lt;br /&gt;
=== The Fingers ===&lt;br /&gt;
When the Steinr travelled through mountain passes to find the [[Suaq]] and [[Kallavesi]], they sought guidance in visions. It is said that this high-mountain with its four jagged peaks rose above the mist in the early daylight, pointing out the way. It is now home to a religious settlement called The Fingers, where the virtues that founded Wintermark are celebrated; the [[Courage]] to carry such a bold plan through, the [[Pride]] gained through the trials of the journey, and the [[Loyalty]] that now joins the three peoples.&lt;br /&gt;
=== Gulnar’s Deeps ===&lt;br /&gt;
An old series of copper mines in northern [[#Kalpamark|Kalpamark]] that unexpectedly broke into a much larger cave network beneath. The full extent of the caves has never been mapped, since ice and meltwater make much of it treacherous, but a wealth of minerals and metals now comes from the deeps.&lt;br /&gt;
===Runegrott===&lt;br /&gt;
In southern [[#Northspires|Northspires]] is found a vast labyrinthine chamber in the ice, in which many runes are carved. They are thought to be very old, and some scholars argue that the origin of runes in Wintermark lies here, rather than in the caves beneath [[Skarsind#Gildenheim|Gildenheim]]. The chamber is carefully guarded. It is a matter of debate as to whether the runes bear any message -- some claim the original laws of Wintermark, and thus the Empire -- were taken from the inscriptions in this chamber.&lt;br /&gt;
==Regions==&lt;br /&gt;
===Bruckland===&lt;br /&gt;
Of all the regions of Hahnmark, Bruckland has the highest concentration of halls that have a majority of Suaq members. The cold, flat plains are scattered with low, artifical hills atop which lie stone beacons and desolate watchtowers. Between the hills wander [[farm|large domesticated herds]] of deer, elk and the occasional [[Mundane_beasts#Mammoths|mammoth]]. Fruitless attempts to domesticate the mammoths have largely been abandoned, but there are a few stubborn mammoth herders in Bruckland who follow the herds and occasionally harvest an old or injured member for ivory, hide and meat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The most famous settlement in Bruckland, the fishing hamlet of &#039;&#039;&#039;Turelva&#039;&#039;&#039; lies across the waters of Kronevann from Kronehal. The two settlements enjoy a friendly rivalry in all matters; an annual fishing contest between the two has become a four day festival which boasts attendees from as far afield as [[Dawn]].&lt;br /&gt;
===Kalpamark===&lt;br /&gt;
The heartland of Hahnmark, site of [[#Kalpaheim|Kalpaheim]] and the face of King Ulmo. The halls of Kalpamark are some of the most prosperous and influential in Hahnmark - possibly in the whole of Wintermark.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kronemark===&lt;br /&gt;
The flattest part of Hahnmark, the downs of Kronemark are a patchwork of fishing villages and [[farm|farms]]. The largest settlements sprawl around the shore of the icy lake Kronevann, or along the many streams that connect it to its sister lakes in [[#Bruckland|Bruckland]]. The best known of the settlements on the Kronevann is &#039;&#039;&#039;Kronehal&#039;&#039;&#039;. Claimed as the home of Sigrid Alvsdottir, legendary champion of the Steinr who slew Vatr, the one-eyed warleader of the trolls and as her reward claimed the crown of the Steinr.&lt;br /&gt;
&lt;br /&gt;
===Northspires===&lt;br /&gt;
The hills and mountains of Northspires are a rich source of [[Materials#Orichalcum|Orichalcum]] and [[Materials#Tempest Jade|Tempest Jade]]. Some of the highest peaks in Wintermark are found here, and there are scattered ruins on the upper slopes that date back to the height of the troll kingdoms. Several halls look down across the rest of Hahnmark from here, the most famous of which is probably the &#039;&#039;&#039;Stormspires&#039;&#039;&#039;. A remote fortress and watchtower whose commander is often titled ‘the Eyes of the North’, Stormspire keeps a careful watch on any traffic from the North. One of the key major beacons, the folk of Stormspire also maintain and staff a smaller network of beacons on nearby peaks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Southridge===&lt;br /&gt;
In the years before the foundation of the Empire, the rolling downs and woodlands of Southridge were the site of regular skirmishes between the Winterfolk and the Marchers. These came to an end with a final peace treaty, signed at the settlement of &#039;&#039;&#039;Moot&#039;&#039;&#039;. Grim-faced folk drew lines on maps and agreed to fight orcs, not each other. The place of meeting grew into a small trading settlement where Marcher grain goes north, and Wintermark sends its worked metal and leather south. Despite nearly five centuries of relative peace, however, there are occasional tales of haunted battlefields and unfortunate incidents with rowdy Marchers who ought to know better.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The woodlands and rugged gulleys of Southridge are also home to at least one hidden tribe of [[Feni]] who mostly keep to themselves but occasionally engage in banditry against travelers or poorly defended halls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
===Valasmark===&lt;br /&gt;
Rugged Valasmark slopes down towards the cold fens of [[Kallavesa]] to the south-west. In a populous valley near the centre of the region stands &#039;&#039;&#039;Valashal&#039;&#039;&#039;, a Hall almost entirely peopled by groups of Steinr, accepting warriors from all over the nation. Its stated intent is to be the greatest focus of martial heroism in the country and therefore the world. Without Suaq, their casualties in time of war tend to be horrific; but they also attract scops from far and wide to sing of their bravery and their dead are remembered for their glorious deeds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
===Wood Heath===&lt;br /&gt;
On the edge of the forests on the southern side of Hahnmark stands the bustling logging town of &#039;&#039;&#039;Woodhall&#039;&#039;&#039; which supplies a great deal of of the wood, charcoal and [[Materials#Beggar&#039;s Lye|Beggar&#039;s Lye]] for Wintermark’s building, crafting and smithing. Woodhall also sees regular caravans from [[Temeschwar]] to the east, and enjoys cordial relations with the [[The Marches|Marchers]] of [[Upwold]] to the south.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As with Southridge to the west, there is believed to be at least one tribe of secluded [[Feni]] in Wood Heath, although their attentions are mostly directed toward Upwold and [[Miaren]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The regions of Hahnmark are under the control of the people of Wintermark (and by extension the Empire) making the territory staunchly Imperial.&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36112</id>
		<title>Hahnmark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hahnmark&amp;diff=36112"/>
		<updated>2015-06-02T19:48:38Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Kalpamark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofHahnmark.png|title=Mountain passes and granite halls|caption=Regions of Hahnmark|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
The territory of Hahnmark is spread along a series of treacherous mountain passes, the rolling foothills beneath and the wide plains that stretch toward [[Sermersuaq]] and [[Kallavesa]]. In ancient times it was the centre of the troll kingdom, but today is considered the ancestral homeland of the [[Steinr]] in Wintermark. The other passes through the mountains are likewise protected by fortified halls, preventing access to the rolling hills that drop down towards fertile plains.&lt;br /&gt;
&lt;br /&gt;
In the oldest days, before the coming of the Steinr, Hahnmark was the heart of the troll kingdoms and it was here that the three peoples first came together to oppose their enemies, and to create the union that has made their people the strongest in the world. The peaks of eastern Hahnmark are scattered with relics from the troll kingdom, mostly ruined and empty, or haunted by malignant spirits who hate the people of the lowlands with an endless, frigid spite. The higher peaks are avoided by sensible folk as a consequence.&lt;br /&gt;
&lt;br /&gt;
Hahnmark is a rugged land, like the people who call it home. A slight majority of the population are Steinr, but as always there is a nearly equal presence of Suaq and Kallavesi people in its prosperous halls. The people of the rolling hills enjoy a high level of prosperity, their wealth coming from trade with other Imperial nations; from the mines and farms of the mountains and the flatlands; and from the strong sword-arms of it&#039;s warriors.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Hahnmark is appointed by the Steinr during the Autumn equinox, and is almost invariably from Steinr stock.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
During the invasion of [[Skarsind]], many refugees came down through [[Skarsind#Pakaanen&#039;s Pass|Pakaanen&#039;s Pass]] to find temporary homes in [[#Northspires|Northspires]] and [[#Bruckland|Bruckland]]. Since the territory has been reclaimed, many are returning to their homes - although a number have chosen to stay permanently in Hahnmark. Concerns that the [[Thule]] might come further west and invade Hahnmark proved groundless, but there were repeated calls for the Hall at [[#Kalpaheim|Kalpaheim]] and the vigilant [[#Northspires|Stormspires]] to be reinforced and further fortified. Successive [[Imperial Senate|Senates]] failed to agree to the amount of white granite needed, and the projects were largely abandoned.&lt;br /&gt;
{{CaptionedImage|file=Wintermark2.jpg|align=right|width=300|caption=Costume by Jo Perridge}}&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Kalpaheim ===&lt;br /&gt;
The largest settlement in Wintermark. Once capital of the entire nation, this is the site of the original joining of the three cultures. The settlement circles a stone fortress built in the first days after the defeat of the trolls - the Hall at Kalpaheim - parts of which extend into tunnels dug deep beneath the mountains. A prosperous hub for trade with other nations, Kalpaheim guards a large pass through the mountains that serves as a major trade-route down into the [[The Marches|Marches]], and the rest of the Empire. Other valuable trade routes include those to [[Hercynia]] in the north-west, and through the [[Navarr]] territory to the forests and mines of [[Skarsind]] and ultimately [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
As well as safeguarding the prosperity of Hahnmark, Kalpaheim is a central feature in the heritage of the Winterfolk. The &#039;&#039;&#039;Face of King Ulmo&#039;&#039;&#039;, an immense carving of the first monarch of Wintermark, looks down upon Kalpaheim from the side of one of the western mountains. It serves as a reminder that the eyes of history are upon the town and the people of Wintermark. This impressive feat is one of the wonders of the Empire, constructed long before the nation joined the Empire by a trio of [[Wintermark Magical Traditions#Artok|Artok]] under the control of the [[Wintermark Magical Traditions#Icewalkers|icewalker]] Gilda Heimssdottir. She also dug out most of the tunnels that parts of the hall now occupy.&lt;br /&gt;
&lt;br /&gt;
=== The Fingers ===&lt;br /&gt;
When the Steinr travelled through mountain passes to find the [[Suaq]] and [[Kallavesi]], they sought guidance in visions. It is said that this high-mountain with its four jagged peaks rose above the mist in the early daylight, pointing out the way. It is now home to a religious settlement called The Fingers, where the virtues that founded Wintermark are celebrated; the [[Courage]] to carry such a bold plan through, the [[Pride]] gained through the trials of the journey, and the [[Loyalty]] that now joins the three peoples.&lt;br /&gt;
=== Gulnar’s Deeps ===&lt;br /&gt;
An old series of copper mines in northern [[#Kalpamark|Kalpamark]] that unexpectedly broke into a much larger cave network beneath. The full extent of the caves has never been mapped, since ice and meltwater make much of it treacherous, but a wealth of minerals and metals now comes from the deeps.&lt;br /&gt;
===Runegrott===&lt;br /&gt;
In southern [[#Northspires|Northspires]] is found a vast labyrinthine chamber in the ice, in which many runes are carved. They are thought to be very old, and some scholars argue that the origin of runes in Wintermark lies here, rather than in the caves beneath [[Skarsind#Gildenheim|Gildenheim]]. The chamber is carefully guarded. It is a matter of debate as to whether the runes bear any message -- some claim the original laws of Wintermark, and thus the Empire -- were taken from the inscriptions in this chamber.&lt;br /&gt;
==Regions==&lt;br /&gt;
===Bruckland===&lt;br /&gt;
Of all the regions of Hahnmark, Bruckland has the highest concentration of halls that have a majority of Suaq members. The cold, flat plains are scattered with low, artifical hills atop which lie stone beacons and desolate watchtowers. Between the hills wander [[farm|large domesticated herds]] of deer, elk and the occasional [[Mundane_beasts#Mammoths|mammoth]]. Fruitless attempts to domesticate the mammoths have largely been abandoned, but there are a few stubborn mammoth herders in Bruckland who follow the herds and occasionally harvest an old or injured member for ivory, hide and meat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The most famous settlement in Bruckland, the fishing hamlet of &#039;&#039;&#039;Turelva&#039;&#039;&#039; lies across the waters of Kronevann from Kronehal. The two settlements enjoy a friendly rivalry in all matters; an annual fishing contest between the two has become a four day festival which boasts attendees from as far afield as [[Dawn]].&lt;br /&gt;
===Kalpamark===&lt;br /&gt;
The heartland of Hahnmark, site of [[#Kalpaheim|Kalpaheim]] and the face of King Ulmo. The halls of Kalpamark are some of the most prosperous and influential in Hahnmark - possibly in the whole of Wintermark.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kronemark===&lt;br /&gt;
The flattest part of Hahnmark, the downs of Kronemark are a patchwork of fishing villages and [[farm|farms]]. The largest settlements sprawl around the shore of the icy lake Kronevann, or along the many streams that connect it to its sister lakes in [[#Bruckland|Bruckland]]. The best known of the settlements on the Kronevann is &#039;&#039;&#039;Kronehal&#039;&#039;&#039;. Claimed as the home of Sigrid Alvsdottir, legendary champion of the Steinr who slew Vatr, the one-eyed warleader of the trolls and as her reward claimed the crown of the Steinr.&lt;br /&gt;
&lt;br /&gt;
===Northspires===&lt;br /&gt;
The hills and mountains of Northspires are a rich source of [[Materials#Orichalcum|Orichalcum]] and [[Materials#Tempest Jade|Tempest Jade]]. Some of the highest peaks in Wintermark are found here, and there are scattered ruins on the upper slopes that date back to the height of the troll kingdoms. Several halls look down across the rest of Hahnmark from here, the most famous of which is probably the &#039;&#039;&#039;Stormspires&#039;&#039;&#039;. A remote fortress and watchtower whose commander is often titled ‘the Eyes of the North’, Stormspire keeps a careful watch on any traffic from the North. One of the key major beacons, the folk of Stormspire also maintain and staff a smaller network of beacons on nearby peaks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
===Southridge===&lt;br /&gt;
In the years before the foundation of the Empire, the rolling downs and woodlands of Southridge were the site of regular skirmishes between the Winterfolk and the Marchers. These came to an end with a final peace treaty, signed at the settlement of &#039;&#039;&#039;Moot&#039;&#039;&#039;. Grim-faced folk drew lines on maps and agreed to fight orcs, not each other. The place of meeting grew into a small trading settlement where Marcher grain goes north, and Wintermark sends its worked metal and leather south. Despite nearly five centuries of relative peace, however, there are occasional tales of haunted battlefields and unfortunate incidents with rowdy Marchers who ought to know better.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The woodlands and rugged gulleys of Southridge are also home to at least one hidden tribe of [[Feni]] who mostly keep to themselves but occasionally engage in banditry against travelers or poorly defended halls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
===Valasmark===&lt;br /&gt;
Rugged Valasmark slopes down towards the cold fens of [[Kallavesa]] to the south-west. In a populous valley near the centre of the region stands &#039;&#039;&#039;Valashal&#039;&#039;&#039;, a Hall almost entirely peopled by groups of Steinr, accepting warriors from all over the nation. Its stated intent is to be the greatest focus of martial heroism in the country and therefore the world. Without Suaq, their casualties in time of war tend to be horrific; but they also attract scops from far and wide to sing of their bravery and their dead are remembered for their glorious deeds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
===Wood Heath===&lt;br /&gt;
On the edge of the forests on the southern side of Hahnmark stands the bustling logging town of &#039;&#039;&#039;Woodhall&#039;&#039;&#039; which supplies a great deal of of the wood, charcoal and [[Materials#Beggar&#039;s Lye|Beggar&#039;s Lye]] for Wintermark’s building, crafting and smithing. Woodhall also sees regular caravans from [[Temeschwar]] to the east, and enjoys cordial relations with the [[The Marches|Marchers]] of [[Upwold]] to the south.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As with Southridge to the west, there is believed to be at least one tribe of secluded [[Feni]] in Wood Heath, although their attentions are mostly directed toward Upwold and [[Miaren]].&amp;lt;br&amp;gt;&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hills&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* The regions of Hahnmark are under the control of the people of Wintermark (and by extension the Empire) making the territory staunchly Imperial.&lt;br /&gt;
* This page is still under development - the next stage is to review approved backgrounds for details that would enrich the description of the territory.&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36111</id>
		<title>Karsk</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36111"/>
		<updated>2015-06-02T19:46:32Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Nitrost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Karskregions.png|title=A war-torn land|caption=Regions of karsk|align=left|width=508}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the &amp;quot;&#039;&#039;bloated crows of Karsk, grown fat from human flesh and suffering.&#039;&#039;&amp;quot; At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the Imperial orcs joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars including the last scion of the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny]] mining family.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
After a period of escalating raids, barbarian orcs invaded Karsk from the north in 368YE. In a series of surprise attacks they overwhelmed the border fortresses and pushed deep into the heart of the territory. The ferocity and sheer numbers involved in the assault took the Varushkans by surprise, and before the Empire could organize an effective counter-attack, Karsk had fallen. &lt;br /&gt;
&lt;br /&gt;
The campaign against the orcs stretched on for several decades. A few vales held out against the barbarians, backed up by some Imperial forces, a [[Varushka Magical Traditions#Cabalists|cabal]] or two and a few fellowships of [[warden|wardens]]. Scattered reports revealed that the initial strong invasion quickly stalled. It soon became clear that the invading orcs were fighting among themselves, and with some of the few remaining indigenous orcish bandit tribes.&lt;br /&gt;
&lt;br /&gt;
Following major offensives in [[#Moresvah|Moresvah]] and [[#Nitrost|Nitrost]] a strike team assaulted the town of Isember in [[#Lestasny|Lestasny]] during the Spring Equinox 378YE. A focal point for traitors aiding the Thule, victory resulted in the destruction of the town and drove Thule forces back into the eastern regions. Karsk was once again in Imperial hands - but the campaign was far from over. The Thule forces showed no sign of abandoning the territory. As the year lengthened, [[378YE_Summer_Solstice_winds_of_war#Amid_Ruined_hills|the barbarians regrouped]] and in Autumn [[378YE_Autumn_Equinox_winds_of_war#A_Tale_of_Fog_and_Ravens|launched a counter-offensive]]. During the Autumn Equinox, Nitrost was lost following a concerted Thule offensive, and with it Imperial control of the territory.&lt;br /&gt;
&lt;br /&gt;
Within three months, however, the tide of war had turned back the other way. A major campaign by Varushkan, Navarr and Urizen forces aided by powerful ritual magic forced the Thule back out of Nitrost, returning the territory to Imperial hands. During the Winter Solstice 378YE, Karsk was once again made part of Varushka - but this time there was a good deal more discussion in the [[Imperial Senate]], and some talk of granting it to the [[Imperial Orcs]] as their first territory.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== Isember ===&lt;br /&gt;
Grew rich off the back of orc slaves, hacking prime timber out of the rich forests overseen by hard-eyed schlacta. When the slaves were freed, and the mercenary spearmen left, the wolves in the forest grew bolder. Isember was in decline long before the orcs came, known as a violent place where anyone could carve out a new living for themselves, with no questions asked as to their background. Evidence came to light that many of the town’s inhabitants may have made bargains with the invaders, and that exiles and outlaws from across the Empire were coming here to fight under the Thule banners. In Spring 378YE a decisive battle was fought here, and the town of Isember largely ruined in what was a turning point in the war with the Thule.&lt;br /&gt;
&lt;br /&gt;
One of the few structures still standing is the poorly-named [[Karsk_spoils_of_war#The_Sovereigns_Heart|Sovereigns Heart]], a hostelry that for the moment is seeing excellent [[business]] serving Imperial troops raiding the Thule - it has proved especially popular with [[Imperial Orcs]] and [[Wintermark]] raiders. The precarious nature of the inn - right on the edge of Thule-claimed territory - adds a certain dark desperation to the drinking and fighting that are a regular feature of a night spent here.&lt;br /&gt;
&lt;br /&gt;
=== Kosti ===&lt;br /&gt;
A high-walled fortified town still holding for the Empire, in hope that one day Karsk will build a better reputation back in Empire control. Well-shielded wagon-trains barrel down the road from Triosk with supplies. &lt;br /&gt;
&lt;br /&gt;
=== Oloy ===&lt;br /&gt;
Once a great centre for the making of defensive talismans. Wise Volhov, natural amber and the silence of isolation combined to make great magics. It fell so fast, few survived and those who did tell of great magical treasures hurriedly hidden. The Thule magicians rapaciously stripped the area of resources, and one of the few to survive their attentions was the [[Karsk#Proritsatel Oloy|Proritsatel Oloy]]. Much depleted, it nonetheless will provide a bounty of crystal mana to a [[Varushka_magical_traditions#Volhov|volhov]] brave enough to seek it out.&lt;br /&gt;
&lt;br /&gt;
=== Veresk ===&lt;br /&gt;
The front of the barbarian advance, and a focus of Imperial scouting activity. Wardens watching the area reported incidents of orcs fighting orcs within the barbarian encampments there. Many of the permanent buildings of Veresk have been torn down, but the [[Karsk_spoils_of_war#Vereski_Stzena|Vereski Stzena]] still tend to the spiritual needs of the huddled survivors, too stubborn to leave their homes.&lt;br /&gt;
&lt;br /&gt;
=== Broken Barrow === &lt;br /&gt;
A scattered set of stone structures atop a mound. A great stone slab lies in two pieces on top of the central structures. Legend says that its a barrow, but it’s not clear who lay there - it appears empty. Others believe it might have been a settlement. It is not a place where Varushkans will linger after dark. Interestingly, scouts report that it appears to have been left alone by the barbarian invaders.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Branoc===&lt;br /&gt;
Hilly Branoc is the site of the sinister [[#broken barrow|broken barrow]]. The entire region has a bad reputation, as do several of the [[vales]] established here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Crowslook===&lt;br /&gt;
A desolate hilly region, the site of many mines … and the site of vicious fighting with the Imperial orcs during the orc rebellion. This is the site of a powerful Winter [[regio]] raised by the Thule during the Winter of 376YE, and of the cursed [[Karsk_spoils_of_war#Moye_Mucheniye|Moye Mucheniye]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kopevnost===&lt;br /&gt;
Site of &#039;&#039;&#039;Kosti&#039;&#039;&#039;, a well built town with low walls in a defensible position. It was never captured by the Thule. The region has a long, gentle coast and has served in the past as a valuable place for food and supplies to be delivered to the defenders of Karsk. A recent murder here brought to light the presence of a [[Varushkan_Monster#Mora|mora]] in the heart of Kosti, and the [[Karsk_spoils_of_war#Travy_Mudrosti|Travy Mudrosti]] is the remnant of her tragic tale. The citizens of Kosti asked that the [[herb garden]] be added to the [[Karsk spoils of war|spoils of war]], no doubt concerned that any curse she may have left might fall on one of their families.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Krevsaty===&lt;br /&gt;
The rolling hills of Krevsaty is the site of the remains of the settlement of [[#Oloy|Oloy]]. The Thule are believed to have a large camp there, extracting as much ambergelt as possible from the surrounding areas. Some scouts suggest they have enslaved a number of talismancers captured when Krevasty fell to the barbarians. The region is the base of operations of a powerful Thule [[Thule#Thule#Warriors_of_the_Thule|warlock]] practitioner of Spring ritual magic. Along the northern border with neighbouring [[Volodmartz]] lies the [[Karsk_spoils_of_war#Krevsaty_Yelta|Krevsaty Yelta]], one of the richest [[Materials#Ambergelt|ambergelt]] [[forest|forests]] in Karsk - and one that has managed to remain largely untouched by the barbarians. With Krevasty in Thule hands it is difficult to reach overland, but the long route through Volodmartz still allows the bounty of ambergelt to be claimed by those brave enough to pass through trackless hills and forests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Lestasny===&lt;br /&gt;
Previously this forested region was the location of the town of Isember; a wretched hive of scum and villainy. The humans there joined forces with the Thule barbarians in return for loot and stolen Imperial coin, and attracted bandits, exiles and criminals from across the northern Empire. During the Spring Equinox 378YE a strike force of Imperial heroes descended on Lestasny, scattering it&#039;s defenders and putting many of them to the sword. Isember now stands in ruins, and it is unclear whether the Varushkans have any interest in rebuilding it.&lt;br /&gt;
&lt;br /&gt;
A great distance to the east of the ruins of Isember lie the [[Karsk_spoils_of_war#Mir_Mozga|Mir Mozga]] - a barren stretch of pines, surprisingly rich in [[Materials#Dragonbone|dragonbone]]. The [[forest]] has been ignored by the Thule, for some reason; scouts speak of being watched, but with no sign of any living creatures larger than a squirrel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Moresvah===&lt;br /&gt;
Reasonably hilly and has a long coast; it was one of the last regions to be taken by the Thule. For many years defenders from the three largest mining families - the Malinov, the Sloev and the Pravin - held out and fought the Thule using the isolated mines and networks of tunnels to avoid capture. Following their liberation by Imperial forces in Winter 377YE the three families broke into their reserves of equipment and materials to offer valuable [[Casualties#Resupply|resources]] to the armies fighting the Thule here.&lt;br /&gt;
&lt;br /&gt;
Not every mine in Moresvah was so lucky - the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny Zheleza]] for example was thoroughly plundered by the barbarians during the occupation. This did not stop the Sloev family attempting to take control of the mine in Spring 378YE, but tey abruptly withdrew their petition and the mine ultimately fell under the jurisdiction of the [[Imperial Military Council|military council]] as a [[Spoils of war|spoil of war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Nitrost===&lt;br /&gt;
A hilly region, where the ruins of Veresk stand – those buildings that have not been torn down by the invaders have been damaged during the internecine fighting between orc bands. With the region returned to Imperial hands, the slow business of rebuilding can begin. Not everyone wishes to remain in Nitrost, however. The [[Varushka_military_concerns|schlacta]] known as [[Karsk_spoils_of_war#Slava.27s_Schlacta|Slava&#039;s Schlacta]] saw their vale overrun by Thule and lost their boyar in the recent war of liberation. With their homes gone, most are looking for a new captain to lead them against the enemies of Varushka.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the beginning of Spring 379YE, Imperial forces control the regions of Kopevnost, Moresvah, Lestasny and Nitrost. The territory is still under Imperial control, but the Thule maintain a strong presence in Branoc, Krevasty and Crowslook.&lt;br /&gt;
* A list of the [[spoils of war]], allocated by the [[Imperial Military Council|Military Council]] at the Summer Solstice 378YE can be found [[Karsk spoils of war|here]].&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36110</id>
		<title>Karsk</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36110"/>
		<updated>2015-06-02T19:46:16Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Moresvah */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Karskregions.png|title=A war-torn land|caption=Regions of karsk|align=left|width=508}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the &amp;quot;&#039;&#039;bloated crows of Karsk, grown fat from human flesh and suffering.&#039;&#039;&amp;quot; At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the Imperial orcs joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars including the last scion of the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny]] mining family.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
After a period of escalating raids, barbarian orcs invaded Karsk from the north in 368YE. In a series of surprise attacks they overwhelmed the border fortresses and pushed deep into the heart of the territory. The ferocity and sheer numbers involved in the assault took the Varushkans by surprise, and before the Empire could organize an effective counter-attack, Karsk had fallen. &lt;br /&gt;
&lt;br /&gt;
The campaign against the orcs stretched on for several decades. A few vales held out against the barbarians, backed up by some Imperial forces, a [[Varushka Magical Traditions#Cabalists|cabal]] or two and a few fellowships of [[warden|wardens]]. Scattered reports revealed that the initial strong invasion quickly stalled. It soon became clear that the invading orcs were fighting among themselves, and with some of the few remaining indigenous orcish bandit tribes.&lt;br /&gt;
&lt;br /&gt;
Following major offensives in [[#Moresvah|Moresvah]] and [[#Nitrost|Nitrost]] a strike team assaulted the town of Isember in [[#Lestasny|Lestasny]] during the Spring Equinox 378YE. A focal point for traitors aiding the Thule, victory resulted in the destruction of the town and drove Thule forces back into the eastern regions. Karsk was once again in Imperial hands - but the campaign was far from over. The Thule forces showed no sign of abandoning the territory. As the year lengthened, [[378YE_Summer_Solstice_winds_of_war#Amid_Ruined_hills|the barbarians regrouped]] and in Autumn [[378YE_Autumn_Equinox_winds_of_war#A_Tale_of_Fog_and_Ravens|launched a counter-offensive]]. During the Autumn Equinox, Nitrost was lost following a concerted Thule offensive, and with it Imperial control of the territory.&lt;br /&gt;
&lt;br /&gt;
Within three months, however, the tide of war had turned back the other way. A major campaign by Varushkan, Navarr and Urizen forces aided by powerful ritual magic forced the Thule back out of Nitrost, returning the territory to Imperial hands. During the Winter Solstice 378YE, Karsk was once again made part of Varushka - but this time there was a good deal more discussion in the [[Imperial Senate]], and some talk of granting it to the [[Imperial Orcs]] as their first territory.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== Isember ===&lt;br /&gt;
Grew rich off the back of orc slaves, hacking prime timber out of the rich forests overseen by hard-eyed schlacta. When the slaves were freed, and the mercenary spearmen left, the wolves in the forest grew bolder. Isember was in decline long before the orcs came, known as a violent place where anyone could carve out a new living for themselves, with no questions asked as to their background. Evidence came to light that many of the town’s inhabitants may have made bargains with the invaders, and that exiles and outlaws from across the Empire were coming here to fight under the Thule banners. In Spring 378YE a decisive battle was fought here, and the town of Isember largely ruined in what was a turning point in the war with the Thule.&lt;br /&gt;
&lt;br /&gt;
One of the few structures still standing is the poorly-named [[Karsk_spoils_of_war#The_Sovereigns_Heart|Sovereigns Heart]], a hostelry that for the moment is seeing excellent [[business]] serving Imperial troops raiding the Thule - it has proved especially popular with [[Imperial Orcs]] and [[Wintermark]] raiders. The precarious nature of the inn - right on the edge of Thule-claimed territory - adds a certain dark desperation to the drinking and fighting that are a regular feature of a night spent here.&lt;br /&gt;
&lt;br /&gt;
=== Kosti ===&lt;br /&gt;
A high-walled fortified town still holding for the Empire, in hope that one day Karsk will build a better reputation back in Empire control. Well-shielded wagon-trains barrel down the road from Triosk with supplies. &lt;br /&gt;
&lt;br /&gt;
=== Oloy ===&lt;br /&gt;
Once a great centre for the making of defensive talismans. Wise Volhov, natural amber and the silence of isolation combined to make great magics. It fell so fast, few survived and those who did tell of great magical treasures hurriedly hidden. The Thule magicians rapaciously stripped the area of resources, and one of the few to survive their attentions was the [[Karsk#Proritsatel Oloy|Proritsatel Oloy]]. Much depleted, it nonetheless will provide a bounty of crystal mana to a [[Varushka_magical_traditions#Volhov|volhov]] brave enough to seek it out.&lt;br /&gt;
&lt;br /&gt;
=== Veresk ===&lt;br /&gt;
The front of the barbarian advance, and a focus of Imperial scouting activity. Wardens watching the area reported incidents of orcs fighting orcs within the barbarian encampments there. Many of the permanent buildings of Veresk have been torn down, but the [[Karsk_spoils_of_war#Vereski_Stzena|Vereski Stzena]] still tend to the spiritual needs of the huddled survivors, too stubborn to leave their homes.&lt;br /&gt;
&lt;br /&gt;
=== Broken Barrow === &lt;br /&gt;
A scattered set of stone structures atop a mound. A great stone slab lies in two pieces on top of the central structures. Legend says that its a barrow, but it’s not clear who lay there - it appears empty. Others believe it might have been a settlement. It is not a place where Varushkans will linger after dark. Interestingly, scouts report that it appears to have been left alone by the barbarian invaders.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Branoc===&lt;br /&gt;
Hilly Branoc is the site of the sinister [[#broken barrow|broken barrow]]. The entire region has a bad reputation, as do several of the [[vales]] established here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Crowslook===&lt;br /&gt;
A desolate hilly region, the site of many mines … and the site of vicious fighting with the Imperial orcs during the orc rebellion. This is the site of a powerful Winter [[regio]] raised by the Thule during the Winter of 376YE, and of the cursed [[Karsk_spoils_of_war#Moye_Mucheniye|Moye Mucheniye]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kopevnost===&lt;br /&gt;
Site of &#039;&#039;&#039;Kosti&#039;&#039;&#039;, a well built town with low walls in a defensible position. It was never captured by the Thule. The region has a long, gentle coast and has served in the past as a valuable place for food and supplies to be delivered to the defenders of Karsk. A recent murder here brought to light the presence of a [[Varushkan_Monster#Mora|mora]] in the heart of Kosti, and the [[Karsk_spoils_of_war#Travy_Mudrosti|Travy Mudrosti]] is the remnant of her tragic tale. The citizens of Kosti asked that the [[herb garden]] be added to the [[Karsk spoils of war|spoils of war]], no doubt concerned that any curse she may have left might fall on one of their families.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Krevsaty===&lt;br /&gt;
The rolling hills of Krevsaty is the site of the remains of the settlement of [[#Oloy|Oloy]]. The Thule are believed to have a large camp there, extracting as much ambergelt as possible from the surrounding areas. Some scouts suggest they have enslaved a number of talismancers captured when Krevasty fell to the barbarians. The region is the base of operations of a powerful Thule [[Thule#Thule#Warriors_of_the_Thule|warlock]] practitioner of Spring ritual magic. Along the northern border with neighbouring [[Volodmartz]] lies the [[Karsk_spoils_of_war#Krevsaty_Yelta|Krevsaty Yelta]], one of the richest [[Materials#Ambergelt|ambergelt]] [[forest|forests]] in Karsk - and one that has managed to remain largely untouched by the barbarians. With Krevasty in Thule hands it is difficult to reach overland, but the long route through Volodmartz still allows the bounty of ambergelt to be claimed by those brave enough to pass through trackless hills and forests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Lestasny===&lt;br /&gt;
Previously this forested region was the location of the town of Isember; a wretched hive of scum and villainy. The humans there joined forces with the Thule barbarians in return for loot and stolen Imperial coin, and attracted bandits, exiles and criminals from across the northern Empire. During the Spring Equinox 378YE a strike force of Imperial heroes descended on Lestasny, scattering it&#039;s defenders and putting many of them to the sword. Isember now stands in ruins, and it is unclear whether the Varushkans have any interest in rebuilding it.&lt;br /&gt;
&lt;br /&gt;
A great distance to the east of the ruins of Isember lie the [[Karsk_spoils_of_war#Mir_Mozga|Mir Mozga]] - a barren stretch of pines, surprisingly rich in [[Materials#Dragonbone|dragonbone]]. The [[forest]] has been ignored by the Thule, for some reason; scouts speak of being watched, but with no sign of any living creatures larger than a squirrel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Moresvah===&lt;br /&gt;
Reasonably hilly and has a long coast; it was one of the last regions to be taken by the Thule. For many years defenders from the three largest mining families - the Malinov, the Sloev and the Pravin - held out and fought the Thule using the isolated mines and networks of tunnels to avoid capture. Following their liberation by Imperial forces in Winter 377YE the three families broke into their reserves of equipment and materials to offer valuable [[Casualties#Resupply|resources]] to the armies fighting the Thule here.&lt;br /&gt;
&lt;br /&gt;
Not every mine in Moresvah was so lucky - the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny Zheleza]] for example was thoroughly plundered by the barbarians during the occupation. This did not stop the Sloev family attempting to take control of the mine in Spring 378YE, but tey abruptly withdrew their petition and the mine ultimately fell under the jurisdiction of the [[Imperial Military Council|military council]] as a [[Spoils of war|spoil of war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Nitrost===&lt;br /&gt;
A hilly region, where the ruins of Veresk stand – those buildings that have not been torn down by the invaders have been damaged during the internecine fighting between orc bands. With the region returned to Imperial hands, the slow business of rebuilding can begin. Not everyone wishes to remain in Nitrost, however. The [[Varushka_military_concerns|schlacta]] known as [[Karsk_spoils_of_war#Slava.27s_Schlacta|Slava&#039;s Schlacta]] saw their vale overrun by Thule and lost their boyar in the recent war of liberation. With their homes gone, most are looking for a new captain to lead them against the enemies of Varushka.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the beginning of Spring 379YE, Imperial forces control the regions of Kopevnost, Moresvah, Lestasny and Nitrost. The territory is still under Imperial control, but the Thule maintain a strong presence in Branoc, Krevasty and Crowslook.&lt;br /&gt;
* A list of the [[spoils of war]], allocated by the [[Imperial Military Council|Military Council]] at the Summer Solstice 378YE can be found [[Karsk spoils of war|here]].&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36109</id>
		<title>Karsk</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36109"/>
		<updated>2015-06-02T19:46:00Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Krevsaty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Karskregions.png|title=A war-torn land|caption=Regions of karsk|align=left|width=508}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the &amp;quot;&#039;&#039;bloated crows of Karsk, grown fat from human flesh and suffering.&#039;&#039;&amp;quot; At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the Imperial orcs joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars including the last scion of the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny]] mining family.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
After a period of escalating raids, barbarian orcs invaded Karsk from the north in 368YE. In a series of surprise attacks they overwhelmed the border fortresses and pushed deep into the heart of the territory. The ferocity and sheer numbers involved in the assault took the Varushkans by surprise, and before the Empire could organize an effective counter-attack, Karsk had fallen. &lt;br /&gt;
&lt;br /&gt;
The campaign against the orcs stretched on for several decades. A few vales held out against the barbarians, backed up by some Imperial forces, a [[Varushka Magical Traditions#Cabalists|cabal]] or two and a few fellowships of [[warden|wardens]]. Scattered reports revealed that the initial strong invasion quickly stalled. It soon became clear that the invading orcs were fighting among themselves, and with some of the few remaining indigenous orcish bandit tribes.&lt;br /&gt;
&lt;br /&gt;
Following major offensives in [[#Moresvah|Moresvah]] and [[#Nitrost|Nitrost]] a strike team assaulted the town of Isember in [[#Lestasny|Lestasny]] during the Spring Equinox 378YE. A focal point for traitors aiding the Thule, victory resulted in the destruction of the town and drove Thule forces back into the eastern regions. Karsk was once again in Imperial hands - but the campaign was far from over. The Thule forces showed no sign of abandoning the territory. As the year lengthened, [[378YE_Summer_Solstice_winds_of_war#Amid_Ruined_hills|the barbarians regrouped]] and in Autumn [[378YE_Autumn_Equinox_winds_of_war#A_Tale_of_Fog_and_Ravens|launched a counter-offensive]]. During the Autumn Equinox, Nitrost was lost following a concerted Thule offensive, and with it Imperial control of the territory.&lt;br /&gt;
&lt;br /&gt;
Within three months, however, the tide of war had turned back the other way. A major campaign by Varushkan, Navarr and Urizen forces aided by powerful ritual magic forced the Thule back out of Nitrost, returning the territory to Imperial hands. During the Winter Solstice 378YE, Karsk was once again made part of Varushka - but this time there was a good deal more discussion in the [[Imperial Senate]], and some talk of granting it to the [[Imperial Orcs]] as their first territory.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== Isember ===&lt;br /&gt;
Grew rich off the back of orc slaves, hacking prime timber out of the rich forests overseen by hard-eyed schlacta. When the slaves were freed, and the mercenary spearmen left, the wolves in the forest grew bolder. Isember was in decline long before the orcs came, known as a violent place where anyone could carve out a new living for themselves, with no questions asked as to their background. Evidence came to light that many of the town’s inhabitants may have made bargains with the invaders, and that exiles and outlaws from across the Empire were coming here to fight under the Thule banners. In Spring 378YE a decisive battle was fought here, and the town of Isember largely ruined in what was a turning point in the war with the Thule.&lt;br /&gt;
&lt;br /&gt;
One of the few structures still standing is the poorly-named [[Karsk_spoils_of_war#The_Sovereigns_Heart|Sovereigns Heart]], a hostelry that for the moment is seeing excellent [[business]] serving Imperial troops raiding the Thule - it has proved especially popular with [[Imperial Orcs]] and [[Wintermark]] raiders. The precarious nature of the inn - right on the edge of Thule-claimed territory - adds a certain dark desperation to the drinking and fighting that are a regular feature of a night spent here.&lt;br /&gt;
&lt;br /&gt;
=== Kosti ===&lt;br /&gt;
A high-walled fortified town still holding for the Empire, in hope that one day Karsk will build a better reputation back in Empire control. Well-shielded wagon-trains barrel down the road from Triosk with supplies. &lt;br /&gt;
&lt;br /&gt;
=== Oloy ===&lt;br /&gt;
Once a great centre for the making of defensive talismans. Wise Volhov, natural amber and the silence of isolation combined to make great magics. It fell so fast, few survived and those who did tell of great magical treasures hurriedly hidden. The Thule magicians rapaciously stripped the area of resources, and one of the few to survive their attentions was the [[Karsk#Proritsatel Oloy|Proritsatel Oloy]]. Much depleted, it nonetheless will provide a bounty of crystal mana to a [[Varushka_magical_traditions#Volhov|volhov]] brave enough to seek it out.&lt;br /&gt;
&lt;br /&gt;
=== Veresk ===&lt;br /&gt;
The front of the barbarian advance, and a focus of Imperial scouting activity. Wardens watching the area reported incidents of orcs fighting orcs within the barbarian encampments there. Many of the permanent buildings of Veresk have been torn down, but the [[Karsk_spoils_of_war#Vereski_Stzena|Vereski Stzena]] still tend to the spiritual needs of the huddled survivors, too stubborn to leave their homes.&lt;br /&gt;
&lt;br /&gt;
=== Broken Barrow === &lt;br /&gt;
A scattered set of stone structures atop a mound. A great stone slab lies in two pieces on top of the central structures. Legend says that its a barrow, but it’s not clear who lay there - it appears empty. Others believe it might have been a settlement. It is not a place where Varushkans will linger after dark. Interestingly, scouts report that it appears to have been left alone by the barbarian invaders.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Branoc===&lt;br /&gt;
Hilly Branoc is the site of the sinister [[#broken barrow|broken barrow]]. The entire region has a bad reputation, as do several of the [[vales]] established here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Crowslook===&lt;br /&gt;
A desolate hilly region, the site of many mines … and the site of vicious fighting with the Imperial orcs during the orc rebellion. This is the site of a powerful Winter [[regio]] raised by the Thule during the Winter of 376YE, and of the cursed [[Karsk_spoils_of_war#Moye_Mucheniye|Moye Mucheniye]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kopevnost===&lt;br /&gt;
Site of &#039;&#039;&#039;Kosti&#039;&#039;&#039;, a well built town with low walls in a defensible position. It was never captured by the Thule. The region has a long, gentle coast and has served in the past as a valuable place for food and supplies to be delivered to the defenders of Karsk. A recent murder here brought to light the presence of a [[Varushkan_Monster#Mora|mora]] in the heart of Kosti, and the [[Karsk_spoils_of_war#Travy_Mudrosti|Travy Mudrosti]] is the remnant of her tragic tale. The citizens of Kosti asked that the [[herb garden]] be added to the [[Karsk spoils of war|spoils of war]], no doubt concerned that any curse she may have left might fall on one of their families.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Krevsaty===&lt;br /&gt;
The rolling hills of Krevsaty is the site of the remains of the settlement of [[#Oloy|Oloy]]. The Thule are believed to have a large camp there, extracting as much ambergelt as possible from the surrounding areas. Some scouts suggest they have enslaved a number of talismancers captured when Krevasty fell to the barbarians. The region is the base of operations of a powerful Thule [[Thule#Thule#Warriors_of_the_Thule|warlock]] practitioner of Spring ritual magic. Along the northern border with neighbouring [[Volodmartz]] lies the [[Karsk_spoils_of_war#Krevsaty_Yelta|Krevsaty Yelta]], one of the richest [[Materials#Ambergelt|ambergelt]] [[forest|forests]] in Karsk - and one that has managed to remain largely untouched by the barbarians. With Krevasty in Thule hands it is difficult to reach overland, but the long route through Volodmartz still allows the bounty of ambergelt to be claimed by those brave enough to pass through trackless hills and forests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Lestasny===&lt;br /&gt;
Previously this forested region was the location of the town of Isember; a wretched hive of scum and villainy. The humans there joined forces with the Thule barbarians in return for loot and stolen Imperial coin, and attracted bandits, exiles and criminals from across the northern Empire. During the Spring Equinox 378YE a strike force of Imperial heroes descended on Lestasny, scattering it&#039;s defenders and putting many of them to the sword. Isember now stands in ruins, and it is unclear whether the Varushkans have any interest in rebuilding it.&lt;br /&gt;
&lt;br /&gt;
A great distance to the east of the ruins of Isember lie the [[Karsk_spoils_of_war#Mir_Mozga|Mir Mozga]] - a barren stretch of pines, surprisingly rich in [[Materials#Dragonbone|dragonbone]]. The [[forest]] has been ignored by the Thule, for some reason; scouts speak of being watched, but with no sign of any living creatures larger than a squirrel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Moresvah===&lt;br /&gt;
Reasonably hilly and has a long coast; it was one of the last regions to be taken by the Thule. For many years defenders from the three largest mining families - the Malinov, the Sloev and the Pravin - held out and fought the Thule using the isolated mines and networks of tunnels to avoid capture. Following their liberation by Imperial forces in Winter 377YE the three families broke into their reserves of equipment and materials to offer valuable [[Casualties#Resupply|resources]] to the armies fighting the Thule here.&lt;br /&gt;
&lt;br /&gt;
Not every mine in Moresvah was so lucky - the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny Zheleza]] for example was thoroughly plundered by the barbarians during the occupation. This did not stop the Sloev family attempting to take control of the mine in Spring 378YE, but tey abruptly withdrew their petition and the mine ultimately fell under the jurisdiction of the [[Imperial Military Council|military council]] as a [[Spoils of war|spoil of war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Nitrost===&lt;br /&gt;
A hilly region, where the ruins of Veresk stand – those buildings that have not been torn down by the invaders have been damaged during the internecine fighting between orc bands. With the region returned to Imperial hands, the slow business of rebuilding can begin. Not everyone wishes to remain in Nitrost, however. The [[Varushka_military_concerns|schlacta]] known as [[Karsk_spoils_of_war#Slava.27s_Schlacta|Slava&#039;s Schlacta]] saw their vale overrun by Thule and lost their boyar in the recent war of liberation. With their homes gone, most are looking for a new captain to lead them against the enemies of Varushka.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the beginning of Spring 379YE, Imperial forces control the regions of Kopevnost, Moresvah, Lestasny and Nitrost. The territory is still under Imperial control, but the Thule maintain a strong presence in Branoc, Krevasty and Crowslook.&lt;br /&gt;
* A list of the [[spoils of war]], allocated by the [[Imperial Military Council|Military Council]] at the Summer Solstice 378YE can be found [[Karsk spoils of war|here]].&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36108</id>
		<title>Karsk</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36108"/>
		<updated>2015-06-02T19:45:44Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Crowslook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Karskregions.png|title=A war-torn land|caption=Regions of karsk|align=left|width=508}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the &amp;quot;&#039;&#039;bloated crows of Karsk, grown fat from human flesh and suffering.&#039;&#039;&amp;quot; At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the Imperial orcs joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars including the last scion of the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny]] mining family.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
After a period of escalating raids, barbarian orcs invaded Karsk from the north in 368YE. In a series of surprise attacks they overwhelmed the border fortresses and pushed deep into the heart of the territory. The ferocity and sheer numbers involved in the assault took the Varushkans by surprise, and before the Empire could organize an effective counter-attack, Karsk had fallen. &lt;br /&gt;
&lt;br /&gt;
The campaign against the orcs stretched on for several decades. A few vales held out against the barbarians, backed up by some Imperial forces, a [[Varushka Magical Traditions#Cabalists|cabal]] or two and a few fellowships of [[warden|wardens]]. Scattered reports revealed that the initial strong invasion quickly stalled. It soon became clear that the invading orcs were fighting among themselves, and with some of the few remaining indigenous orcish bandit tribes.&lt;br /&gt;
&lt;br /&gt;
Following major offensives in [[#Moresvah|Moresvah]] and [[#Nitrost|Nitrost]] a strike team assaulted the town of Isember in [[#Lestasny|Lestasny]] during the Spring Equinox 378YE. A focal point for traitors aiding the Thule, victory resulted in the destruction of the town and drove Thule forces back into the eastern regions. Karsk was once again in Imperial hands - but the campaign was far from over. The Thule forces showed no sign of abandoning the territory. As the year lengthened, [[378YE_Summer_Solstice_winds_of_war#Amid_Ruined_hills|the barbarians regrouped]] and in Autumn [[378YE_Autumn_Equinox_winds_of_war#A_Tale_of_Fog_and_Ravens|launched a counter-offensive]]. During the Autumn Equinox, Nitrost was lost following a concerted Thule offensive, and with it Imperial control of the territory.&lt;br /&gt;
&lt;br /&gt;
Within three months, however, the tide of war had turned back the other way. A major campaign by Varushkan, Navarr and Urizen forces aided by powerful ritual magic forced the Thule back out of Nitrost, returning the territory to Imperial hands. During the Winter Solstice 378YE, Karsk was once again made part of Varushka - but this time there was a good deal more discussion in the [[Imperial Senate]], and some talk of granting it to the [[Imperial Orcs]] as their first territory.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== Isember ===&lt;br /&gt;
Grew rich off the back of orc slaves, hacking prime timber out of the rich forests overseen by hard-eyed schlacta. When the slaves were freed, and the mercenary spearmen left, the wolves in the forest grew bolder. Isember was in decline long before the orcs came, known as a violent place where anyone could carve out a new living for themselves, with no questions asked as to their background. Evidence came to light that many of the town’s inhabitants may have made bargains with the invaders, and that exiles and outlaws from across the Empire were coming here to fight under the Thule banners. In Spring 378YE a decisive battle was fought here, and the town of Isember largely ruined in what was a turning point in the war with the Thule.&lt;br /&gt;
&lt;br /&gt;
One of the few structures still standing is the poorly-named [[Karsk_spoils_of_war#The_Sovereigns_Heart|Sovereigns Heart]], a hostelry that for the moment is seeing excellent [[business]] serving Imperial troops raiding the Thule - it has proved especially popular with [[Imperial Orcs]] and [[Wintermark]] raiders. The precarious nature of the inn - right on the edge of Thule-claimed territory - adds a certain dark desperation to the drinking and fighting that are a regular feature of a night spent here.&lt;br /&gt;
&lt;br /&gt;
=== Kosti ===&lt;br /&gt;
A high-walled fortified town still holding for the Empire, in hope that one day Karsk will build a better reputation back in Empire control. Well-shielded wagon-trains barrel down the road from Triosk with supplies. &lt;br /&gt;
&lt;br /&gt;
=== Oloy ===&lt;br /&gt;
Once a great centre for the making of defensive talismans. Wise Volhov, natural amber and the silence of isolation combined to make great magics. It fell so fast, few survived and those who did tell of great magical treasures hurriedly hidden. The Thule magicians rapaciously stripped the area of resources, and one of the few to survive their attentions was the [[Karsk#Proritsatel Oloy|Proritsatel Oloy]]. Much depleted, it nonetheless will provide a bounty of crystal mana to a [[Varushka_magical_traditions#Volhov|volhov]] brave enough to seek it out.&lt;br /&gt;
&lt;br /&gt;
=== Veresk ===&lt;br /&gt;
The front of the barbarian advance, and a focus of Imperial scouting activity. Wardens watching the area reported incidents of orcs fighting orcs within the barbarian encampments there. Many of the permanent buildings of Veresk have been torn down, but the [[Karsk_spoils_of_war#Vereski_Stzena|Vereski Stzena]] still tend to the spiritual needs of the huddled survivors, too stubborn to leave their homes.&lt;br /&gt;
&lt;br /&gt;
=== Broken Barrow === &lt;br /&gt;
A scattered set of stone structures atop a mound. A great stone slab lies in two pieces on top of the central structures. Legend says that its a barrow, but it’s not clear who lay there - it appears empty. Others believe it might have been a settlement. It is not a place where Varushkans will linger after dark. Interestingly, scouts report that it appears to have been left alone by the barbarian invaders.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Branoc===&lt;br /&gt;
Hilly Branoc is the site of the sinister [[#broken barrow|broken barrow]]. The entire region has a bad reputation, as do several of the [[vales]] established here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Crowslook===&lt;br /&gt;
A desolate hilly region, the site of many mines … and the site of vicious fighting with the Imperial orcs during the orc rebellion. This is the site of a powerful Winter [[regio]] raised by the Thule during the Winter of 376YE, and of the cursed [[Karsk_spoils_of_war#Moye_Mucheniye|Moye Mucheniye]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Kopevnost===&lt;br /&gt;
Site of &#039;&#039;&#039;Kosti&#039;&#039;&#039;, a well built town with low walls in a defensible position. It was never captured by the Thule. The region has a long, gentle coast and has served in the past as a valuable place for food and supplies to be delivered to the defenders of Karsk. A recent murder here brought to light the presence of a [[Varushkan_Monster#Mora|mora]] in the heart of Kosti, and the [[Karsk_spoils_of_war#Travy_Mudrosti|Travy Mudrosti]] is the remnant of her tragic tale. The citizens of Kosti asked that the [[herb garden]] be added to the [[Karsk spoils of war|spoils of war]], no doubt concerned that any curse she may have left might fall on one of their families.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Krevsaty===&lt;br /&gt;
The rolling hills of Krevsaty is the site of the remains of the settlement of [[#Oloy|Oloy]]. The Thule are believed to have a large camp there, extracting as much ambergelt as possible from the surrounding areas. Some scouts suggest they have enslaved a number of talismancers captured when Krevasty fell to the barbarians. The region is the base of operations of a powerful Thule [[Thule#Thule#Warriors_of_the_Thule|warlock]] practitioner of Spring ritual magic. Along the northern border with neighbouring [[Volodmartz]] lies the [[Karsk_spoils_of_war#Krevsaty_Yelta|Krevsaty Yelta]], one of the richest [[Materials#Ambergelt|ambergelt]] [[forest|forests]] in Karsk - and one that has managed to remain largely untouched by the barbarians. With Krevasty in Thule hands it is difficult to reach overland, but the long route through Volodmartz still allows the bounty of ambergelt to be claimed by those brave enough to pass through trackless hills and forests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Lestasny===&lt;br /&gt;
Previously this forested region was the location of the town of Isember; a wretched hive of scum and villainy. The humans there joined forces with the Thule barbarians in return for loot and stolen Imperial coin, and attracted bandits, exiles and criminals from across the northern Empire. During the Spring Equinox 378YE a strike force of Imperial heroes descended on Lestasny, scattering it&#039;s defenders and putting many of them to the sword. Isember now stands in ruins, and it is unclear whether the Varushkans have any interest in rebuilding it.&lt;br /&gt;
&lt;br /&gt;
A great distance to the east of the ruins of Isember lie the [[Karsk_spoils_of_war#Mir_Mozga|Mir Mozga]] - a barren stretch of pines, surprisingly rich in [[Materials#Dragonbone|dragonbone]]. The [[forest]] has been ignored by the Thule, for some reason; scouts speak of being watched, but with no sign of any living creatures larger than a squirrel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Moresvah===&lt;br /&gt;
Reasonably hilly and has a long coast; it was one of the last regions to be taken by the Thule. For many years defenders from the three largest mining families - the Malinov, the Sloev and the Pravin - held out and fought the Thule using the isolated mines and networks of tunnels to avoid capture. Following their liberation by Imperial forces in Winter 377YE the three families broke into their reserves of equipment and materials to offer valuable [[Casualties#Resupply|resources]] to the armies fighting the Thule here.&lt;br /&gt;
&lt;br /&gt;
Not every mine in Moresvah was so lucky - the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny Zheleza]] for example was thoroughly plundered by the barbarians during the occupation. This did not stop the Sloev family attempting to take control of the mine in Spring 378YE, but tey abruptly withdrew their petition and the mine ultimately fell under the jurisdiction of the [[Imperial Military Council|military council]] as a [[Spoils of war|spoil of war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Nitrost===&lt;br /&gt;
A hilly region, where the ruins of Veresk stand – those buildings that have not been torn down by the invaders have been damaged during the internecine fighting between orc bands. With the region returned to Imperial hands, the slow business of rebuilding can begin. Not everyone wishes to remain in Nitrost, however. The [[Varushka_military_concerns|schlacta]] known as [[Karsk_spoils_of_war#Slava.27s_Schlacta|Slava&#039;s Schlacta]] saw their vale overrun by Thule and lost their boyar in the recent war of liberation. With their homes gone, most are looking for a new captain to lead them against the enemies of Varushka.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the beginning of Spring 379YE, Imperial forces control the regions of Kopevnost, Moresvah, Lestasny and Nitrost. The territory is still under Imperial control, but the Thule maintain a strong presence in Branoc, Krevasty and Crowslook.&lt;br /&gt;
* A list of the [[spoils of war]], allocated by the [[Imperial Military Council|Military Council]] at the Summer Solstice 378YE can be found [[Karsk spoils of war|here]].&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36107</id>
		<title>Karsk</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Karsk&amp;diff=36107"/>
		<updated>2015-06-02T19:45:24Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Branoc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{CaptionedImage|file=Karskregions.png|title=A war-torn land|caption=Regions of karsk|align=left|width=508}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
This has always been a war-torn land. The scene of many vicious battles against the barbarians since before Varushka joined the Empire, it is scattered with fortresses, battlefields and ruins. It has an accursed reputation, and many stories refer to the &amp;quot;&#039;&#039;bloated crows of Karsk, grown fat from human flesh and suffering.&#039;&#039;&amp;quot; At one time this territory was home to numerous merchant boyars who became rich capturing and enslaving orcs to work in the mines of Volodmartz. When the Imperial orcs joined the Empire and it became illegal to keep orcish slaves, the senator for Karsk was brutally murdered during a meeting with a dozen now-ruined Karsk boyars including the last scion of the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny]] mining family.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
After a period of escalating raids, barbarian orcs invaded Karsk from the north in 368YE. In a series of surprise attacks they overwhelmed the border fortresses and pushed deep into the heart of the territory. The ferocity and sheer numbers involved in the assault took the Varushkans by surprise, and before the Empire could organize an effective counter-attack, Karsk had fallen. &lt;br /&gt;
&lt;br /&gt;
The campaign against the orcs stretched on for several decades. A few vales held out against the barbarians, backed up by some Imperial forces, a [[Varushka Magical Traditions#Cabalists|cabal]] or two and a few fellowships of [[warden|wardens]]. Scattered reports revealed that the initial strong invasion quickly stalled. It soon became clear that the invading orcs were fighting among themselves, and with some of the few remaining indigenous orcish bandit tribes.&lt;br /&gt;
&lt;br /&gt;
Following major offensives in [[#Moresvah|Moresvah]] and [[#Nitrost|Nitrost]] a strike team assaulted the town of Isember in [[#Lestasny|Lestasny]] during the Spring Equinox 378YE. A focal point for traitors aiding the Thule, victory resulted in the destruction of the town and drove Thule forces back into the eastern regions. Karsk was once again in Imperial hands - but the campaign was far from over. The Thule forces showed no sign of abandoning the territory. As the year lengthened, [[378YE_Summer_Solstice_winds_of_war#Amid_Ruined_hills|the barbarians regrouped]] and in Autumn [[378YE_Autumn_Equinox_winds_of_war#A_Tale_of_Fog_and_Ravens|launched a counter-offensive]]. During the Autumn Equinox, Nitrost was lost following a concerted Thule offensive, and with it Imperial control of the territory.&lt;br /&gt;
&lt;br /&gt;
Within three months, however, the tide of war had turned back the other way. A major campaign by Varushkan, Navarr and Urizen forces aided by powerful ritual magic forced the Thule back out of Nitrost, returning the territory to Imperial hands. During the Winter Solstice 378YE, Karsk was once again made part of Varushka - but this time there was a good deal more discussion in the [[Imperial Senate]], and some talk of granting it to the [[Imperial Orcs]] as their first territory.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== Isember ===&lt;br /&gt;
Grew rich off the back of orc slaves, hacking prime timber out of the rich forests overseen by hard-eyed schlacta. When the slaves were freed, and the mercenary spearmen left, the wolves in the forest grew bolder. Isember was in decline long before the orcs came, known as a violent place where anyone could carve out a new living for themselves, with no questions asked as to their background. Evidence came to light that many of the town’s inhabitants may have made bargains with the invaders, and that exiles and outlaws from across the Empire were coming here to fight under the Thule banners. In Spring 378YE a decisive battle was fought here, and the town of Isember largely ruined in what was a turning point in the war with the Thule.&lt;br /&gt;
&lt;br /&gt;
One of the few structures still standing is the poorly-named [[Karsk_spoils_of_war#The_Sovereigns_Heart|Sovereigns Heart]], a hostelry that for the moment is seeing excellent [[business]] serving Imperial troops raiding the Thule - it has proved especially popular with [[Imperial Orcs]] and [[Wintermark]] raiders. The precarious nature of the inn - right on the edge of Thule-claimed territory - adds a certain dark desperation to the drinking and fighting that are a regular feature of a night spent here.&lt;br /&gt;
&lt;br /&gt;
=== Kosti ===&lt;br /&gt;
A high-walled fortified town still holding for the Empire, in hope that one day Karsk will build a better reputation back in Empire control. Well-shielded wagon-trains barrel down the road from Triosk with supplies. &lt;br /&gt;
&lt;br /&gt;
=== Oloy ===&lt;br /&gt;
Once a great centre for the making of defensive talismans. Wise Volhov, natural amber and the silence of isolation combined to make great magics. It fell so fast, few survived and those who did tell of great magical treasures hurriedly hidden. The Thule magicians rapaciously stripped the area of resources, and one of the few to survive their attentions was the [[Karsk#Proritsatel Oloy|Proritsatel Oloy]]. Much depleted, it nonetheless will provide a bounty of crystal mana to a [[Varushka_magical_traditions#Volhov|volhov]] brave enough to seek it out.&lt;br /&gt;
&lt;br /&gt;
=== Veresk ===&lt;br /&gt;
The front of the barbarian advance, and a focus of Imperial scouting activity. Wardens watching the area reported incidents of orcs fighting orcs within the barbarian encampments there. Many of the permanent buildings of Veresk have been torn down, but the [[Karsk_spoils_of_war#Vereski_Stzena|Vereski Stzena]] still tend to the spiritual needs of the huddled survivors, too stubborn to leave their homes.&lt;br /&gt;
&lt;br /&gt;
=== Broken Barrow === &lt;br /&gt;
A scattered set of stone structures atop a mound. A great stone slab lies in two pieces on top of the central structures. Legend says that its a barrow, but it’s not clear who lay there - it appears empty. Others believe it might have been a settlement. It is not a place where Varushkans will linger after dark. Interestingly, scouts report that it appears to have been left alone by the barbarian invaders.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Branoc===&lt;br /&gt;
Hilly Branoc is the site of the sinister [[#broken barrow|broken barrow]]. The entire region has a bad reputation, as do several of the [[vales]] established here.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Hilly&lt;br /&gt;
&lt;br /&gt;
===Crowslook===&lt;br /&gt;
A desolate hilly region, the site of many mines … and the site of vicious fighting with the Imperial orcs during the orc rebellion. This is the site of a powerful Winter [[regio]] raised by the Thule during the Winter of 376YE, and of the cursed [[Karsk_spoils_of_war#Moye_Mucheniye|Moye Mucheniye]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Kopevnost===&lt;br /&gt;
Site of &#039;&#039;&#039;Kosti&#039;&#039;&#039;, a well built town with low walls in a defensible position. It was never captured by the Thule. The region has a long, gentle coast and has served in the past as a valuable place for food and supplies to be delivered to the defenders of Karsk. A recent murder here brought to light the presence of a [[Varushkan_Monster#Mora|mora]] in the heart of Kosti, and the [[Karsk_spoils_of_war#Travy_Mudrosti|Travy Mudrosti]] is the remnant of her tragic tale. The citizens of Kosti asked that the [[herb garden]] be added to the [[Karsk spoils of war|spoils of war]], no doubt concerned that any curse she may have left might fall on one of their families.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Krevsaty===&lt;br /&gt;
The rolling hills of Krevsaty is the site of the remains of the settlement of [[#Oloy|Oloy]]. The Thule are believed to have a large camp there, extracting as much ambergelt as possible from the surrounding areas. Some scouts suggest they have enslaved a number of talismancers captured when Krevasty fell to the barbarians. The region is the base of operations of a powerful Thule [[Thule#Thule#Warriors_of_the_Thule|warlock]] practitioner of Spring ritual magic. Along the northern border with neighbouring [[Volodmartz]] lies the [[Karsk_spoils_of_war#Krevsaty_Yelta|Krevsaty Yelta]], one of the richest [[Materials#Ambergelt|ambergelt]] [[forest|forests]] in Karsk - and one that has managed to remain largely untouched by the barbarians. With Krevasty in Thule hands it is difficult to reach overland, but the long route through Volodmartz still allows the bounty of ambergelt to be claimed by those brave enough to pass through trackless hills and forests.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Lestasny===&lt;br /&gt;
Previously this forested region was the location of the town of Isember; a wretched hive of scum and villainy. The humans there joined forces with the Thule barbarians in return for loot and stolen Imperial coin, and attracted bandits, exiles and criminals from across the northern Empire. During the Spring Equinox 378YE a strike force of Imperial heroes descended on Lestasny, scattering it&#039;s defenders and putting many of them to the sword. Isember now stands in ruins, and it is unclear whether the Varushkans have any interest in rebuilding it.&lt;br /&gt;
&lt;br /&gt;
A great distance to the east of the ruins of Isember lie the [[Karsk_spoils_of_war#Mir_Mozga|Mir Mozga]] - a barren stretch of pines, surprisingly rich in [[Materials#Dragonbone|dragonbone]]. The [[forest]] has been ignored by the Thule, for some reason; scouts speak of being watched, but with no sign of any living creatures larger than a squirrel. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keyword:&#039;&#039;&#039; Forested&lt;br /&gt;
&lt;br /&gt;
===Moresvah===&lt;br /&gt;
Reasonably hilly and has a long coast; it was one of the last regions to be taken by the Thule. For many years defenders from the three largest mining families - the Malinov, the Sloev and the Pravin - held out and fought the Thule using the isolated mines and networks of tunnels to avoid capture. Following their liberation by Imperial forces in Winter 377YE the three families broke into their reserves of equipment and materials to offer valuable [[Casualties#Resupply|resources]] to the armies fighting the Thule here.&lt;br /&gt;
&lt;br /&gt;
Not every mine in Moresvah was so lucky - the [[Karsk_spoils_of_war#Zeleny_Zheleza|Zeleny Zheleza]] for example was thoroughly plundered by the barbarians during the occupation. This did not stop the Sloev family attempting to take control of the mine in Spring 378YE, but tey abruptly withdrew their petition and the mine ultimately fell under the jurisdiction of the [[Imperial Military Council|military council]] as a [[Spoils of war|spoil of war]].&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
===Nitrost===&lt;br /&gt;
A hilly region, where the ruins of Veresk stand – those buildings that have not been torn down by the invaders have been damaged during the internecine fighting between orc bands. With the region returned to Imperial hands, the slow business of rebuilding can begin. Not everyone wishes to remain in Nitrost, however. The [[Varushka_military_concerns|schlacta]] known as [[Karsk_spoils_of_war#Slava.27s_Schlacta|Slava&#039;s Schlacta]] saw their vale overrun by Thule and lost their boyar in the recent war of liberation. With their homes gone, most are looking for a new captain to lead them against the enemies of Varushka.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039; Rugged&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the beginning of Spring 379YE, Imperial forces control the regions of Kopevnost, Moresvah, Lestasny and Nitrost. The territory is still under Imperial control, but the Thule maintain a strong presence in Branoc, Krevasty and Crowslook.&lt;br /&gt;
* A list of the [[spoils of war]], allocated by the [[Imperial Military Council|Military Council]] at the Summer Solstice 378YE can be found [[Karsk spoils of war|here]].&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Suzerain%27s_Command&amp;diff=18622</id>
		<title>Suzerain&#039;s Command</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Suzerain%27s_Command&amp;diff=18622"/>
		<updated>2013-03-17T12:44:34Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
This potent battlefield staff allows a magician to command and constrain the movement of their enemies. Some foes are hurled sprawling backwards, others are bound in place to face the wrath of the magician&#039;s allies. The staff is usually quite ornamental, designed to grant the bearer a sense of gravitas and inspire awe in their subordinates. It is a popular choice for martial magicians who rise to the rank of [[Imperial Military Council|general]], at least those who take the field alongside their troops. The sight of an enemy champion flying back into her own men, or a skirmisher brought to a crushing standstill before they can retreat is an effective morale-boosting tool.&lt;br /&gt;
&lt;br /&gt;
All implements are popular among the [[Urizen]], but the suzerain&#039;s command is a particularly valuable tool, especially among [[Urizen economic interests#Architects|architects]] who are also magicians. More than many other staffs, this implement demonstrates the magician&#039;s mastery of the physical world, moving enemies around as if they were game pieces. It&#039;s ability to control the movement of others makes it fascinating to some philosophically minded [[Navarr magical traditions#Vates|vates]] who meditate upon the different ways that magically effecting someone&#039;s ability to move can change their fate in the right circumstances. It also sees a lot of use by martially-minded [[The Brass Coast|Freeborn]] [[Hakima]] - an opponent held in place by the suzerain&#039;s command is readily dispatched by any supporting warriors.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the staff also sees some use outside the confusion of the melee. Knowing that a magician who can express her displeasure by hurling someone across a room often encourages an extra level of respect and politeness. Some mercurial [[Varushka magical traditions#Volhov|volhov]] refer to these staffs as &#039;&#039;second thoughts&#039;&#039;, favouring their ability to hold someone in place for a few moments to allow them time to reconsider their course of action.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magic overview#Staffs|Staff]].&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Three times per day you may cast the [[Spell list#Entangle|entangle]] or [[Spell list#Repel|repel]] spell without spending any mana.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a suzerain&#039;s command requires seventeen measures of [[Materials#Ambergelt|ambergelt]], fifteen ingots of [[Materials#Tempest Jade|tempest jade]] and ten measures of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Camilla looked up from the gameboard and signalled for another bowl of sugared fruit.&lt;br /&gt;
“Your move” she uttered nonchalantly at her opponent, a young wizard named Zeno.&lt;br /&gt;
&lt;br /&gt;
Zeno was not having a great day, if truth be told. His game had been improving recently to the point where he was able to challenge the more experienced Camilla, but she was clearly winning and she made little attempt to hide the fact that she knew it. He furrowed his brow and reached forward with  his robed arm to move one of the finely sculptured game pieces before him, shuffling it forward three squares before finally leaving it standing opposite one of Camilla&#039;s spires. His strategy and study of her playing styles suggested that she would not be able to resist the temptation to make an attack on his piece.&lt;br /&gt;
&lt;br /&gt;
He was wrong.&lt;br /&gt;
&lt;br /&gt;
Camilla, by contrast, was having a great day. Helping herself to a cube of crystallised pomegranate with one dainty hand, she reached forward with the other to make her move. Zeno was only the latest in a line of young challengers to her mastery of the game. She had politely accepted his offer but saw him as little threat. &lt;br /&gt;
&lt;br /&gt;
Zeno sighed audibly, though his utterance was swamped by the gasps from the audience. “At least they&#039;re surprised as well,” he muttered. He hadn&#039;t factored into his game equations just what a distracting effect a large crowd would have on his concentration. “Focus” he thought, “focus, focus, focus”. Reiterating through his memory what he knew of Camilla&#039;s games as well as his own mastery of the board, he realised that the game was now all but lost. Camilla&#039;s latest move had him flustered. “Of course,” he realised, “that was her intent. Better to leave me flustered and doubting my Arrete than follow her usual strategies.” What was it his first tutor had told him? That each new opponent must be faced with new methods. Study their play as much as you study the board. It was then he saw the flaw in her defences.&lt;br /&gt;
&lt;br /&gt;
He took old of one of his minor pieces which had been languishing in one of the corners and, with a flourish, set it down on the centre square. The crowd mumbled and Camilla paled visibly. In one stroke, he had pinned one of her spires and forced another to retreat or avoid being taken. &lt;br /&gt;
&lt;br /&gt;
“The Suzerain&#039;s command”, Camilla whispered. “I&#039;ve left myself open to the Suzerain&#039;s command&amp;quot;. Knowing her day had come, she leant over to acknowledge her defeat with a grace that belied the turmoil in her heart. &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Staffs]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Suzerain%27s_Command&amp;diff=18619</id>
		<title>Suzerain&#039;s Command</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Suzerain%27s_Command&amp;diff=18619"/>
		<updated>2013-03-17T12:44:14Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
This potent battlefield staff allows a magician to command and constrain the movement of their enemies. Some foes are hurled sprawling backwards, others are bound in place to face the wrath of the magician&#039;s allies. The staff is usually quite ornamental, designed to grant the bearer a sense of gravitas and inspire awe in their subordinates. It is a popular choice for martial magicians who rise to the rank of [[Imperial Military Council|general]], at least those who take the field alongside their troops. The sight of an enemy champion flying back into her own men, or a skirmisher brought to a crushing standstill before they can retreat is an effective morale-boosting tool.&lt;br /&gt;
&lt;br /&gt;
All implements are popular among the [[Urizen]], but the suzerain&#039;s command is a particularly valuable tool, especially among [[Urizen economic interests#Architects|architects]] who are also magicians. More than many other staffs, this implement demonstrates the magician&#039;s mastery of the physical world, moving enemies around as if they were game pieces. It&#039;s ability to control the movement of others makes it fascinating to some philosophically minded [[Navarr magical traditions#Vates|vates]] who meditate upon the different ways that magically effecting someone&#039;s ability to move can change their fate in the right circumstances. It also sees a lot of use by martially-minded [[The Brass Coast|Freeborn]] [[Hakima]] - an opponent held in place by the suzerain&#039;s command is readily dispatched by any supporting warriors.&lt;br /&gt;
&lt;br /&gt;
Needless to say, the staff also sees some use outside the confusion of the melee. Knowing that a magician who can express her displeasure by hurling someone across a room often encourages an extra level of respect and politeness. Some mercurial [[Varushka magical traditions#Volhov|volhov]] refer to these staffs as &#039;&#039;second thoughts&#039;&#039;, favouring their ability to hold someone in place for a few moments to allow them time to reconsider their course of action.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magic overview#Staffs|Staff]].&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Three times per day you may cast the [[Spell list#Entangle|entangle]] or [[Spell list#Repel|repel]] spell without spending any mana.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a suzerain&#039;s command requires seventeen measures of [[Materials#Ambergelt|ambergelt]], fifteen ingots of [[Materials#Tempest Jade|tempest jade]] and ten measures of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Camilla looked up from the gameboard and signalled for another bowl of sugared fruit.&lt;br /&gt;
“Your move” she uttered nonchalantly at her opponent, a young wizard named Zeno.&lt;br /&gt;
&lt;br /&gt;
Zeno was not having a great day, if truth be told. His game had been improving recently to the point where he was able to challenge the more experienced Camilla, but she was clearly winning and she made little attempt to hide the fact that she knew it. He furrowed his brow and reached forward with  his robed arm to move one of the finely sculptured game pieces before him, shuffling it forward three squares before finally leaving it standing opposite one of Camilla&#039;s spires. His strategy and study of her playing styles suggested that she would not be able to resist the temptation to make an attack on his piece.&lt;br /&gt;
&lt;br /&gt;
He was wrong.&lt;br /&gt;
&lt;br /&gt;
Camilla, by contrast, was having a great day. Helping herself to a cube of crystallised pomegranate with one dainty hand, she reached forward with the other to make her move. Zeno was only the latest in a line of young challengers to her mastery of the game. She had politely accepted his offer but saw him as little threat. &lt;br /&gt;
&lt;br /&gt;
Zeno sighed audibly, though his utterance was swamped by the gasps from the audience. “At least they&#039;re surprised as well,” he muttered. He hadn&#039;t factored into his game equations just what a distracting effect a large crowd would have on his concentration. “Focus” he thought, “focus, focus, focus”. Reiterating through his memory what he knew of Camilla&#039;s games as well as his own mastery of the board, he realised that the game was now all but lost. Camilla&#039;s latest move had him flustered. “Of course,” he realised, “that was her intent. Better to leave me flustered and doubting my Arrete than follow her usual strategies.” What was it his first tutor had told him? That each new opponent must be faced with new methods. Study their play as much as you study the board. It was then he saw the flaw in her defences.&lt;br /&gt;
&lt;br /&gt;
He took old of one of his minor pieces which had been languishing in one of the corners and, with a flourish, set it down on the centre square. The crowd mumbled and Camilla paled visibly. In one stroke, he had pinned one of her spires and forced another to retreat or avoid being taken. &lt;br /&gt;
&lt;br /&gt;
“The Suzerain&#039;s command”, Camilla whispered. “I&#039;ve left myself open to the Suzerain&#039;s command&#039;. Knowing her day had come, she leant over to acknowledge her defeat with a grace that belied the turmoil in her heart. &lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Staffs]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Splintering_Gorget&amp;diff=17410</id>
		<title>Splintering Gorget</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Splintering_Gorget&amp;diff=17410"/>
		<updated>2013-02-16T10:57:53Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
A splintering gorget is a piece of ornate neck protection, often cunningly forged to resemble amberglass, or fashioned from volcanic obsidian with matching vambraces and greaves. [[Imperial Orcs|orc]] [[Imperial Orcs magical traditions#Warcasters|warcasters]], [[Suaq]] [[Wintermark magical traditions#Icewalkers|icewalkers]] and some [[Varushka|Varushkan]] magicians fashion a similar arrangement out of bleached bones. In both cases, the armour tends to resemble splinters of glass or bone that radiate in a rough collar around the neck, over the chest and onto the shoulders.&lt;br /&gt;
&lt;br /&gt;
It takes its name from the [[The Brass Coast|Freeborn]] belief in glass as a metaphor for the soul - by inflicting transient damage on one&#039;s own soul, one can splinter the soul of another. Wearers of this mage armour may be viewed with some suspicion by the [[Brass Coast religious beliefs#Sutannir|sutannir]], and priests of other nations who understand the metaphor, but there is no suggestion that the use of the splintering gorget actually damages the souls of anyone involved - it simply provides a powerful boost to the magic of the [[Spell list#Weakness|weakness]] incantation, allowing a magician to cast it without depleting their personal reserves as quickly as normal.&lt;br /&gt;
&lt;br /&gt;
However, some wearers of this mage armour report odd dreams the night after they use it, dreams that seem to have little bearing on their own experiences or identity, as if they are dreaming &#039;&#039;someone else&#039;s&#039;&#039; dreams - as if splinters of their enemies&#039; souls have become briefly embedded in their own through the reciprocal nature of the weakness spell.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magical_skills#Wear_Mage_Armour|Mage Armour]]. Despite the name any mage armour may be a splintering gorget.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You may cast the [[Spell list#Weakness|weakness]] spell for 1 mana rather than 2 mana.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a splintering gorget requires ten measures of [[Materials#iridescent Gloaming|iridescent gloaming]], nine measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]] and five ingots of [[Materials#Tempest Jade|tempest jade]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night the First&lt;br /&gt;
&lt;br /&gt;
Awoke in a sweat, the taste of battle still fresh on my lips. Leg appears to be healing well. Wish Calazzo was here with me. Terrible dreams last night, experiences so utterly foreign to my mind it is a wonder I slept and woke at all. Thought this might be normal for a first battle, but no-one else in the field hospital seems affected. Maybe it is the leg wound which pains me so. I will ask Ipadra in the morning.&lt;br /&gt;
&lt;br /&gt;
Night the Second&lt;br /&gt;
&lt;br /&gt;
Another day of battle, this time without injury. The barbarians press us relentlessly and we have lost many today. The dreams persist, so vivid and colourful but also utterly alien. I saw myself standing in the enemy camp barking orders at the orc troops, running for hours across unknown plains of high grass, the taste of blood on my lips. They are beginning to trouble me, but Ipadra says they are nothing to worry about, although given the horrific injuries she must attend to among the troops I know she is too busy to bother further with my questions. &lt;br /&gt;
&lt;br /&gt;
Night the Third &lt;br /&gt;
&lt;br /&gt;
Fighting was intense again today, we have begun to press home against the enemy. Returned to camp exhausted of mana and battle both. Beginning to wish I was back on the ship. Still, the dreams keep coming. I cannot believe my mind holds such horrors and am beginning to worry for the sanctity of my soul. Why am I dreaming that I am one with the enemy? Why am I hunting and celebrating in their wretched camps?  I am so tired this morning that I am almost unable to move and have been confined to bed for the day with an unknown fever.&lt;br /&gt;
&lt;br /&gt;
Night the Fourth &lt;br /&gt;
&lt;br /&gt;
The first restful night of the campaign. Although dreams came and they were still of bloody war they felt closer to home, less alien. Ipadra sat next to my bed in the night to check upon me. This morning she explained why. The gorget I wear to aid in battle and spellcasting has affected my very soul, splintered shards of other, foreign mirrors which have pierced my being to the core. Ipadra explained that this happens rarely and in time I may learn to block these dreams out. In the meantime, she has offered me some noxious herbal concoction which may sooth my mind as I sleep so I will be able to join the fight again tomorrow. She also added that this is often taken as a sign of greatness and that the Hakima may show an interest in me should they hear of it. I expect that latter remark was designed just to make me feel better. It does not. Ipadra i Tatturo i Guerra, you are a much better physik than you are a liar.&lt;br /&gt;
&lt;br /&gt;
Excerpt from a Mage&#039;s Diary, taken from a raid in Anozel &amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Mage Armour]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Splintering_Gorget&amp;diff=17408</id>
		<title>Splintering Gorget</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Splintering_Gorget&amp;diff=17408"/>
		<updated>2013-02-16T10:53:11Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
A splintering gorget is a piece of ornate neck protection, often cunningly forged to resemble amberglass, or fashioned from volcanic obsidian with matching vambraces and greaves. [[Imperial Orcs|orc]] [[Imperial Orcs magical traditions#Warcasters|warcasters]], [[Suaq]] [[Wintermark magical traditions#Icewalkers|icewalkers]] and some [[Varushka|Varushkan]] magicians fashion a similar arrangement out of bleached bones. In both cases, the armour tends to resemble splinters of glass or bone that radiate in a rough collar around the neck, over the chest and onto the shoulders.&lt;br /&gt;
&lt;br /&gt;
It takes its name from the [[The Brass Coast|Freeborn]] belief in glass as a metaphor for the soul - by inflicting transient damage on one&#039;s own soul, one can splinter the soul of another. Wearers of this mage armour may be viewed with some suspicion by the [[Brass Coast religious beliefs#Sutannir|sutannir]], and priests of other nations who understand the metaphor, but there is no suggestion that the use of the splintering gorget actually damages the souls of anyone involved - it simply provides a powerful boost to the magic of the [[Spell list#Weakness|weakness]] incantation, allowing a magician to cast it without depleting their personal reserves as quickly as normal.&lt;br /&gt;
&lt;br /&gt;
However, some wearers of this mage armour report odd dreams the night after they use it, dreams that seem to have little bearing on their own experiences or identity, as if they are dreaming &#039;&#039;someone else&#039;s&#039;&#039; dreams - as if splinters of their enemies&#039; souls have become briefly embedded in their own through the reciprocal nature of the weakness spell.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; [[Magical_skills#Wear_Mage_Armour|Mage Armour]]. Despite the name any mage armour may be a splintering gorget.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You may cast the [[Spell list#Weakness|weakness]] spell for 1 mana rather than 2 mana.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a splintering gorget requires ten measures of [[Materials#iridescent Gloaming|iridescent gloaming]], nine measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]] and five ingots of [[Materials#Tempest Jade|tempest jade]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night the First&lt;br /&gt;
&lt;br /&gt;
Awoke in a sweat, the taste of battle still fresh on my lips. Leg appears to be healing well. Wish Calazzo was here with me. Terrible dreams last night, experiences so utterly foreign to my mind it is a wonder I slept and woke at all. Thought this might be normal for a first battle, but no-one else in the field hospital seems affected. Maybe it is the leg wound which pains me so. I will ask Ipadra in the morning.&lt;br /&gt;
&lt;br /&gt;
Night the Second&lt;br /&gt;
&lt;br /&gt;
Another day of battle, this time without injury. The barbarians press us relentlessly and we have lost many today. The dreams persist, so vivid and colourful but also utterly alien. I saw myself standing in the enemy camp barking orders at the orc troops, running for hours across unknown plains of high grass, the taste of blood on my lips. They are beginning to trouble me, but Ipadra says they are nothing to worry about, although given the horrific injuries she must attend to among the troops I know she is too busy to bother further with my questions. &lt;br /&gt;
&lt;br /&gt;
Night the Third &lt;br /&gt;
Fighting was intense again today, we have begun to press home against the enemy. Returned to camp exhausted of mana and battle both. Beginning to wish I was back on the ship. Still, the dreams keep coming. I cannot believe my mind holds such horrors and am beginning to worry for the sanctity of my soul. Why am I dreaming that I am one with the enemy? Why am I hunting and celebrating in their wretched camps?  I am so tired this morning that I am almost unable to move and have been confined to bed for the day with an unknown fever.&lt;br /&gt;
&lt;br /&gt;
Night the Fourth &lt;br /&gt;
The first restful night of the campaign. Although dreams came and they were still of bloody war they felt closer to home, less alien. Ipadra sat next to my bed in the night to check upon me. This morning she explained why. The gorget I wear to aid in battle and spellcasting has affected my very soul, splintered shards of other, foreign mirrors which have pierced my being to the core. Ipadra explained that this happens rarely and in time I may learn to block these dreams out. In the meantime, she has offered me some noxious herbal concoction which may sooth my mind as I sleep so I will be able to join the fight again tomorrow. She also added that this is often taken as a sign of greatness and that the Hakima may show an interest in me should they hear of it. I expect that latter remark was designed just to make me feel better. It does not. Ipadra i Tatturo i Guerra, you are a much better physik than you are a liar.&lt;br /&gt;
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Excerpt from a Diary, taken from a raid in Anozel &amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Mage Armour]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trodwalker%27s_Readiness&amp;diff=17369</id>
		<title>Trodwalker&#039;s Readiness</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trodwalker%27s_Readiness&amp;diff=17369"/>
		<updated>2013-02-13T19:03:29Z</updated>

		<summary type="html">&lt;p&gt;Liam: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Description==&lt;br /&gt;
The warrior with magical abilitites or the magician with the confidence and inner fire to be a true hero both benefit from the use of these arcane weapons. Both weapon and implement are often marked with mirrored spirals, or designs reminiscent of the [[Trods]] that the [[Navarr]] walk. There are many stories that suggest that the weapons occasionally channel additional strength to their wielders when they are employed in the vicinity of a trod, although there may be other explanations for this phenomenon (if it even exists - all the evidence is anecdotal). &lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; A pair consisting of a [[Combat#one-handed Weapons|One-handed weapon]] and either a [[Magic overview#Rods|rod]] or a [[Magic overview#Wands|wand]]&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You gain one additional [[Heroic skills#Hero points|hero point]] and one additional point of personal mana.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting the trodwalker&#039;s readiness requires twelve measures of [[Materials#Dragonbone|dragonbone]], seven ingots of [[Materials#Green Iron|green iron]], seven measures of [[Materials#Iridescent Gloaming|iridescent gloaming]], four ingots of [[Materials#Orichalcum|orichalcum]] and four measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]]. It takes one month to make a pair of these items.&lt;br /&gt;
You require both the [[Combat skills#Ambidexterity|ambidexterity]] and [[Magical skills#Magician|magician]] skills to bond to these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Text attribution ---&amp;gt;&lt;br /&gt;
&amp;lt;ic&amp;gt;IC Text assigned - Liam Spinage&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items]]&lt;br /&gt;
[[Category:Arcane Weapons]]&lt;/div&gt;</summary>
		<author><name>Liam</name></author>
	</entry>
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