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		<updated>2026-07-26T19:32:23Z</updated>
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	<entry>
		<id>?title=Teron_Ashfiend</id>
		<title>Teron Ashfiend</title>
		<link rel="alternate" type="text/html" href="?title=Teron_Ashfiend"/>
				<updated>2008-03-17T00:58:56Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* Current Sketch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;background:#ffffcc;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
== Inception == &lt;br /&gt;
&lt;br /&gt;
{{add bio}}&lt;br /&gt;
''Hate never dies''&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
'''Teron Ashfiend''' (or The Ashfiend as he is often called) stands between six and seven feet tall.  He is easily identified by both his height and his armor, the latter being an ancient, scarred and blackened suit of heavy plate.  The countless scratches and burns almost hide the symbol decorating the breastplate - a vertical sword crossed at the hilt by a pair of weeping, wilting roses - a symbol that has earned him the sobriquet &amp;quot;The Knight of the Wilted Rose.&amp;quot;  Ancient, black gloves and boots hide away both hands and feet.  A tattered cloak, hemmed in faded gold thread, hangs past armored knees.  A faded gray scarf masks the lower half of his visage while a low hood seals it within a shadow from which flare his brilliant, unblinking eyes alive with a livid crimson flame.  His presence is occasionally felt before he is seen as a great chill follows him about that leeches the warmth from all living things; a chill that becomes quite unbearable should one venture to touch, or have the misfortune of being touched, by him.&lt;br /&gt;
&lt;br /&gt;
== Sobriquets ==&lt;br /&gt;
&lt;br /&gt;
The Scourge of Myrken, The Wilted Rose, Arak's Ruin&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
It is said that, long ago, the Ashfiend was a mortal warrior, named Trevellyan Penroll, who stood for the cause of peace and justice, in service to the god of a defunct religion known simply as Cedrick the White.  His armor, and personal symbol, was that of a sword crossed at the hilt by a pair of weeping, wilting roses and it is the armor he yet wears to this day.  The same symbol earned him the name &amp;quot;The Wilted Rose,&amp;quot; in reference to both his armor and his fallen stature from mortal hero to undead scourge.  While the stories concerning The Wilted Rose are indeed ancient enough to be considered, if at all, as only legend and myth, there is no denying that such a figure was a hero to the defenseless and defender of justice.&lt;br /&gt;
&lt;br /&gt;
One such tale, the most popular concerning the memory of the Wilted Rose, concerns his fighting an ancient demon named Valkadesh in the belly of a live volcano for three days and three nights.  At the end of that conflict he defeated the demon and took from him an item referred to only as &amp;quot;the Signet Ring.&amp;quot;  Ancient history being the mist-shrouded thing that it is, there is a small gap in the time line before the Wilted Rose watches his home, betrothed, and people all die in a terrible battle also waged against demons.&lt;br /&gt;
&lt;br /&gt;
Quiller's and Burnie's research has also revealed that the Wilted Rose was slain soon thereafter.  And somehow, though no knowledge has been forthcoming to clear up the confusion, he indeed perished twice before finding himself enslaved to someone that the Ashfiend identifies as Sin'Vraal.  In his alleged service to Vraal, the Ashfiend led armies out of dark nightmares to lay waste to kingdoms and wipe empires from the memory of mankind.  One such man was named Arak, a powerful Demigod whom the Ashfiend forged a special weapon to slay known as Arak's Ruin - a moniker that has been applied to him as well.&lt;br /&gt;
&lt;br /&gt;
Penroll's rose was not always wilted.  It came to be that on the day before he was to be betrothed to Elysia, and after striking a major defeat against the Fallen One Sin'Vraal, Vraal's forces crushed Penroll's homeland and eradicated his people.  The holy warrior's love perished in his arms and, beset by fury, he tracked Vraal to his temple in the name of blood and vengeance.  In the dark temple that Penroll wagered to be the site of their final battle, he found both: his own blood and vengeance that yet clung to him even as he died.  Even as he rose again.  Even as he wandered the world for another means of seeing Vraal undone.&lt;br /&gt;
&lt;br /&gt;
Cursed with endless rage, the Wilted Rose endured through a second attempt upon Vraal that also ended in failure.  After such, and upon recognizing Penroll for who he was, Vraal beheld the once-man's undying hatred and the power it gave him.  With a flare for the poetic, Sin'Vraal went on to restore what he could of the ruined holy warrior and bound him into slavery: to his hatred and to himself.  Thus was Penroll made to serve the monster that had taken everything from him and slain him twice over.  Thus was Teron Ashfiend born.&lt;br /&gt;
&lt;br /&gt;
== Current Sketch ==&lt;br /&gt;
&lt;br /&gt;
Since his arrival, Teron has done little but wreak destruction and make enemies of the people of Myrken Wood.  He is known to be responsible for the disappearances of a librarian at the [[Library of Mudd]] as well as [[Teddi]], a serving girl at the [[Broken Dagger(Inn)|Broken Dagger Tavern]].  He is said by some to strike against enemies with a confidence that borders on arrogance though such overweening pride is not entirely without some merit.  He has demonstrated a great, tireless strength as well as an alleged immunity to either heat or cold.  He is also a known practitioner of sorcery, specifically [[necromancy]], as a great deal of his sorcerous power deals with inflicting pain, robbing people of their strength and raising [[undead]] to serve him.  &lt;br /&gt;
&lt;br /&gt;
The serving girl Teddi, employed by the Broken Dagger Inn, has recently been rescued from Teron's clutches by a brave force of Shepherd Knights, Constables, and volunteer civilians who fought against the Ashfiend and his undead minions resulting in many casualties.  Still the Ashfiend was driven from the Priory of Snowstill, his army broken, and his whereabouts unknown.&lt;br /&gt;
&lt;br /&gt;
With the Ashfiend's apparent success in hunting down and slaying his former murderer and master, Sin'Vraal, he has turned his attention to one last task: to make the land safe for the return of his betrothed from the land of the dead.  His idea of making Myrken safe revolves around dragging all possible threats, and indeed all life if necessary, into destruction.  His means of accomplishing this are many and varied, as his is a mind given to oblique attacks upon enemies who are prone to a weakness that he does not seem to share: death.  Teron Ashfiend has engaged Myrkenfolk and their defenders in many battles, and while able to be driven off or distracted he does not seem to suffer overly long from being wounded.  Some have asserted that were his body destroyed his spirit would linger on, in unending hatred, until it gathered enough strength to reclaim his body.  However he might be destroyed, strength of arms and sorcery alone seem unfit for the task of bringing down one who has personally murdered over two hundred fifty people in Myrken Wood alone.  There is, however, a clue to the method of his final end.&lt;br /&gt;
&lt;br /&gt;
That clue may lie in tears.  &lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
http://i196.photobucket.com/albums/aa242/Malaroth/UNDEAD.jpg&lt;br /&gt;
&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Teron_Ashfiend</id>
		<title>Teron Ashfiend</title>
		<link rel="alternate" type="text/html" href="?title=Teron_Ashfiend"/>
				<updated>2008-02-13T03:49:30Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* Current Sketch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;background:#ffffcc;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
== Inception == &lt;br /&gt;
&lt;br /&gt;
{{add bio}}&lt;br /&gt;
''Hate never dies''&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
'''Teron Ashfiend''' (or The Ashfiend as he is often called) stands between six and seven feet tall.  He is easily identified by both his height and his armor, the latter being an ancient, scarred and blackened suit of heavy plate.  The countless scratches and burns almost hide the symbol decorating the breastplate - a vertical sword crossed at the hilt by a pair of weeping, wilting roses - a symbol that has earned him the sobriquet &amp;quot;The Knight of the Wilted Rose.&amp;quot;  Ancient, black gloves and boots hide away both hands and feet.  A tattered cloak, hemmed in faded gold thread, hangs past armored knees.  A faded gray scarf masks the lower half of his visage while a low hood seals it within a shadow from which flare his brilliant, unblinking eyes alive with a livid crimson flame.  His presence is occasionally felt before he is seen as a great chill follows him about that leeches the warmth from all living things; a chill that becomes quite unbearable should one venture to touch, or have the misfortune of being touched, by him.&lt;br /&gt;
&lt;br /&gt;
== Sobriquets ==&lt;br /&gt;
&lt;br /&gt;
The Scourge of Myrken, The Wilted Rose, Arak's Ruin&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
It is said that, long ago, the Ashfiend was a mortal warrior, named Trevellyan Penroll, who stood for the cause of peace and justice, in service to the god of a defunct religion known simply as Cedrick the White.  His armor, and personal symbol, was that of a sword crossed at the hilt by a pair of weeping, wilting roses and it is the armor he yet wears to this day.  The same symbol earned him the name &amp;quot;The Wilted Rose,&amp;quot; in reference to both his armor and his fallen stature from mortal hero to undead scourge.  While the stories concerning The Wilted Rose are indeed ancient enough to be considered, if at all, as only legend and myth, there is no denying that such a figure was a hero to the defenseless and defender of justice.&lt;br /&gt;
&lt;br /&gt;
One such tale, the most popular concerning the memory of the Wilted Rose, concerns his fighting an ancient demon named Valkadesh in the belly of a live volcano for three days and three nights.  At the end of that conflict he defeated the demon and took from him an item referred to only as &amp;quot;the Signet Ring.&amp;quot;  Ancient history being the mist-shrouded thing that it is, there is a small gap in the time line before the Wilted Rose watches his home, betrothed, and people all die in a terrible battle also waged against demons.&lt;br /&gt;
&lt;br /&gt;
Quiller's and Burnie's research has also revealed that the Wilted Rose was slain soon thereafter.  And somehow, though no knowledge has been forthcoming to clear up the confusion, he indeed perished twice before finding himself enslaved to someone that the Ashfiend identifies as Sin'Vraal.  In his alleged service to Vraal, the Ashfiend led armies out of dark nightmares to lay waste to kingdoms and wipe empires from the memory of mankind.  One such man was named Arak, a powerful Demigod whom the Ashfiend forged a special weapon to slay known as Arak's Ruin - a moniker that has been applied to him as well.&lt;br /&gt;
&lt;br /&gt;
Penroll's rose was not always wilted.  It came to be that on the day before he was to be betrothed to Elysia, and after striking a major defeat against the Fallen One Sin'Vraal, Vraal's forces crushed Penroll's homeland and eradicated his people.  The holy warrior's love perished in his arms and, beset by fury, he tracked Vraal to his temple in the name of blood and vengeance.  In the dark temple that Penroll wagered to be the site of their final battle, he found both: his own blood and vengeance that yet clung to him even as he died.  Even as he rose again.  Even as he wandered the world for another means of seeing Vraal undone.&lt;br /&gt;
&lt;br /&gt;
Cursed with endless rage, the Wilted Rose endured through a second attempt upon Vraal that also ended in failure.  After such, and upon recognizing Penroll for who he was, Vraal beheld the once-man's undying hatred and the power it gave him.  With a flare for the poetic, Sin'Vraal went on to restore what he could of the ruined holy warrior and bound him into slavery: to his hatred and to himself.  Thus was Penroll made to serve the monster that had taken everything from him and slain him twice over.  Thus was Teron Ashfiend born.&lt;br /&gt;
&lt;br /&gt;
== Current Sketch ==&lt;br /&gt;
&lt;br /&gt;
Since his arrival, Teron has done little but wreak destruction and make enemies of the people of Myrken Wood.  He is known to be responsible for the disappearances of a librarian at the [[Library of Mudd]] as well as [[Teddi]], a serving girl at the [[Broken Dagger(Inn)|Broken Dagger Tavern]].  He is said by some to strike against enemies with a confidence that borders on arrogance though such overweening pride is not entirely without some merit.  He has demonstrated a great, tireless strength as well as an alleged immunity to either heat or cold.  He is also a known practitioner of sorcery, specifically [[necromancy]], as a great deal of his sorcerous power deals with inflicting pain, robbing people of their strength and raising [[undead]] to serve him.  &lt;br /&gt;
&lt;br /&gt;
The serving girl Teddi, employed by the Broken Dagger Inn, has recently been rescued from Teron's clutches by a brave force of Shepherd Knights, Constables, and volunteer civilians who fought against the Ashfiend and his undead minions resulting in many casualties.  Still the Ashfiend was driven from the Priory of Snowstill, his army broken, and his whereabouts unknown.&lt;br /&gt;
&lt;br /&gt;
With the Ashfiend's apparent success in hunting down and slaying his former murderer and master, Sin'Vraal, he has turned his attention to one last task: to make the land safe for the return of his betrothed from the land of the dead.  His idea of making Myrken safe revolves around dragging all possible threats, and indeed all life if necessary, into destruction.  His means of accomplishing this are many and varied, as his is a mind given to oblique attacks upon enemies who are prone to a weakness that he does not seem to share: death.  Teron Ashfiend has engaged Myrkenfolk and their defenders in many battles, and while able to be driven off or distracted he does not seem to suffer overly long from being wounded.  Some have asserted that were his body destroyed his spirit would linger on, in unending hatred, until it gathered enough strength to reclaim his body.  However he might be destroyed, strength of arms and sorcery alone seem unfit for the task of bringing down one who has personally murdered over two hundred fifty people in Myrken Wood alone.  There is, however, a clue to the method of his final end.&lt;br /&gt;
&lt;br /&gt;
That clue may lie in tears.  &lt;br /&gt;
&lt;br /&gt;
The current estimate is that the Ashfiend is personally responsible for the deaths of two hundred fifty Myrkenfolk.  &lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
http://i196.photobucket.com/albums/aa242/Malaroth/UNDEAD.jpg&lt;br /&gt;
&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Teron_Ashfiend</id>
		<title>Teron Ashfiend</title>
		<link rel="alternate" type="text/html" href="?title=Teron_Ashfiend"/>
				<updated>2007-09-23T16:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;background:#ffffcc;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
== Inception == &lt;br /&gt;
&lt;br /&gt;
{{add bio}}&lt;br /&gt;
''Hate never dies''&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
'''Teron Ashfiend''' (or The Ashfiend as he is often called) stands between six and seven feet tall.  He is easily identified by both his height and his armor, the latter being an ancient, scarred and blackened suit of heavy plate.  The countless scratches and burns almost hide the symbol decorating the breastplate - a vertical sword crossed at the hilt by a pair of weeping, wilting roses - a symbol that has earned him the sobriquet &amp;quot;The Knight of the Wilted Rose.&amp;quot;  Ancient, black gloves and boots hide away both hands and feet.  A tattered cloak, hemmed in faded gold thread, hangs past armored knees.  A faded gray scarf masks the lower half of his visage while a low hood seals it within a shadow from which flare his brilliant, unblinking eyes alive with a livid crimson flame.  His presence is occasionally felt before he is seen as a great chill follows him about that leeches the warmth from all living things; a chill that becomes quite unbearable should one venture to touch, or have the misfortune of being touched, by him.&lt;br /&gt;
&lt;br /&gt;
== Sobriquets ==&lt;br /&gt;
&lt;br /&gt;
The Wilted Rose, Arak's Ruin&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Thanks to the tireless efforts of [[Khalika Quiller]] and [[Glenn Burnie]] a great deal is becoming more widely known concerning the Ashfiend although still at a slow rate.  After all not many have the heart to question too deeply regarding such a powerful, evil creature.  &lt;br /&gt;
&lt;br /&gt;
It is said that, long ago, the Ashfiend was a mortal warrior for the cause of peace and justice, under service to the god of a defunct religion known simply as Cedrick the White.  His armor, and personal symbol, was that of a sword crossed at the hilt by a pair of weeping, wilting roses and it is the armor he yet wears to this day.  The same symbol earned him the name &amp;quot;The Wilted Rose,&amp;quot; in reference to both his armor and his fallen stature from mortal hero to undead scourge.  While the stories concerning The Wilted Rose are indeed ancient enough to be considered, if at all, as only legend and myth, there is no denying that such a figure was a hero to the defenseless and defender of justice.&lt;br /&gt;
&lt;br /&gt;
One such tale, the most popular concerning the memory of the Wilted Rose, concerns his fighting an ancient demon named Valkadesh in the belly of a live volcano for three days and three nights.  At the end of that conflict he defeated the demon and took from him an item referred to only as &amp;quot;the Signet Ring.&amp;quot;  Ancient history being the mist-shrouded thing that it is, there is a small gap in the time line before the Wilted Rose watches his home, betrothed, and people all die in a terrible battle also waged against demons.&lt;br /&gt;
&lt;br /&gt;
Quiller's and Burnie's research has also revealed that the Wilted Rose was slain soon thereafter.  And somehow, though no knowledge has been forthcoming to clear up the confusion, he indeed perished twice before finding himself enslaved to someone that the Ashfiend identifies as Sin'Vraal.  In his alleged service to Vraal, the Ashfiend led armies out of dark nightmares to lay waste to kingdoms and wipe empires from the memory of mankind.  One such man was named Arak, a powerful Demigod whom the Ashfiend forged a special weapon to slay known as Arak's Ruin - a moniker that has been applied to him as well.&lt;br /&gt;
&lt;br /&gt;
== Current Sketch ==&lt;br /&gt;
&lt;br /&gt;
Since his arrival, Teron has done little but wreak destruction and make enemies of the people of Myrken Wood.  He is known to be responsible for the disappearances of a librarian at the [[Library of Mudd]] as well as [[Teddi]], a serving girl at the [[Broken Dagger(Inn)|Broken Dagger Tavern]].  He is said by some to strike against enemies with a confidence that borders on arrogance though such overweening pride is not entirely without some merit.  He has demonstrated a great, tireless strength as well as an alleged immunity to either heat or cold.  He is also a known practitioner of sorcery, specifically [[necromancy]], as a great deal of his sorcerous power deals with inflicting pain, robbing people of their strength and raising [[undead]] to serve him.  &lt;br /&gt;
&lt;br /&gt;
The serving girl Teddi, employed by the Broken Dagger Inn, has recently been rescued from Teron's clutches by a brave force of Shepherd Knights, Constables, and volunteer civilians who fought against the Ashfiend and his undead minions resulting in many casualties.  Still the Ashfiend was driven from the Priory of Snowstill, his army broken, and his whereabouts unknown.&lt;br /&gt;
&lt;br /&gt;
As for what he plans for the future few can say.  He makes no secret of one goal: that of hunting down and destroying Sin'Vraal who has also appeared in Myrken Wood.  The second is vague, betraying to Khalika Quiller that he also came to Myrken Wood for &amp;quot;Elysia&amp;quot; whatever that might mean.  The third is some goal concerning Heath and its rulership as his servant Valinor, a wraith bound by an ancient chain, already rides throughout that land seeking out lords ready for military action.&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
http://i196.photobucket.com/albums/aa242/Malaroth/UNDEAD.jpg&lt;br /&gt;
&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Current_events</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="?title=Current_events"/>
				<updated>2007-09-12T01:32:14Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* Active Plots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''When putting posts here, please put two dashes and four tildes ('''&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;''') at the end of any statements that you make.  &amp;lt;br&amp;gt;This will automatically put your username and timestamp on the submission.  Thank you!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Active Plots == &lt;br /&gt;
'''September, 2007 -- Current Events'''&lt;br /&gt;
&lt;br /&gt;
*High Constable [[Cinnabar Calomel]] of the [[Myrkentown Constabulary]] has claimed control of the [[Governor|Office of the Governor]] following the extended absence of [[Altias Bromn]] from his post during recent crises and tribulations. This move has yet to be ratified by the [[Judiciary Council]] --[[User:Majic13|majic13]] 20:08, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
*The ghoul [[Teron Ashfiend]] recently attacked the former [[Baker Farm]] during a gathering in celebration of the release of the farm's workers from their indenturement. The creature slaughtered several of the workers before being driven off, including two members of the [[Kaczmareks|Kaczmarek]] family. --[[User:Majic13|majic13]] 20:08, 9 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
*The [[Minister of Myrken Wood]], [[Aldwin Meriwether Gilby, 3rd Baron Hawkesbury|Lord Hawkesbury]], sends a letter to [[Chedwry II|King Chedwry II]] regarding [[Cinnabar Calomel|High Constable Calomel's]] ascension to the [[Governor]]ship of [[Myrken Wood]] and [[Burel Tassnehof|Duke Burel's]] declaration of [[Thessilane|Thessilane's]] independance from the [[Kingdom of Trae Kelsa]].[http://www.brokendagger.com/BB/showthread.php?p=18911#post18911]  --[[User:Mongrel|Mongrel]] 19:24, 8 September 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Enter your events right under this line.  Start your addition with a * and finish it with --~~~~ --&amp;gt;&lt;br /&gt;
*The [[Shepherd Knights of the Silver Staff]] have recently been bolstered by reinforcements from Trae Kelsa in order to combat the foul villains and withcraft prominent in Myrken Wood and its environs.  The knighthood has also begun training its combative members in sorcery as well as swordplay. --[[User:24.218.60.53|24.218.60.53]] 18:32, 11 September 2007 (PDT) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Events by month links}}&lt;br /&gt;
&lt;br /&gt;
== Scheduled Plot Events ==&lt;br /&gt;
&lt;br /&gt;
The [[Scheduled Plot Events]] page is for plot-runners, [[Role-Playing|role-players]], and others who wish to let people know when they plan to be in the [[channel]] for interesting events such as riots, [[drow]] invasions, announcements, meetings, and other related awesomeness.&lt;br /&gt;
&lt;br /&gt;
== Deathwatch ==&lt;br /&gt;
&lt;br /&gt;
The [[Deathwatch]]: making a life in [[Myrken Wood]] is rife with hardship and danger; not only must you deal with privation, hunger, and mage-induced bad weather, but, as an [[Non-Player Character|NPC]], you are always in danger of being killed for the greater good of the players. This page is dedicated to all the [[Non-Player Character|NPC]]s who have died in the service of the daemon of Plot Advancement. May their memories remain bright!&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Teron_Ashfiend</id>
		<title>Teron Ashfiend</title>
		<link rel="alternate" type="text/html" href="?title=Teron_Ashfiend"/>
				<updated>2007-08-21T03:22:19Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* Current Sketch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;background:#ffffcc;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
== Inception == &lt;br /&gt;
&lt;br /&gt;
{{add bio}}&lt;br /&gt;
''Hate never dies''&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
'''Teron Ashfiend''' (or The Ashfiend as he is often called) stands between six and seven feet tall.  He is easily identified by both his height and his armor, the latter being an ancient, scarred and blackened suit of heavy plate.  The countless scratches and burns almost hide the symbol decorating the breastplate - a vertical sword crossed at the hilt by a pair of weeping, wilting roses - a symbol that has earned him the sobriquet &amp;quot;The Knight of the Wilted Rose.&amp;quot;  Ancient, black gloves and boots hide away both hands and feet.  A tattered cloak, hemmed in faded gold thread, hangs past armored knees.  A faded gray scarf masks the lower half of his visage while a low hood seals it within a shadow from which flare his brilliant, unblinking eyes alive with a livid crimson flame.  His presence is occasionally felt before he is seen as a great chill follows him about that leeches the warmth from all living things; a chill that becomes quite unbearable should one venture to touch, or have the misfortune of being touched, by him.&lt;br /&gt;
&lt;br /&gt;
== Sobriquets ==&lt;br /&gt;
&lt;br /&gt;
The Wilted Rose, Arak's Ruin&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Thanks to the tireless efforts of [[Khalika Quiller]] and [[Glenn Burnie]] a great deal is becoming more widely known concerning the Ashfiend although still at a slow rate.  After all not many have the heart to question too deeply regarding such a powerful, evil creature.  &lt;br /&gt;
&lt;br /&gt;
It is said that, long ago, the Ashfiend was a mortal warrior for the cause of peace and justice, under service to the god of a defunct religion known simply as Cedrick the White.  His armor, and personal symbol, was that of a sword crossed at the hilt by a pair of weeping, wilting roses and it is the armor he yet wears to this day.  The same symbol earned him the name &amp;quot;The Wilted Rose,&amp;quot; in reference to both his armor and his fallen stature from mortal hero to undead scourge.  While the stories concerning The Wilted Rose are indeed ancient enough to be considered, if at all, as only legend and myth, there is no denying that such a figure was a hero to the defenseless and defender of justice.&lt;br /&gt;
&lt;br /&gt;
One such tale, the most popular concerning the memory of the Wilted Rose, concerns his fighting an ancient demon named Valkadadesh in the belly of a live volcano for three days and three nights.  At the end of that conflict he defeated the demon and took from him an item referred to only as &amp;quot;the Signet Ring.&amp;quot;  Ancient history being the mist-shrouded thing that it is, there is a small gap in the time line before the Wilted Rose watches his home, betrothed, and people all die in a terrible battle also waged against demons.&lt;br /&gt;
&lt;br /&gt;
Quiller's and Burnie's research has also revealed that the Wilted Rose was slain soon thereafter.  And somehow, though no knowledge has been forthcoming to clear up the confusion, he indeed perished twice before finding himself enslaved to someone that the Ashfiend identifies as Sin'Vraal.  In his alleged service to Vraal, the Ashfiend led armies out of dark nightmares to lay waste to kingdoms and wipe empires from the memory of mankind.  One such man was named Arak, a powerful Demigod whom the Ashfiend forged a special weapon to slay known as Arak's Ruin - a moniker that has been applied to him as well.&lt;br /&gt;
&lt;br /&gt;
== Current Sketch ==&lt;br /&gt;
&lt;br /&gt;
Since his arrival, Teron has done little but wreak destruction and make enemies of the people of Myrken Wood.  He is known to be responsible for the disappearances of a librarian at the [[Library of Mudd]] as well as [[Teddi]], a serving girl at the [[Broken Dagger(Inn)|Broken Dagger Tavern]].  He is said by some to strike against enemies with a confidence that borders on arrogance though such overweening pride is not entirely without some merit.  He has demonstrated a great, tireless strength as well as an alleged immunity to either heat or cold.  He is also a known practitioner of sorcery, specifically [[necromancy]], as a great deal of his sorcerous power deals with inflicting pain, robbing people of their strength and raising [[undead]] to serve him.  &lt;br /&gt;
&lt;br /&gt;
The serving girl Teddi, employed by the Broken Dagger Inn, has recently been rescued from Teron's clutches by a brave force of Shepherd Knights, Constables, and volunteer civilians who fought against the Ashfiend and his undead minions resulting in many casualties.  Still the Ashfiend was driven from the Priory of Snowstill, his army broken, and his whereabouts unknown.&lt;br /&gt;
&lt;br /&gt;
As for what he plans for the future few can say.  He makes no secret of one goal: that of hunting down and destroying Sin'Vraal who has also appeared in Myrken Wood.  The second is vague, betraying to Khalika Quiller that he also came to Myrken Wood for 'Elysia&amp;quot; whatever that might mean...&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
http://i196.photobucket.com/albums/aa242/Malaroth/UNDEAD.jpg&lt;br /&gt;
&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Teron_Ashfiend</id>
		<title>Teron Ashfiend</title>
		<link rel="alternate" type="text/html" href="?title=Teron_Ashfiend"/>
				<updated>2007-08-21T03:17:48Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;background:#ffffcc;&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
== Inception == &lt;br /&gt;
&lt;br /&gt;
{{add bio}}&lt;br /&gt;
''Hate never dies''&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
'''Teron Ashfiend''' (or The Ashfiend as he is often called) stands between six and seven feet tall.  He is easily identified by both his height and his armor, the latter being an ancient, scarred and blackened suit of heavy plate.  The countless scratches and burns almost hide the symbol decorating the breastplate - a vertical sword crossed at the hilt by a pair of weeping, wilting roses - a symbol that has earned him the sobriquet &amp;quot;The Knight of the Wilted Rose.&amp;quot;  Ancient, black gloves and boots hide away both hands and feet.  A tattered cloak, hemmed in faded gold thread, hangs past armored knees.  A faded gray scarf masks the lower half of his visage while a low hood seals it within a shadow from which flare his brilliant, unblinking eyes alive with a livid crimson flame.  His presence is occasionally felt before he is seen as a great chill follows him about that leeches the warmth from all living things; a chill that becomes quite unbearable should one venture to touch, or have the misfortune of being touched, by him.&lt;br /&gt;
&lt;br /&gt;
== Sobriquets ==&lt;br /&gt;
&lt;br /&gt;
The Wilted Rose, Arak's Ruin&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Thanks to the tireless efforts of [[Khalika Quiller]] and [[Glenn Burnie]] a great deal is becoming more widely known concerning the Ashfiend although still at a slow rate.  After all not many have the heart to question too deeply regarding such a powerful, evil creature.  &lt;br /&gt;
&lt;br /&gt;
It is said that, long ago, the Ashfiend was a mortal warrior for the cause of peace and justice, under service to the god of a defunct religion known simply as Cedrick the White.  His armor, and personal symbol, was that of a sword crossed at the hilt by a pair of weeping, wilting roses and it is the armor he yet wears to this day.  The same symbol earned him the name &amp;quot;The Wilted Rose,&amp;quot; in reference to both his armor and his fallen stature from mortal hero to undead scourge.  While the stories concerning The Wilted Rose are indeed ancient enough to be considered, if at all, as only legend and myth, there is no denying that such a figure was a hero to the defenseless and defender of justice.&lt;br /&gt;
&lt;br /&gt;
One such tale, the most popular concerning the memory of the Wilted Rose, concerns his fighting an ancient demon named Valkadadesh in the belly of a live volcano for three days and three nights.  At the end of that conflict he defeated the demon and took from him an item referred to only as &amp;quot;the Signet Ring.&amp;quot;  Ancient history being the mist-shrouded thing that it is, there is a small gap in the time line before the Wilted Rose watches his home, betrothed, and people all die in a terrible battle also waged against demons.&lt;br /&gt;
&lt;br /&gt;
Quiller's and Burnie's research has also revealed that the Wilted Rose was slain soon thereafter.  And somehow, though no knowledge has been forthcoming to clear up the confusion, he indeed perished twice before finding himself enslaved to someone that the Ashfiend identifies as Sin'Vraal.  In his alleged service to Vraal, the Ashfiend led armies out of dark nightmares to lay waste to kingdoms and wipe empires from the memory of mankind.  One such man was named Arak, a powerful Demigod whom the Ashfiend forged a special weapon to slay known as Arak's Ruin - a moniker that has been applied to him as well.&lt;br /&gt;
&lt;br /&gt;
== Current Sketch ==&lt;br /&gt;
&lt;br /&gt;
Since his arrival, Teron has done little but wreak destruction and make enemies of the people of Myrken Wood.  He is known to be responsible for the disappearances of a librarian at the [[Library of Mudd]] as well as [[Teddi]], a serving girl at the [[Broken Dagger(Inn)|Broken Dagger Tavern]].  He is said by some to strike against enemies with a confidence that borders on arrogance though such overweening pride is not entirely without some merit.  He has demonstrated a great, tireless strength as well as an alleged immunity to either heat or cold.  He is also a known practitioner of sorcery, specifically [[necromancy]], as a great deal of his sorcerous power deals with inflicting pain, robbing people of their strength and raising [[undead]] to serve him.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately the serving girl Teddi remains, as of yet, in his clutches.  Though the Myrken Wood community has rallied to fight him and rescue her it is unknown what he plans to do with the poor woman.&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
http://i196.photobucket.com/albums/aa242/Malaroth/UNDEAD.jpg&lt;br /&gt;
&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Heath</id>
		<title>Heath</title>
		<link rel="alternate" type="text/html" href="?title=Heath"/>
				<updated>2007-07-16T20:00:58Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot; width=300 style=margin-left:10px&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 align=center bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Duchy of Heath&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center bgcolor=&amp;quot;#FFFFCC&amp;quot;|http://www.brokendagger.com/map/images/heathtrans.gif&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 bgcolor=&amp;quot;#FFFFCC&amp;quot; align=center|http://www.brokendagger.com/map/images/regions/regions-heath.gif&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Heath's location (dark green) within the [[Amasynian Province]] of the [[Trae Kelsa|Kingdom of Trae Kelsa]] (light green), with the [[Regal Province]] of the [[Trae Kelsa|Kingdom of Trae Kelsa]] (blue) to the south.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Geography&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|Status:||Duchy of the [[Trae Kelsa|Kingdom of Trae Kelsa]]&lt;br /&gt;
|-&lt;br /&gt;
|Region:||[[Amasynian Province]]&lt;br /&gt;
|-&lt;br /&gt;
|Area:||-,--- km²&lt;br /&gt;
|-&lt;br /&gt;
|Regional Capital:||[[Threminor]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Demographics&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Population:||---,---&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Politics&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Regional Figurehead:||-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Topography ==&lt;br /&gt;
&lt;br /&gt;
Heath is essentially a large valley.  Bound by mountains along part of its southern shores, as well as higher elevation that marks the border with Myrken Wood, Derry and Xanth Grange.  Forests dot the rolling, fertile hills of the valley and the cliffs along the southeastern shores help create a naturally sheltered bay.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
Heath touches the borders of many territories within the Amasynian Provincial Region.  It shares its northern border with Amasynia, Myrken Wood and Derry.  It borders Thessilane on the east and Xanth Grange to the west. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Climate ==&lt;br /&gt;
&lt;br /&gt;
Strong winds from the mountains meet occasional ocean breezes resulting in frequent storms and a fair amount of thunder storms and precipitation.  Due to the warmer ocean breeze during winter, however, there is rarely much snow accumulation for the eastern half of the territory.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Threminor is easily the duchy’s oldest city.  It stands at the northernmost point of the southern bay and has stood there since the Burning Times.  It is a city that has been repeatedly built upon itself in the wake of natural disasters and military invasions.  Due to its great age it is known to be a winding maze of roads that easily confuses visitors.  As it is an important hub of trade for Trae Kelsa, the Crown felt it wise to protect the city with a wall and appropriate fortifications to withstand a siege.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
For most of their history, the Frum-Bearn (“First Born E lived in clans that warred, adventured, and occasionally sued for peace.  These were known as the Ealdordagas (“Days of Life E, a time of great heroes and demigods who walked the earth doing great, if sometimes terrible, things.  It was a mythic time nearly lost to the shrouded mist of the past and yet kept fiercely alive in the old stories and songs.  Some of the great deeds included in these lost times include the brief capture of Winter, the Splintering of the Sun, and the War of Two-As-One.  It was said that many warriors kept the heads of their fallen enemies, ran naked into battle, and hurled these morbid projectiles into the enemy ranks.  Such enduring tales have given rise to the understanding of Heathite savagery.  &lt;br /&gt;
	&lt;br /&gt;
The next significant chapter in Frum-Bearn history is known as The Burning Times.  Losiar Gan (the lost walker) wandered the countryside, stealing away the souls of all whose bodies lay beneath the ground while those souls prepared themselves for reincarnation.  During these turbulent times many people took it upon themselves to guard the barrows and graves of their relatives, giving rise to the Hyrdraeden (“guardianship E that were not necessarily skilled at arms but were people of great spiritual fortitude and keen intellect. &lt;br /&gt;
&lt;br /&gt;
However, Great Alaric Mourne bested Losiar Gan by flattering him into a memorization game although the victory released the souls into Mourne and caused him to walk a year and a day for every soul he had won.  It is said he still stalks the night, bested by his own cleverness and desire for power.  The Hyrdraeden became quickly obsolete though the tradition of wise men, ready to defend their people, is a point of pride amongst the First Born to this day.  &lt;br /&gt;
	&lt;br /&gt;
With Mourne’s vanishing people were free to bury their dead once more though occasionally people will opt not to if they fear for their reincarnation.  In such instances someone very trusted will be asked to stand as Hyrdraeden as the body burns.  To be asked to serve as such is considered a great honor.  &lt;br /&gt;
	&lt;br /&gt;
For several centuries following Mourne’s disappearance into the world, though the inter-clan rivalries continued, the time of great wonders and mythic tales seemed to fade into nothing but memory.  Some speculated that Alaric Mourne had taken away the bravest and greatest spirits with his departure which left the First Born ripe to rot and in time be conquered.&lt;br /&gt;
	&lt;br /&gt;
At first it was the people of Amasynia who grew bold.  Too bold, some had said, yet the internecine struggles left them powerless.  Great heroism had gone, leaving behind petty rivalry and jealousy that led chieftains to side with Amasynians against their fellow First Born.  Outrage grew only as the war became a steady defeat despite several valiant offensives.  Their defeat brought with it the promise of economic significance as Heath started to become the important trading crossroads that it would blossom into.  In turn, Amasynia, and with it Heath, was conquered by Trae Kelsa.  As trade increased in goods, so it did in ideas.  Missionaries came preaching the One Faith and stories and identity were often dismissed as folklore or mere savagery.  However, for every person who heralded their incorporation into the kingdom as a move into the light of civilization, another missed the Old Ways and clung to them with greater ferocity.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Heath is a culture in conflict with itself.  There are many ancient traditions that are still with the populace that have been influenced by outside traditions.  The solstices and equinoxes remain observed by those who follow the Old Ways, and even adherents of the One Faith may celebrate these dates though without the religious meaning.  Heath is an old land, dotted with barrows and burial mounds of past lords and heroes, the fire-blackened tops of the Pyre Hills used during the Burning Times for the mass cremation of the dead, and the significance of remembering things as the Old Teachings were never written down.  Losing one's memory is considered a serious and sorrowful event, whether it be through amnesia or encroaching senility.  Oaks are considered sacred by many given their significance to the Druidic Tradition (mentioned below) even by converts to the One Faith who desire to follow their one deity while at the same time remaining in good standing with the ancient nature spirits who are still believed to haunt the land.  &lt;br /&gt;
&lt;br /&gt;
The Old Ways consist of a pantheon of deities with their own portfolios and concerns and an adherent of the old faith might pray to any deity at any given time, depending upon what one wanted.  The priests of this particular religion are called druids who still meet amongst the ancient oak groves and whose knowledge of history, astrology and the natural world is recognized far and wide.  This tradition is known as the Druidic Tradition.&lt;br /&gt;
&lt;br /&gt;
There is also a smaller group of the First Born who worship a small pantheon of deities, each of which stands as the embodiment and custodian of a given season.  The passing of the seasons during the equinoxes and solstices is particularly important to this tradition, known as the Ancient Circle.  &lt;br /&gt;
&lt;br /&gt;
Missionaries brought with them the One Faith whose adherents are most concentrated in the capital city but who can be found throughout the countryside.  The belief often teeters on the brink of outright syncretism as new believers often still feel compelled to leave a small offering for fertile crops to the old deities despite their supposedly new allegiance.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transportation &amp;amp; Trade ==&lt;br /&gt;
&lt;br /&gt;
Heath can be a merchant’s paradise and serves as a central hub for trade goods amongst the Amasynian Provincial Region.  Such trading brought new, outside ideas to the diminished “First Born Eof Heath, along with foreign missionaries and exotic foods.  The capital city sits on the sheltered harbor to the south, while the river that runs from east to west along the northern border is yet another source of sea-based travel.  There are also extensive cobblestone roads that lead amongst the townships and cities to the bordering lands.  It is not difficult to reach most other territories in the provincial region, or even the Royal Province, from Heath.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Public Service == &lt;br /&gt;
&lt;br /&gt;
The petty lords of scattered feudal estates are charged with keeping the peace on and around their own lands.  The Duke also maintains soldiers who mount regular patrols.  Furthermore, given the amount of trade crossing Heath’s borders, many merchants are also often accompanied with their own capable caravan guards.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
Messengers are commonly employed to pass along important news from one lord or merchant to another, and the steady influx of merchants provides for ready knowledge of current events both within and without the borders.  Merchants often leave word for one another on various posts that can be found at the various crossroads throughout Heath.  Furthermore, in times of great need or haste, horn-blowers are used to sound out various notes that carry far within the territory as it is mostly a large valley.  Various notes signify a request for military aid, a rampaging fire, and other such emergencies.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Leisure Activities == &lt;br /&gt;
&lt;br /&gt;
Amongst the more urbane populace, one would likely find many of the same leisurely pursuits one would find amongst Heath's neighbors.  Three activities stand out as being of significant importance and status among the Heathites.  The first is the boar hunts that take place at irregular intervals.  Participating in one is an opportunity to mingle with powerful social figures, if the hunt is called by the merchants and petty lords, or a chance to relive Heathite history if it is called by the common folk.  &lt;br /&gt;
&lt;br /&gt;
The second is the boasting contest that is mostly only practiced by the country-dwellers.  Two participants boast of their various deeds, attempting to surpass his opponent's, until someone asks his opponent to prove himself capable of the boasted deeds.  While often a breeding ground for egos and vendettas, it also serves to keep the land's ancient heroic spirit alive.  &lt;br /&gt;
&lt;br /&gt;
The third id, quite simply, a memorization game that takes many forms.  It is said the Druids taught these games to acolytes to prepare them to remember the entirety of the Old Ways as nothing of the tradition has ever been written down.  Essentially people take turns reciting what was previously said and then adding additional information of their own.  The messages relayed are often stories concocted on the spot.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Local Economy ==&lt;br /&gt;
&lt;br /&gt;
The land is largely self-sufficient due to it being fed by rivers, possessing ample forests, as well as mountains that are fit for mining.  Insofar as raw goods are concerned, Heath produces little that stands out in comparison to its neighbors.  However, it does profit greatly from trade tariffs and possesses significant shipyards and ports to facilitate sea travel and commerce.  Though able to sustain itself with goods and services any such attempt would yield only inferior products to that which is either directly imported or acquired through tariffs on passing caravans.  Commerce yet remains the territory's lifeblood.  &lt;br /&gt;
	&lt;br /&gt;
While still upholding a feudal system, the wealth and standing of native merchants is often enough to challenge these lordly figures.  The countryside may be home to the landholders but the capital is home to the merchants and their guilds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Territories]]&lt;br /&gt;
[[Category:Heath]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Heath</id>
		<title>Heath</title>
		<link rel="alternate" type="text/html" href="?title=Heath"/>
				<updated>2007-07-16T17:36:06Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* Local Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot; width=300 style=margin-left:10px&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 align=center bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Duchy of Heath&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center bgcolor=&amp;quot;#FFFFCC&amp;quot;|http://www.brokendagger.com/map/images/heathtrans.gif&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 bgcolor=&amp;quot;#FFFFCC&amp;quot; align=center|http://www.brokendagger.com/map/images/regions/regions-heath.gif&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Heath's location (dark green) within the [[Amasynian Province]] of the [[Trae Kelsa|Kingdom of Trae Kelsa]] (light green), with the [[Regal Province]] of the [[Trae Kelsa|Kingdom of Trae Kelsa]] (blue) to the south.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Geography&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|Status:||Duchy of the [[Trae Kelsa|Kingdom of Trae Kelsa]]&lt;br /&gt;
|-&lt;br /&gt;
|Region:||[[Amasynian Province]]&lt;br /&gt;
|-&lt;br /&gt;
|Area:||-,--- km²&lt;br /&gt;
|-&lt;br /&gt;
|Regional Capital:||[[Threminor]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Demographics&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Population:||---,---&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Politics&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Regional Figurehead:||-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Topography ==&lt;br /&gt;
&lt;br /&gt;
Heath is essentially a large valley.  Bound by mountains along part of its southern shores, as well as higher elevation that marks the border with Myrken Wood, Derry and Xanth Grange.  Forests dot the rolling, fertile hills of the valley and the cliffs along the southeastern shores help create a naturally sheltered bay.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
Heath touches the borders of many territories within the Amasynian Provincial Region.  It shares its northern border with Amasynia, Myrken Wood and Derry.  It borders Thessilane on the east and Xanth Grange to the west. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Climate ==&lt;br /&gt;
&lt;br /&gt;
Strong winds from the mountains meet occasional ocean breezes resulting in frequent storms and a fair amount of thunder storms and precipitation.  Due to the warmer ocean breeze during winter, however, there is rarely much snow accumulation for the eastern half of the territory.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Threminor is easily the duchy’s oldest city.  It stands at the northernmost point of the southern bay and has stood there since the Burning Times.  It is a city that has been repeatedly built upon itself in the wake of natural disasters and military invasions.  Due to its great age it is known to be a winding maze of roads that easily confuses visitors.  As it is an important hub of trade for Trae Kelsa, the Crown felt it wise to protect the city with a wall and appropriate fortifications to withstand a siege.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
For most of their history, the Frum-Bearn (“First Born E lived in clans that warred, adventured, and occasionally sued for peace.  These were known as the Ealdordagas (“Days of Life E, a time of great heroes and demigods who walked the earth doing great, if sometimes terrible, things.  It was a mythic time nearly lost to the shrouded mist of the past and yet kept fiercely alive in the old stories and songs.  Some of the great deeds included in these lost times include the brief capture of Winter, the Splintering of the Sun, and the War of Two-As-One.  It was said that many warriors kept the heads of their fallen enemies, ran naked into battle, and hurled these morbid projectiles into the enemy ranks.  Such enduring tales have given rise to the understanding of Heathite savagery.  &lt;br /&gt;
	&lt;br /&gt;
The next significant chapter in Frum-Bearn history is known as The Burning Times.  Losiar Gan (the lost walker) wandered the countryside, stealing away the souls of all who lay beneath the ground while the soul prepared itself for reincarnation.  During these turbulent times many people took it upon themselves to guard the barrows and graves of their relatives, giving rise to the Hyrdraeden (“guardianship E that were not necessarily skilled at arms but were people of great spiritual fortitude and keen intellect. &lt;br /&gt;
&lt;br /&gt;
However, Great Alaric Mourne bested Losiar Gan by flattering him into a memorization game although the victory released the souls into Mourne and caused him to walk a year and a day for every soul he had won.  It is said he still stalks the night, bested by his own cleverness and desire for power.  The Hyrdraeden became quickly obsolete though the tradition of wise men, ready to defend their people, is a point of pride amongst the First Born to this day.  &lt;br /&gt;
	&lt;br /&gt;
With Mourne’s vanishing people were free to bury their dead once more though occasionally people will opt not to if they fear for their reincarnation.  In such instances someone very trusted will be asked to stand as Hyrdraeden as the body burns.  To be asked to serve as such is considered a great honor.  &lt;br /&gt;
	&lt;br /&gt;
For several centuries following Mourne’s disappearance into the world, though the inter-clan rivalries continued, the time of great wonders and mythic tales seemed to fade into nothing but memory.  Some speculated that Alaric Mourne had taken away the bravest and greatest spirits with his departure which left the First Born ripe to rot and in time be conquered.&lt;br /&gt;
	&lt;br /&gt;
At first it was the people of Amasynia who grew bold.  Too bold, some had said, yet the internecine struggles left them powerless.  Great heroism had gone, leaving behind petty rivalry and jealousy that led chieftains to side with Amasynians against their fellow First Born.  Outrage grew only as the war became a steady defeat despite several valiant offensives.  Their defeat brought with it the promise of economic significance as Heath started to become the important trading crossroads that it would blossom into.  In turn, Amasynia, and with it Heath, was conquered by Trae Kelsa.  As trade increased in goods, so it did in ideas.  Missionaries came preaching the One Faith and stories and identity were often dismissed as folklore or mere savagery.  However, for every person who heralded their incorporation into the kingdom as a move into the light of civilization, another missed the Old Ways and clung to them with greater ferocity.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Heath is a culture in conflict with itself.  There are many ancient traditions that are still with the populace that have been influenced by outside traditions.  The solstices and equinoxes remain observed by those who follow the Old Ways, and even adherents of the One Faith may celebrate these dates though without the religious meaning.  Heath is an old land, dotted with barrows and burial mounds of past lords and heroes, the fire-blackened tops of the Pyre Hills used during the Burning Times for the mass cremation of the dead, and the significance of remembering things as the Old Teachings were never written down.  Losing one's memory is considered a serious and sorrowful event, whether it be through amnesia or encroaching senility.  Oaks are considered sacred by many given their significance to the Druidic Tradition (mentioned below) even by converts to the One Faith who desire to follow their one deity while at the same time remaining in good standing with the ancient nature spirits who are still believed to haunt the land.  &lt;br /&gt;
&lt;br /&gt;
The Old Ways consist of a pantheon of deities with their own portfolios and concerns and an adherent of the old faith might pray to any deity at any given time, depending upon what one wanted.  The priests of this particular religion are called druids who still meet amongst the ancient oak groves and whose knowledge of history, astrology and the natural world is recognized far and wide.  This tradition is known as the Druidic Tradition.&lt;br /&gt;
&lt;br /&gt;
There is also a smaller group of the First Born who worship a small pantheon of deities, each of which stands as the embodiment and custodian of a given season.  The passing of the seasons during the equinoxes and solstices is particularly important to this tradition, known as the Ancient Circle.  &lt;br /&gt;
&lt;br /&gt;
Missionaries brought with them the One Faith whose adherents are most concentrated in the capital city but who can be found throughout the countryside.  The belief often teeters on the brink of outright syncretism as new believers often still feel compelled to leave a small offering for fertile crops to the old deities despite their supposedly new allegiance.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transportation &amp;amp; Trade ==&lt;br /&gt;
&lt;br /&gt;
Heath can be a merchant’s paradise and serves as a central hub for trade goods amongst the Amasynian Provincial Region.  Such trading brought new, outside ideas to the diminished “First Born Eof Heath, along with foreign missionaries and exotic foods.  The capital city sits on the sheltered harbor to the south, while the river that runs from east to west along the northern border is yet another source of sea-based travel.  There are also extensive cobblestone roads that lead amongst the townships and cities to the bordering lands.  It is not difficult to reach most other territories in the provincial region, or even the Royal Province, from Heath.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Public Service == &lt;br /&gt;
&lt;br /&gt;
The petty lords of scattered feudal estates are charged with keeping the peace on and around their own lands.  The Duke also maintains soldiers who mount regular patrols.  Furthermore, given the amount of trade crossing Heath’s borders, many merchants are also often accompanied with their own capable caravan guards.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
Messengers are commonly employed to pass along important news from one lord or merchant to another, and the steady influx of merchants provides for ready knowledge of current events both within and without the borders.  Merchants often leave word for one another on various posts that can be found at the various crossroads throughout Heath.  Furthermore, in times of great need or haste, horn-blowers are used to sound out various notes that carry far within the territory as it is mostly a large valley.  Various notes signify a request for military aid, a rampaging fire, and other such emergencies.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Leisure Activities == &lt;br /&gt;
&lt;br /&gt;
Amongst the more urbane populace, one would likely find many of the same leisurely pursuits one would find amongst Heath's neighbors.  Three activities stand out as being of significant importance and status among the Heathites.  The first is the boar hunts that take place at irregular intervals.  Participating in one is an opportunity to mingle with powerful social figures, if the hunt is called by the merchants and petty lords, or a chance to relive Heathite history if it is called by the common folk.  &lt;br /&gt;
&lt;br /&gt;
The second is the boasting contest that is mostly only practiced by the country-dwellers.  Two participants boast of their various deeds, attempting to surpass his opponent's, until someone asks his opponent to prove himself capable of the boasted deeds.  While often a breeding ground for egos and vendettas, it also serves to keep the land's ancient heroic spirit alive.  &lt;br /&gt;
&lt;br /&gt;
The third id, quite simply, a memorization game that takes many forms.  It is said the Druids taught these games to acolytes to prepare them to remember the entirety of the Old Ways as nothing of the tradition has ever been written down.  Essentially people take turns reciting what was previously said and then adding additional information of their own.  The messages relayed are often stories concocted on the spot.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Local Economy ==&lt;br /&gt;
&lt;br /&gt;
The land is largely self-sufficient due to it being fed by rivers, possessing ample forests, as well as mountains that are fit for mining.  Insofar as raw goods are concerned, Heath produces little that stands out in comparison to its neighbors.  However, it does profit greatly from trade tariffs and possesses significant shipyards and ports to facilitate sea travel and commerce.  Though able to sustain itself with goods and services any such attempt would yield only inferior products to that which is either directly imported or acquired through tariffs on passing caravans.  Commerce yet remains the territory's lifeblood.  &lt;br /&gt;
	&lt;br /&gt;
While still upholding a feudal system, the wealth and standing of native merchants is often enough to challenge these lordly figures.  The countryside may be home to the landholders but the capital is home to the merchants and their guilds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Territories]]&lt;br /&gt;
[[Category:Heath]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Heath</id>
		<title>Heath</title>
		<link rel="alternate" type="text/html" href="?title=Heath"/>
				<updated>2007-07-16T17:34:17Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=1 cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot; width=300 style=margin-left:10px&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 align=center bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Duchy of Heath&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center bgcolor=&amp;quot;#FFFFCC&amp;quot;|http://www.brokendagger.com/map/images/heathtrans.gif&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 bgcolor=&amp;quot;#FFFFCC&amp;quot; align=center|http://www.brokendagger.com/map/images/regions/regions-heath.gif&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Heath's location (dark green) within the [[Amasynian Province]] of the [[Trae Kelsa|Kingdom of Trae Kelsa]] (light green), with the [[Regal Province]] of the [[Trae Kelsa|Kingdom of Trae Kelsa]] (blue) to the south.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Geography&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|Status:||Duchy of the [[Trae Kelsa|Kingdom of Trae Kelsa]]&lt;br /&gt;
|-&lt;br /&gt;
|Region:||[[Amasynian Province]]&lt;br /&gt;
|-&lt;br /&gt;
|Area:||-,--- km²&lt;br /&gt;
|-&lt;br /&gt;
|Regional Capital:||[[Threminor]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Demographics&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Population:||---,---&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 bgcolor=&amp;quot;#660000&amp;quot;|&amp;lt;font color=&amp;quot;#FFFFCC&amp;quot;&amp;gt;Politics&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Regional Figurehead:||-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Topography ==&lt;br /&gt;
&lt;br /&gt;
Heath is essentially a large valley.  Bound by mountains along part of its southern shores, as well as higher elevation that marks the border with Myrken Wood, Derry and Xanth Grange.  Forests dot the rolling, fertile hills of the valley and the cliffs along the southeastern shores help create a naturally sheltered bay.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
Heath touches the borders of many territories within the Amasynian Provincial Region.  It shares its northern border with Amasynia, Myrken Wood and Derry.  It borders Thessilane on the east and Xanth Grange to the west. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Climate ==&lt;br /&gt;
&lt;br /&gt;
Strong winds from the mountains meet occasional ocean breezes resulting in frequent storms and a fair amount of thunder storms and precipitation.  Due to the warmer ocean breeze during winter, however, there is rarely much snow accumulation for the eastern half of the territory.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
Threminor is easily the duchy’s oldest city.  It stands at the northernmost point of the southern bay and has stood there since the Burning Times.  It is a city that has been repeatedly built upon itself in the wake of natural disasters and military invasions.  Due to its great age it is known to be a winding maze of roads that easily confuses visitors.  As it is an important hub of trade for Trae Kelsa, the Crown felt it wise to protect the city with a wall and appropriate fortifications to withstand a siege.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
For most of their history, the Frum-Bearn (“First Born E lived in clans that warred, adventured, and occasionally sued for peace.  These were known as the Ealdordagas (“Days of Life E, a time of great heroes and demigods who walked the earth doing great, if sometimes terrible, things.  It was a mythic time nearly lost to the shrouded mist of the past and yet kept fiercely alive in the old stories and songs.  Some of the great deeds included in these lost times include the brief capture of Winter, the Splintering of the Sun, and the War of Two-As-One.  It was said that many warriors kept the heads of their fallen enemies, ran naked into battle, and hurled these morbid projectiles into the enemy ranks.  Such enduring tales have given rise to the understanding of Heathite savagery.  &lt;br /&gt;
	&lt;br /&gt;
The next significant chapter in Frum-Bearn history is known as The Burning Times.  Losiar Gan (the lost walker) wandered the countryside, stealing away the souls of all who lay beneath the ground while the soul prepared itself for reincarnation.  During these turbulent times many people took it upon themselves to guard the barrows and graves of their relatives, giving rise to the Hyrdraeden (“guardianship E that were not necessarily skilled at arms but were people of great spiritual fortitude and keen intellect. &lt;br /&gt;
&lt;br /&gt;
However, Great Alaric Mourne bested Losiar Gan by flattering him into a memorization game although the victory released the souls into Mourne and caused him to walk a year and a day for every soul he had won.  It is said he still stalks the night, bested by his own cleverness and desire for power.  The Hyrdraeden became quickly obsolete though the tradition of wise men, ready to defend their people, is a point of pride amongst the First Born to this day.  &lt;br /&gt;
	&lt;br /&gt;
With Mourne’s vanishing people were free to bury their dead once more though occasionally people will opt not to if they fear for their reincarnation.  In such instances someone very trusted will be asked to stand as Hyrdraeden as the body burns.  To be asked to serve as such is considered a great honor.  &lt;br /&gt;
	&lt;br /&gt;
For several centuries following Mourne’s disappearance into the world, though the inter-clan rivalries continued, the time of great wonders and mythic tales seemed to fade into nothing but memory.  Some speculated that Alaric Mourne had taken away the bravest and greatest spirits with his departure which left the First Born ripe to rot and in time be conquered.&lt;br /&gt;
	&lt;br /&gt;
At first it was the people of Amasynia who grew bold.  Too bold, some had said, yet the internecine struggles left them powerless.  Great heroism had gone, leaving behind petty rivalry and jealousy that led chieftains to side with Amasynians against their fellow First Born.  Outrage grew only as the war became a steady defeat despite several valiant offensives.  Their defeat brought with it the promise of economic significance as Heath started to become the important trading crossroads that it would blossom into.  In turn, Amasynia, and with it Heath, was conquered by Trae Kelsa.  As trade increased in goods, so it did in ideas.  Missionaries came preaching the One Faith and stories and identity were often dismissed as folklore or mere savagery.  However, for every person who heralded their incorporation into the kingdom as a move into the light of civilization, another missed the Old Ways and clung to them with greater ferocity.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
Heath is a culture in conflict with itself.  There are many ancient traditions that are still with the populace that have been influenced by outside traditions.  The solstices and equinoxes remain observed by those who follow the Old Ways, and even adherents of the One Faith may celebrate these dates though without the religious meaning.  Heath is an old land, dotted with barrows and burial mounds of past lords and heroes, the fire-blackened tops of the Pyre Hills used during the Burning Times for the mass cremation of the dead, and the significance of remembering things as the Old Teachings were never written down.  Losing one's memory is considered a serious and sorrowful event, whether it be through amnesia or encroaching senility.  Oaks are considered sacred by many given their significance to the Druidic Tradition (mentioned below) even by converts to the One Faith who desire to follow their one deity while at the same time remaining in good standing with the ancient nature spirits who are still believed to haunt the land.  &lt;br /&gt;
&lt;br /&gt;
The Old Ways consist of a pantheon of deities with their own portfolios and concerns and an adherent of the old faith might pray to any deity at any given time, depending upon what one wanted.  The priests of this particular religion are called druids who still meet amongst the ancient oak groves and whose knowledge of history, astrology and the natural world is recognized far and wide.  This tradition is known as the Druidic Tradition.&lt;br /&gt;
&lt;br /&gt;
There is also a smaller group of the First Born who worship a small pantheon of deities, each of which stands as the embodiment and custodian of a given season.  The passing of the seasons during the equinoxes and solstices is particularly important to this tradition, known as the Ancient Circle.  &lt;br /&gt;
&lt;br /&gt;
Missionaries brought with them the One Faith whose adherents are most concentrated in the capital city but who can be found throughout the countryside.  The belief often teeters on the brink of outright syncretism as new believers often still feel compelled to leave a small offering for fertile crops to the old deities despite their supposedly new allegiance.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transportation &amp;amp; Trade ==&lt;br /&gt;
&lt;br /&gt;
Heath can be a merchant’s paradise and serves as a central hub for trade goods amongst the Amasynian Provincial Region.  Such trading brought new, outside ideas to the diminished “First Born Eof Heath, along with foreign missionaries and exotic foods.  The capital city sits on the sheltered harbor to the south, while the river that runs from east to west along the northern border is yet another source of sea-based travel.  There are also extensive cobblestone roads that lead amongst the townships and cities to the bordering lands.  It is not difficult to reach most other territories in the provincial region, or even the Royal Province, from Heath.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Public Service == &lt;br /&gt;
&lt;br /&gt;
The petty lords of scattered feudal estates are charged with keeping the peace on and around their own lands.  The Duke also maintains soldiers who mount regular patrols.  Furthermore, given the amount of trade crossing Heath’s borders, many merchants are also often accompanied with their own capable caravan guards.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&lt;br /&gt;
Messengers are commonly employed to pass along important news from one lord or merchant to another, and the steady influx of merchants provides for ready knowledge of current events both within and without the borders.  Merchants often leave word for one another on various posts that can be found at the various crossroads throughout Heath.  Furthermore, in times of great need or haste, horn-blowers are used to sound out various notes that carry far within the territory as it is mostly a large valley.  Various notes signify a request for military aid, a rampaging fire, and other such emergencies.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Leisure Activities == &lt;br /&gt;
&lt;br /&gt;
Amongst the more urbane populace, one would likely find many of the same leisurely pursuits one would find amongst Heath's neighbors.  Three activities stand out as being of significant importance and status among the Heathites.  The first is the boar hunts that take place at irregular intervals.  Participating in one is an opportunity to mingle with powerful social figures, if the hunt is called by the merchants and petty lords, or a chance to relive Heathite history if it is called by the common folk.  &lt;br /&gt;
&lt;br /&gt;
The second is the boasting contest that is mostly only practiced by the country-dwellers.  Two participants boast of their various deeds, attempting to surpass his opponent's, until someone asks his opponent to prove himself capable of the boasted deeds.  While often a breeding ground for egos and vendettas, it also serves to keep the land's ancient heroic spirit alive.  &lt;br /&gt;
&lt;br /&gt;
The third id, quite simply, a memorization game that takes many forms.  It is said the Druids taught these games to acolytes to prepare them to remember the entirety of the Old Ways as nothing of the tradition has ever been written down.  Essentially people take turns reciting what was previously said and then adding additional information of their own.  The messages relayed are often stories concocted on the spot.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Local Economy ==&lt;br /&gt;
&lt;br /&gt;
The land is largely self-sufficient due to it being fed by rivers, possessing ample forests, as well as mountains that are fit for mining.  Insofar as raw goods are concerned, Heath produces little that stands out in comparison to its neighbors.  However, it does profit greatly from trade tariffs and possesses significant shipyards and ports to facilitate sea travel and commerce.  Though able to sustain itself with goods and services trade yet remains the territory's lifeblood.  &lt;br /&gt;
	&lt;br /&gt;
While still upholding a feudal system, the wealth and standing of native merchants is often enough to challenge these lordly figures.  The countryside may be home to the landholders but the capital is home to the merchants and their guilds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Geography]]&lt;br /&gt;
[[Category:Territories]]&lt;br /&gt;
[[Category:Heath]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-06-19T17:49:50Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Malaroth''' stands at just over six feet in height.  Though he has been in [[Myrken Wood]] for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blond hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.  He is known for slouching, scowling and sighing - gestures that have earned him the nickname &amp;quot;Malaroth the Miserable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of [[Zachea]] - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;[[Great Sea]].&amp;quot;  His duties largely consisted of keeping the borders safe from the marauding elves that dwell in the neighboring wasteland and from the tyrannical magocratic Kingdom of [[Leshgaul]].  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor [[Aloisius Treadwell]] and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in [[Cambree Swinton|Madame Swinton]]'s [[Myrkentown Tea House|Tea House]] following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cut-purses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the [[Priory of Stonebrook]], to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;The Shepherd Knight&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth is the Founder and Grand Master of the Shepherd Knights of the Silver Staff.  Although the knighthood has not been formally established just yet the process does near its conclusion.  &lt;br /&gt;
&lt;br /&gt;
The Knighthood is an attempt, spearheaded by Malaroth, to combat and protect the citizenry of the Amasynian Province from militaristic, sorcerous and mundane dangers as well as assist in maintaining a general peace through both words and deeds.  Malaroth's primary motivation behind the order was a desire to bring light into a land that is often darkened by villainy.  &lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;br /&gt;
[[Category:Shepherd Knights of the Silver Staff]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Category:Shepherd_Knights_of_the_Silver_Staff</id>
		<title>Category:Shepherd Knights of the Silver Staff</title>
		<link rel="alternate" type="text/html" href="?title=Category:Shepherd_Knights_of_the_Silver_Staff"/>
				<updated>2007-06-19T17:48:56Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Factions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Good Shepherd lays down his life for the sheep.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coat of Arms ==&lt;br /&gt;
&lt;br /&gt;
The Shepherd Knights' coat-of-arms is a silver shepherd's crook, wreathed in green ivy that sprouts off into leaves at the top, centered upon a black shield.  The shield is flanked by upright red wolves that face the staff and is topped by a red eagle whose wings are raised and who bears a silver crown.  When displayed on a tabard or such the emblem is simplified to merely the vine-entwined staff upon a black shield.  Below the shield, on a long banner, reads: ''Tharos, Timei, Sophia''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The Shepherd Knights of the Silver Staff were formed for the purpose of serving to defend the people of the Amasynian Provincial Region from threats that are magical, mundane and militaristic.  While first and foremost an order of combatants and defenders the knighthood also exists to serve the public good through shepherding, protecting and guiding the people through hardship (and prosperity) by strength of the arm, courage of the heart, and the example of one's life.  While not a religious order the knighthood is avowed in its attempt to exemplify and master courage, honor and wisdom as guided by compassion.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
Sir Malaroth of Zachea serves as the Grand Master of the knightly order.  The Grand Master is the ultimate voice of the knighthood in dealing with all secular, political or religious entities and organizations.  He is also to serve as judge for all major grievances within the knighthood and may be held personally accountable to the King for all knighthood actions and decrees.  The Grand Master reserves the power to call the knighthood into military action against enemies of the people; promote, demote and punish all staff and knights; and otherwise uphold the motto of the knighthood as is required.  &lt;br /&gt;
&lt;br /&gt;
Below him will serve three ''Huioi,'' or &amp;quot;sons&amp;quot; of the three virtues that make up the knighthood's motto: courage, honor and wisdom (Huios Tharros, Huios Timei, and Huios Sophia respectively).  These ''Huioi'' are to embody their respectively virtues that others may live by their example.  They also govern the training regimen of the remaining knights and serve as arbiters in small disputes.  Any of the ''Huioi'' may be called upon to serve the knighthood as a diplomat, dignitary, or any other office as the Grand Master deems necessary.  &lt;br /&gt;
&lt;br /&gt;
Below the Sons will be the rank-and-file of the remaining knights.  All of these are required to serve in the farm fields and share in the labor with the farming staff that supports the order that each knight may learn humility and patience.  Such knights may be recognized for their skill or ability in a given area, leading to such titles and offices as &amp;quot;Quartermaster,&amp;quot; &amp;quot;Master of Horse,&amp;quot; as each knight proves himself in light of such positions being necessary and available.  All knights are trained in ranged, unarmed and melee combat as well as rigorously exercised to develop excellent stamina, strength, agility and mental fortitude.  Training also incorporates basic magical theory and, perhaps in the future, practice, as funds and space permit.  &lt;br /&gt;
&lt;br /&gt;
Each knight is required to fulfill his, or her, service as a squire.  To become a squire one must petition the knighthood itself to obtain permission to seek out a knight in good standing and make a personal request of said knight.  Should the knight's answer be in the affirmative, and there be no objection from those of higher rank, the person is taken on as a squire.  Squires see to many numerous, small tasks that their knights require of them which may vary somewhat depending upon the knight in question.  Common tasks include caring for a knight's weapons and armor, standing in for the knight's share of farm labor, etc.  &lt;br /&gt;
&lt;br /&gt;
At the bottom of the hierarchy, but no less important, are the non combative staff who ensure the bulk of the day-to-day chores that the knighthood requires in order to fully function.  Farming, heavy labor, blacksmithing, carpentry and other jobs make up the list of fundamental positions upon which the knighthood stands.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Knight-House ==&lt;br /&gt;
&lt;br /&gt;
The knighthood dwells in a heavily reconstructed farmstead.  An enormous wooden barn has been remodeled into a serviceable, if somewhat crowded, keep.  There are future plans to surround most of the farmstead within a wooden wall as well as to enlarge the stables and smithy.  &lt;br /&gt;
&lt;br /&gt;
The farmstead, formerly belonging to one Thomas Aikman, lies halfway between the towns of Myrken Wood and Foggy Bottom, a short distance west of the North Passage Down.  The banner of the knighthood flies from the single tower of the keep.&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Category:Shepherd_Knights_of_the_Silver_Staff</id>
		<title>Category:Shepherd Knights of the Silver Staff</title>
		<link rel="alternate" type="text/html" href="?title=Category:Shepherd_Knights_of_the_Silver_Staff"/>
				<updated>2007-06-11T02:46:25Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Factions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Good Shepherd lays down his life for the sheep.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coat of Arms ==&lt;br /&gt;
&lt;br /&gt;
The Sheperd Knights' coat-of-arms is a silver shepherd's crook, wreathed in green ivy that sprouts off into leaves at the top, centered upon a black shield.  The shield is flanked by upright red wolves that face the staff and is topped by a red eagle whose wings are raised and who bears a silver crown.  When displayed on tabards or such the emblam is simplified to merely the vine-entwined staff upon a black shield.  Below the shield, on a long banner, reads: ''Tharos, Timei, Sophia''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The Shepherd Knights of the Silver Staff were formed for the purpose of serving to defend the people of the Amasynian Provincial Region from threats that are magical, mundane and militaristic.  While first and foremost an order of combatants and defenders the knighthood also exists to serve the public good through shepherding, protecting and guiding the people through hardship (and prosperity) by strength of the arm, courage of the heart, and the example of one's life.  While not a religious order the knighthood is avowed in its attempt to exemplify and master courage, honor and wisdom as guided by compassion.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
Sir Malaroth of Zachea serves as the Grand Master of the, as of yet, still unofficial knightly order.  The Grand Master is the ultimate voice of the knighthood in dealing with all secular, political or religious entities and organizations.  He is also to serve as judge for all major grievances within the knighthood and may be held personally accountable to the King for all knighthood actions and decrees.  The Grand Master reserves the power to call the knighthood into military action against enemies of the people; promote, demote and punish all staff and knights; and otherwise uphold the motto of the knighthood as is required.  &lt;br /&gt;
&lt;br /&gt;
Below him will serve three ''Huioi,'' or &amp;quot;sons&amp;quot; of the three virtues that make up the knighthood's motto: courage, honor and wisdom (Huios Tharros, Huios Timei, and Huios Sophia respectively).  These ''Huioi'' are to embody their respectively virtues that others may live by their example.  They also govern the training regimen of the remaining knights and serve as arbiters in small disputes.  Any of the ''Huioi'' may be called upon to serve the knighthood as a diplomat, dignitary, or any other office as the Grand Master deems necessary.  &lt;br /&gt;
&lt;br /&gt;
Below the Sons will be the rank-and-file of the remaining knights.  All of these are required to serve in the farm fields and share in the labor with the farming staff that supports the order that each knight may learn humility and patience.  Such knights may be recognized for their skill or ability in a given area, leading to such titles and offices as &amp;quot;Quartermaster,&amp;quot; &amp;quot;Master of Horse,&amp;quot; as each knight proves himself in light of such positions being necessary and available.  All knights are trained in ranged, unarmed and melee combat as well as rigorously exercised to develop excellent stamina, strength, agility and mental fortitude.  Training also incorporates basic magical theory and, perhaps in the future, practice, as funds and space permit.  &lt;br /&gt;
&lt;br /&gt;
Each knight is required to fulfill his, or her, service as a squire.  To become a squire one must petition the knighthood itself to obtain permission to seek out a knight in good standing and make a personal request of said knight.  Should the knight's answer be in the affirmative, and there be no objection from those of higher rank, the person is taken on as a squire.  Squires see to many numerous, small tasks that their knights require of them which may vary somewhat depending upon the knight in question.  Common tasks include caring for a knight's weapons and armor, standing in for the knight's share of farm labor, etc.  &lt;br /&gt;
&lt;br /&gt;
At the bottom of the hierarchy, but no less important, are the noncombative staff who ensure the bulk of the day-to-day chores that the knighthood requires in order to fully function.  Farming, heavy labor, blacksmithing, carpentry and other jobs make up the list of fundamental positions upon which the knighthood stands.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Knight-House ==&lt;br /&gt;
&lt;br /&gt;
The knighthood dwells in a heavily reconstructed farmstead.  An enormous wooden barn has been remodeled into a servicable, if somewhat crowded, keep.  There are future plans to surround most of the farmstead within a wooden wall as well as to enlarge the stables and smithy.  &lt;br /&gt;
&lt;br /&gt;
The farmstead, formerly belonging to one Thomas Aikman, lies halfway between the towns of Myrken Wood and Foggy Bottom, a short distance west of the North Passage Down.  The banner of the knighthood flies from the single tower of the keep.&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Category:Shepherd_Knights_of_the_Silver_Staff</id>
		<title>Category:Shepherd Knights of the Silver Staff</title>
		<link rel="alternate" type="text/html" href="?title=Category:Shepherd_Knights_of_the_Silver_Staff"/>
				<updated>2007-06-11T02:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Factions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Good Shepherd lays down his life for the sheep.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coat of Arms ==&lt;br /&gt;
&lt;br /&gt;
The Sheperd Knights' coat-of-arms is a silver shepherd's crook, wreathed in green ivy that sprouts off into leaves at the top, centered upon a black shield.  The shield is flanked by upright red wolves that face the staff and is topped by a red eagle whose wings are raised and who bears a silver crown.  When displayed on tabards or such the emblam is simplified to merely the vine-entwined staff upon a black shield.  Below the shield, on a long banner, reads: ''Tharos, Timei, Sophia''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The Shepherd Knights of the Silver Staff were formed for the purpose of serving to defend the people of the Amasynian Provincial Region from threats that are magical, mundane and militaristic.  While first and foremost an order of combatants and defenders the knighthood also exists to serve the public good through shepherding, protecting and guiding the people through hardship (and prosperity) by strength of the arm, courage of the heart, and the example of one's life.  While not a religious order the knighthood is avowed in its attempt to exemplify and master courage, honor and wisdom as guided by compassion.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
Sir Malaroth of Zachea serves as the Grand Master of the, as of yet, still unofficial knightly order.  The Grand Master is the ultimate voice of the knighthood in dealing with all secular, political or religious entities and organizations.  He is also to serve as judge for all major grievances within the knighthood and may be held personally accountable to the King for all knighthood actions and decrees.  The Grand Master reserves the power to call the knighthood into military action against enemies of the people; promote, demote and punish all staff and knights; and otherwise uphold the motto of the knighthood as is required.  &lt;br /&gt;
&lt;br /&gt;
Below him will serve three ''Huioi,'' or &amp;quot;sons&amp;quot; of the three virtues that make up the knighthood's motto: courage, honor and wisdom (Huios Tharros, Huios Timei, and Huios Sophia respectively).  These ''Huioi'' are to embody their respectively virtues that others may live by their example.  They also govern the training regimen of the remaining knights and serve as arbiters in small disputes.  Any of the ''Huioi'' may be called upon to serve the knighthood as a diplomat, dignitary, or any other office as the Grand Master deems necessary.  &lt;br /&gt;
&lt;br /&gt;
Below the Sons will be the rank-and-file of the remaining knights.  All of these are required to serve in the farm fields and share in the labor with the farming staff that supports the order that each knight may learn humility and patience.  Such knights may be recognized for their skill or ability in a given area, elading to such titles and offices as &amp;quot;Quartermaster,&amp;quot; &amp;quot;Master of Horse,&amp;quot; as each knight proves himself in light of such positions being necessary and available.  All knights are trained in ranged, unarmed and melee combat as well as rigorously exercised to develop excellent stamina, strength, agility and mental fortitude.  Training also incorporates basic magical theory and, perhaps in the future, practice, as funds and space permit.  &lt;br /&gt;
&lt;br /&gt;
Each knight is required to fulfill his, or her, service as a squire.  To become a squire one must petition the knighthood itself to obtain permission to seek out a knight in good standing and make a personal request of said knight.  Should the knight's answer be in the affirmative, and there be no objection from those of higher rank, the person is taken on as a squire.  Squires see to many numerous, small tasks that their knights require of them which may vary somewhat depending upon the knight in question.  Common tasks include caring for a knight's weapons and armor, standing in for the knight's share of farm labor, etc.  &lt;br /&gt;
&lt;br /&gt;
At the bottom of the hierarchy, but no less important, are the noncombative staff who ensure the bulk of the day-to-day chores that the knighthood requires in order to fully function.  Farming, heavy labor, blacksmithing, carpentry and other jobs make up the list of fundamental positions upon which the knighthood stands.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Knight-House ==&lt;br /&gt;
&lt;br /&gt;
The knighthood dwells in a heavily reconstructed farmstead.  An enormous wooden barn has been remodeled into a servicable, if somewhat crowded, keep.  There are future plans to surround most of the farmstead within a wooden wall as well as to enlarge the stables and smithy.  &lt;br /&gt;
&lt;br /&gt;
The farmstead, formerly belonging to one Thomas Aikman, lies halfway between the towns of Myrken Wood and Foggy Bottom, a short distance west of the North Passage Down.  The banner of the knighthood flies from the single tower of the keep.&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Category:Shepherd_Knights_of_the_Silver_Staff</id>
		<title>Category:Shepherd Knights of the Silver Staff</title>
		<link rel="alternate" type="text/html" href="?title=Category:Shepherd_Knights_of_the_Silver_Staff"/>
				<updated>2007-06-11T02:34:42Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
&lt;br /&gt;
''The Good Shepherd lays down his life for the sheep.''&lt;br /&gt;
&lt;br /&gt;
== Coat of Arms ==&lt;br /&gt;
&lt;br /&gt;
The Sheperd Knights' coat-of-arms is a silver shepherd's crook, wreathed in green ivy that sprouts off into leaves at the top, centered upon a black shield.  The shield is flanked by upright red wolves that face the staff and is topped by a red eagle whose wings are raised and who bears a silver crown.  When displayed on tabards or such the emblam is simplified to merely the vine-entwined staff upon a black shield.  Below the shield, on a long banner, reads: ''Tharos, Timei, Sophia''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The Shepherd Knights of the Silver Staff were formed for the purpose of serving to defend the people of the Amasynian Provincial Region from threats that are magical, mundane and militaristic.  While first and foremost an order of combatants and defenders the knighthood also exists to serve the public good through shepherding, protecting and guiding the people through hardship (and prosperity) by strength of the arm, courage of the heart, and the example of one's life.  While not a religious order the knighthood is avowed in its attempt to exemplify and master courage, honor and wisdom as guided by compassion.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
Sir Malaroth of Zachea serves as the Grand Master of the, as of yet, still unofficial knightly order.  The Grand Master is the ultimate voice of the knighthood in dealing with all secular, political or religious entities and organizations.  He is also to serve as judge for all major grievances within the knighthood and may be held personally accountable to the King for all knighthood actions and decrees.  The Grand Master reserves the power to call the knighthood into military action against enemies of the people; promote, demote and punish all staff and knights; and otherwise uphold the motto of the knighthood as is required.  &lt;br /&gt;
&lt;br /&gt;
Below him will serve three ''Huioi,'' or &amp;quot;sons&amp;quot; of the three virtues that make up the knighthood's motto: courage, honor and wisdom (Huios Tharros, Huios Timei, and Huios Sophia respectively).  These ''Huioi'' are to embody their respectively virtues that others may live by their example.  They also govern the training regimen of the remaining knights and serve as arbiters in small disputes.  Any of the ''Huioi'' may be called upon to serve the knighthood as a diplomat, dignitary, or any other office as the Grand Master deems necessary.  &lt;br /&gt;
&lt;br /&gt;
Below the Sons will be the rank-and-file of the remaining knights.  All of these are required to serve in the farm fields and share in the labor with the farming staff that supports the order that each knight may learn humility and patience.  Such knights may be recognized for their skill or ability in a given area, elading to such titles and offices as &amp;quot;Quartermaster,&amp;quot; &amp;quot;Master of Horse,&amp;quot; as each knight proves himself in light of such positions being necessary and available.  All knights are trained in ranged, unarmed and melee combat as well as rigorously exercised to develop excellent stamina, strength, agility and mental fortitude.  Training also incorporates basic magical theory and, perhaps in the future, practice, as funds and space permit.  &lt;br /&gt;
&lt;br /&gt;
Each knight is required to fulfill his, or her, service as a squire.  To become a squire one must petition the knighthood itself to obtain permission to seek out a knight in good standing and make a personal request of said knight.  Should the knight's answer be in the affirmative, and there be no objection from those of higher rank, the person is taken on as a squire.  Squires see to many numerous, small tasks that their knights require of them which may vary somewhat depending upon the knight in question.  Common tasks include caring for a knight's weapons and armor, standing in for the knight's share of farm labor, etc.  &lt;br /&gt;
&lt;br /&gt;
At the bottom of the hierarchy, but no less important, are the noncombative staff who ensure the bulk of the day-to-day chores that the knighthood requires in order to fully function.  Farming, heavy labor, blacksmithing, carpentry and other jobs make up the list of fundamental positions upon which the knighthood stands.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Knight-House ==&lt;br /&gt;
&lt;br /&gt;
The knighthood dwells in a heavily reconstructed farmstead.  An enormous wooden barn has been remodeled into a servicable, if somewhat crowded, keep.  There are future plans to surround most of the farmstead within a wooden wall as well as to enlarge the stables and smithy.  &lt;br /&gt;
&lt;br /&gt;
The farmstead, formerly belonging to one Thomas Aikman, lies halfway between the towns of Myrken Wood and Foggy Bottom, a short distance west of the North Passage Down.  The banner of the knighthood flies from the single tower of the keep.&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Category:Shepherd_Knights_of_the_Silver_Staff</id>
		<title>Category:Shepherd Knights of the Silver Staff</title>
		<link rel="alternate" type="text/html" href="?title=Category:Shepherd_Knights_of_the_Silver_Staff"/>
				<updated>2007-06-11T02:33:16Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
&lt;br /&gt;
''The Good Shepherd lays down his life for the sheep.''&lt;br /&gt;
&lt;br /&gt;
== Coat of Arms ==&lt;br /&gt;
&lt;br /&gt;
The Sheperd Knights' coat-of-arms is a silver shepherd's crook, wreathed in green ivy that sprouts off into leaves at the top, centered upon a black shield.  The shield is flanked by upright red wolves that face the staff and is topped by a red eagle whose wings are raised and who bears a silver crown.  When displayed on tabards or such the emblam is simplified to merely the vine-entwined staff upon a black shield.  Below the shield, on a long banner, reads: ''Tharos, Timei, Sophia''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
&lt;br /&gt;
The Shepherd Knights of the Silver Staff were formed for the purpose of serving to defend the people of the Amasynian Provincial Region from threats that are magical, mundane and militaristic.  While first and foremost an order of combatants and defenders the knighthood also exists to serve the public good through shepherding, protecting and guiding the people through hardship (and prosperity) by strength of the arm, courage of the heart, and the example of one's life.  While not a religious order the knighthood is avowed in its attempt to exemplify and master courage, honor and wisdom as guided by compassion.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
Sir Malaroth of Zachea serves as the Grand Master of the, as of yet, still unofficial knightly order.  The Grand Master is the ultimate voice of the knighthood in dealing with all secular, political or religious entities and organizations.  He is also to serve as judge for all major grievances within the knighthood and may be held personally accountable to the King for all knighthood actions and decrees.  The Grand Master reserves the power to call the knighthood into military action against enemies of the people; promote, demote and punish all staff and knights; and otherwise uphold the motto of the knighthood as is required.  &lt;br /&gt;
&lt;br /&gt;
Below him will serve three ''Huioi,'' or &amp;quot;sons&amp;quot; of the three virtues that make up the knighthood's motto: courage, honor and wisdom (Huios Tharros, Huios Timei, and Huios Sophia respectively).  These ''Huioi'' are to embody their respectively virtues that others may live by their example.  They also govern the training regimen of the remaining knights and serve as arbiters in small disputes.  Any of the ''Huioi'' may be called upon to serve the knighthood as a diplomat, dignitary, or any other office as the Grand Master deems necessary.  &lt;br /&gt;
&lt;br /&gt;
Below the Sons will be the rank-and-file of the remaining knights.  All of these are required to serve in the farm fields and share in the labor with the farming staff that supports the order that each knight may learn humility and patience.  Such knights may be recognized for their skill or ability in a given area, elading to such titles and offices as &amp;quot;Quartermaster,&amp;quot; &amp;quot;Master of Horse,&amp;quot; as each knight proves himself in light of such positions being necessary and available.  All knights are trained in ranged, unarmed and melee combat as well as rigorously exercised to develop excellent stamina, strength, agility and mental fortitude.  Training also incorporates basic magical theory and, perhaps in the future, practice, as funds and space permit.  &lt;br /&gt;
&lt;br /&gt;
Each knight is required to fulfill his, or her, service as a squire.  To become a squire one must petition the knighthood itself to obtain permission to seek out a knight in good standing and make a personal request of said knight.  Should the knight's answer be in the affirmative, and there be no objection from those of higher rank, the person is taken on as a squire.  Squires see to many numerous, small tasks that their knights require of them which may vary somewhat depending upon the knight in question.  Common tasks include caring for a knight's weapons and armor, standing in for the knight's share of farm labor, etc.  &lt;br /&gt;
&lt;br /&gt;
At the bottom of the hierarchy, but no less important, are the noncombative staff who ensure the bulk of the day-to-day chores that the knighthood requires in order to fully function.  Farming, heavy labor, blacksmithing, carpentry and other jobs make up the list of fundamental positions upon which the knighthood stands.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Knight-House ==&lt;br /&gt;
&lt;br /&gt;
The knighthood dwells in a heavily reconstructed farmstead.  An enormous wooden barn has been remodeled into a servicable, if somewhat crowded, keep.  There are future plans to surround most of the farmstead within a wooden wall as well as to enlarge the stables and smithy.  &lt;br /&gt;
&lt;br /&gt;
The farmstead, formerly belonging to one Thomas Aikman, lies halfway between the towns of Myrken Wood and Foggy Bottom, a short distance west of the North Passage Down.  The banner of the knighthood flies from the single tower of the keep.&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Category:Shepherd_Knights_of_the_Silver_Staff</id>
		<title>Category:Shepherd Knights of the Silver Staff</title>
		<link rel="alternate" type="text/html" href="?title=Category:Shepherd_Knights_of_the_Silver_Staff"/>
				<updated>2007-06-11T02:30:21Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
&lt;br /&gt;
''The Good Shepherd lays down his life for the sheep.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Coat of Arms&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Sheperd Knights' coat-of-arms is a silver shepherd's crook, wreathed in green ivy that sprouts off into leaves at the top, centered upon a black shield.  The shield is flanked by upright red wolves that face the staff and is topped by a red eagle whose wings are raised and who bears a silver crown.  When displayed on tabards or such the emblam is simplified to merely the vine-entwined staff upon a black shield.  Below the shield, on a long banner, reads: ''Tharos, Timei, Sophia''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Purpose&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Shepherd Knights of the Silver Staff were formed for the purpose of serving to defend the people of the Amasynian Provincial Region from threats that are magical, mundane and militaristic.  While first and foremost an order of combatants and defenders the knighthood also exists to serve the public good through shepherding, protecting and guiding the people through hardship (and prosperity) by strength of the arm, courage of the heart, and the example of one's life.  While not a religious order the knighthood is avowed in its attempt to exemplify and master courage, honor and wisdom as guided by compassion.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Organization&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sir Malaroth of Zachea serves as the Grand Master of the, as of yet, still unofficial knightly order.  The Grand Master is the ultimate voice of the knighthood in dealing with all secular, political or religious entities and organizations.  He is also to serve as judge for all major grievances within the knighthood and may be held personally accountable to the King for all knighthood actions and decrees.  The Grand Master reserves the power to call the knighthood into military action against enemies of the people; promote, demote and punish all staff and knights; and otherwise uphold the motto of the knighthood as is required.  &lt;br /&gt;
&lt;br /&gt;
Below him will serve three ''Huioi,'' or &amp;quot;sons&amp;quot; of the three virtues that make up the knighthood's motto: courage, honor and wisdom (Huios Tharros, Huios Timei, and Huios Sophia respectively).  These ''Huioi'' are to embody their respectively virtues that others may live by their example.  They also govern the training regimen of the remaining knights and serve as arbiters in small disputes.  Any of the ''Huioi'' may be called upon to serve the knighthood as a diplomat, dignitary, or any other office as the Grand Master deems necessary.  &lt;br /&gt;
&lt;br /&gt;
Below the Sons will be the rank-and-file of the remaining knights.  All of these are required to serve in the farm fields and share in the labor with the farming staff that supports the order that each knight may learn humility and patience.  Such knights may be recognized for their skill or ability in a given area, elading to such titles and offices as &amp;quot;Quartermaster,&amp;quot; &amp;quot;Master of Horse,&amp;quot; as each knight proves himself in light of such positions being necessary and available.  All knights are trained in ranged, unarmed and melee combat as well as rigorously exercised to develop excellent stamina, strength, agility and mental fortitude.  Training also incorporates basic magical theory and, perhaps in the future, practice, as funds and space permit.  &lt;br /&gt;
&lt;br /&gt;
Each knight is required to fulfill his, or her, service as a squire.  To become a squire one must petition the knighthood itself to obtain permission to seek out a knight in good standing and make a personal request of said knight.  Should the knight's answer be in the affirmative, and there be no objection from those of higher rank, the person is taken on as a squire.  Squires see to many numerous, small tasks that their knights require of them which may vary somewhat depending upon the knight in question.  Common tasks include caring for a knight's weapons and armor, standing in for the knight's share of farm labor, etc.  &lt;br /&gt;
&lt;br /&gt;
At the bottom of the hierarchy, but no less important, are the noncombative staff who ensure the bulk of the day-to-day chores that the knighthood requires in order to fully function.  Farming, heavy labor, blacksmithing, carpentry and other jobs make up the list of fundamental positions upon which the knighthood stands.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;The Knight-House&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The knighthood dwells in a heavily reconstructed farmstead.  An enormous wooden barn has been remodeled into a servicable, if somewhat crowded, keep.  There are future plans to surround most of the farmstead within a wooden wall as well as to enlarge the stables and smithy.  &lt;br /&gt;
&lt;br /&gt;
The farmstead, formerly belonging to one Thomas Aikman, lies halfway between the towns of Myrken Wood and Foggy Bottom, a short distance west of the North Passage Down.  The banner of the knighthood flies from the single tower of the keep.&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Category:Shepherd_Knights_of_the_Silver_Staff</id>
		<title>Category:Shepherd Knights of the Silver Staff</title>
		<link rel="alternate" type="text/html" href="?title=Category:Shepherd_Knights_of_the_Silver_Staff"/>
				<updated>2007-06-10T22:45:55Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Coat of Arms&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Purpose&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Organization&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Methods &amp;amp; Means&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;The Knight-House&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;The Founder&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-06-10T22:38:06Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Malaroth''' stands at just over six feet in height.  Though he has been in [[Myrken Wood]] for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.  He is known for slouching, scowling and sighing - gestures that have earned him the nickname &amp;quot;Malaroth the Miserable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of [[Zachea]] - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;[[Great Sea]].&amp;quot;  His duties largely consisted of keeping the borders safe from the marauding elves that dwell in the neighboring wasteland and from the tyrannical magocratic Kingdom of [[Leshgaul]].  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor [[Aloisius Treadwell]] and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in [[Cambree Swinton|Madame Swinton]]'s [[Myrkentown Tea House|Tea House]] following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the [[Priory of Stonebrook]], to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;The Shepherd Knight&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth is the Founder and Grand Master of the Shepherd Knights of the Silver Staff.  Although the knighthood has not been formally established just yet the process does near its conclusion.  &lt;br /&gt;
&lt;br /&gt;
The Knighthood is an attempt, spearheaded by Malaroth, to combat and protect the citizenry of the Amasynian Province from militaristic, sorcerous and mundane dangers as well as assist in maintaining a general peace through both words and deeds.  Malaroth's primary motivation behind the order was a desire to bring light into a land that is often darkened by villainy.  &lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;br /&gt;
[[Category:Shepherd Knights of the Silver Staff]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Current_events</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="?title=Current_events"/>
				<updated>2007-06-06T04:52:57Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''When putting posts here, please put two dashes and four tildes ('''&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;''') at the end of any statements that you make.  &amp;lt;br&amp;gt;This will automatically put your username and timestamp on the submission.  Thank you!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Active Plots == &lt;br /&gt;
'''May, 2007 -- Current Events'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Enter your events right under this line.  Start your addition with a * and finish it with --~~~~ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A librarian has gone missing from the Library of Mudd.  The interior has been found in disarray with several books  missing pages and having been strewn about.  A dead man was also found by the front door, whose cause of death appears to have been a massive blunt trauma to the skull.  --[[User:24.218.60.53|24.218.60.53]] 21:52, 5 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* The [[Myrkentown Constabulary|Constabulary]] have conducted a number of dawn raids across [[Myrkentown]]. Carried out by a large number of Constables acting simultaneously in well-organised teams, it is believed that approximately twenty citizens were taken into custody; Detective Constables have subsequently conducted thorough searches of houses and business premises belonging to those arrested. No information has yet been released regarding the reasons behind the arrests, save that it is part of an ongoing investigation. --[[User:Majic13|majic13]] 04:29, 18 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* The [[Myrkentown Tea House]] has turned many of the riot's wounded over to the [[Rememdium Edificium]].  Only a few remain in the care of Madame [[Cambree Swinton]] and her girls; however, [[David D'Rael]] is slow to treat the individuals who claim to have homes in outerlying areas.  Whispers of a probable cause for [[David D'Rael]]'s lack of attention for these few men has begun to circulate.&lt;br /&gt;
&lt;br /&gt;
* A mysterious figure, claimed by some to be a ghost, has been spotted by several people south of the Broken Dagger.  All who have seen the unknown seperately concur that a great chill follows it and that it occasionally leaves blighted wildlife any place where it happens to hesitate.  Witnesses agree that the creature was always moving in an easterly direction and that it responded neither to greetings nor warnings.  --[[User:24.218.60.53|24.218.60.53]] 21:28, 12 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
* Early May, Councilor [[Aloisius Treadwell]] found himself the victim of a Draggawuu-induced curse, being turned into a pig-person for two full days.  Though he was soon largely back to his normal, grumpy self, a portion of it remained: Treadwell briefly sported a fleshy, pink, curly pig tail at his behind, fast-becoming the subject of children's jests throughout town. Now, he is back to his normal, human, grumpy self.--[[User:Treadwell|Treadwell]] 10:04, 17 May 2007 (PDT)&lt;br /&gt;
{{Events by month links}}&lt;br /&gt;
&lt;br /&gt;
== Scheduled Plot Events ==&lt;br /&gt;
&lt;br /&gt;
The [[Scheduled Plot Events]] page is for plot-runners, [[Role-Playing|role-players]], and others who wish to let people know when they plan to be in the [[channel]] for interesting events such as riots, [[drow]] invasions, announcements, meetings, and other related awesomeness.&lt;br /&gt;
&lt;br /&gt;
== Deathwatch ==&lt;br /&gt;
&lt;br /&gt;
The [[Deathwatch]]: making a life in [[Myrken Wood]] is rife with hardship and danger; not only must you deal with privation, hunger, and mage-induced bad weather, but, as an [[Non-Player Character|NPC]], you are always in danger of being killed for the greater good of the players. This page is dedicated to all the [[Non-Player Character|NPC]]s who have died in the service of the daemon of Plot Advancement. May their memories remain bright!&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-24T19:31:12Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Malaroth''' stands at just over six feet in height.  Though he has been in [[Myrken Wood]] for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.  He is known for slouching, scowling and sighing - gestures that have earned him the nickname &amp;quot;Malaroth the Miserable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of [[Zachea]] - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;[[Great Sea]].&amp;quot;  His duties largely consisted of keeping the borders safe from the marauding elves that dwell in the neighboring wasteland and from the tyrannical magocratic Kingdom of [[Leshgaul]].  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor [[Aloisius Treadwell]] and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in [[Cambree Swinton|Madame Swinton]]'s [[Myrkentown Tea House|Tea House]] following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the [[Priory of Stonebrook]], to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.  He also searches for a sword called &amp;quot;Deliverance&amp;quot; that he says was brought here approximately eight years ago although he is loathe to discuss why.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-23T04:19:15Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth stands at just over six feet in height.  Though he has been in Myrken Wood for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.  He is known for slouching, scowling and sighing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of Zachea - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;Great Sea.&amp;quot;  His duties largely consisted of keeping the borders safe from the marauding elves that dwell in the neighboring wasteland and from the tyrannical magocratic Kingdom of Leshgaul.  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor Aloisius Treadwell and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in Madame Swinton's Tea House following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the Priory of Stonebrook, to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.  He also searches for a sword called &amp;quot;Deliverance&amp;quot; that he says was brought here approximately eight years ago although he is loathe to discuss why.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-23T04:17:28Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth stands at just over six feet in height.  Though he has been in Myrken Wood for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.  He is known for slouching, scowling and sighing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of Zachea - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;Great Sea.&amp;quot;  His duties largely consisted of keeping the borders safe from the marauding elves that dwell in the neighboring wasteland and from the tyrannical magocratic Kingdom of Leshgaul.  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor Aloisius Treadwell and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in Madame Swinton's Tea House following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the Priory of Stonebrook, to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-23T04:14:52Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth stands at just over six feet in height.  Though he has been in Myrken Wood for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.  He is known for slouching, scowling and sighing.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of Zachea - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;Great Sea.&amp;quot;  His duties largely consisted of keeping the borders safe from the marauding elves that dwell in the neighboring wasteland and from the tyrannical magocratic Kingdom of Leshgaul.  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and set began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor Aloisius Treadwell and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in Madame Swinton's Tea House following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the Priory of Stonebrook, to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-23T04:05:22Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth stands at just over six feet in height.  Though he has been in Myrken Wood for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of Zachea - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;Great Sea.&amp;quot;  His duties largely consisted of keeping the borders safe from the marauding elves that dwell in the neighboring wasteland and from the tyrannical magocratic Kingdom of Leshgaul.  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and set began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor Aloisius Treadwell and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in Madame Swinton's Tea House following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the Priory of Stonebrook, to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-23T04:02:57Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth stands at just over six feet in height.  Though he has been in Myrken Wood for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of Zachea - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;Great Sea.&amp;quot;  His duties largely consisted of keeping the borders safe from marauding elves that dwell in the neighboring wasteland and from the tyranniacal magocratic Kingdom of Leshgaul.  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and set began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor Aloisius Treadwell and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in Madame Swinton's Tea House following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the Priory of Stonebrook, to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-23T04:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* Malaroth of Zachea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth stands at just over six feet in height.  Though he has been in Myrken Wood for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of Zachea - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;Great Sea.&amp;quot;  His duties largely consisted of keeping the borders safe from marauding elves that dwell in the neighboring wasteland and from the tyranniacal magocratic Kingdom of Leshgaul.  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and set began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor Aloisius Treadwell and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in Madame Swinton's Tea House following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the Priory of Stonebrook, to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-23T04:00:18Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: /* Malaroth of Zachea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
== Malaroth of Zachea ==&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth stands at just over six feet in height.  Though he has been in Myrken Wood for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of Zachea - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;Great Sea.&amp;quot;  His duties largely consisted of keeping the borders safe from marauding elves that dwell in the neighboring wasteland and from the tyranniacal magocratic Kingdom of Leshgaul.  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and set began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor Aloisius Treadwell and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in Madame Swinton's Tea House following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the Priory of Stonebrook, to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Active Characters]]&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Malaroth_Deucalios</id>
		<title>Malaroth Deucalios</title>
		<link rel="alternate" type="text/html" href="?title=Malaroth_Deucalios"/>
				<updated>2007-05-23T03:57:25Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: Malaroth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
== Malaroth of Zachea ==&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Appearance&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malaroth stands at just over six feet in height.  Though he has been in Myrken Wood for only a short period of time his appearance has changed considerably.  He first arrived sporting the clothes of a nobleman, along with the heavy armor of a mounted knight and a blade of similiar quality.  Now he sports a long gray coat that he wears open.  Beneath the heavy outerwear he usually wears a cream-colored, fitted doublet and dark blue pants tucked into black leather boots whose cuts and caked grime speak of long journeys.  His blonde hair is long and thin, often falling about his haggard features in thin wisps although lately they have become streaked with silver.  Similarly his countenance, an angular construction softened by a rounded nose, while always pale now bears a slight ashen coloration.  And yet he only purports to have seen twenty-four winters.  &lt;br /&gt;
&lt;br /&gt;
Where he once bore a weapon now rests only an empty olive-colored scabbard.  The sword has been replaced with an iron-shod staff that he takes everywhere.  He also carries a length of chain coiled on his belt that he dislikes commenting about.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Before Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The man speaks willingly enough of the past although usually only to remark that his memory is not entirely clear.  This has changed in recent days though he has not said why.  Malaroth readily claims to serve as a nobleman and knight in service to King Malcolm II of Zachea - a theocratic nation ruled by the Priest-King that also dominates one third of a large island some distance across the &amp;quot;Great Sea.&amp;quot;  His duties largely consisted of keeping the borders safe from marauding elves that dwell in the neighboring wasteland and from the tyranniacal magocratic Kingdom of Leshgaul.  He has also claimed to have stood toe-to-toe against a dragon during a bloody siege upon an important Zachean city, and that he is a widower.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;Myrken Wood&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For undisclosed reasons he left his country behind and set began a perilous journey towards a place called &amp;quot;Myrken Wood&amp;quot; although he had never heard of the land before.  The name came to him via strange dreams and imaginings that struck him as memories - though they were of things he knew he had never said, thought or done.  &lt;br /&gt;
&lt;br /&gt;
He soon fell in with Councilor Aloisius Treadwell and calls the man a friend.  It was this friend who lent him the money to purchase his new clothes after he was left tied to a tree and assaulted by a flock of hungry crows.  He has never mentioned who visited this wrong upon him or why.  When a cry for supplies went out to help the wounded left in Madame Swinton's Tea House following a riot, it is rumored that Malaroth gathered many supplies on his own and that he spent his last coins to do so.  &lt;br /&gt;
&lt;br /&gt;
Malaroth was briefly connected with the slaughter of twenty cutpurses, brigands and thieves in Myrkentown as his sword was found at the crime scene.  Although he was cleared of the charges the blade, which he claimed was stolen, has evidently been stolen yet again.  This latest theft, as well as his being left as carrion food, has wrought a melancholy but also hopeful change in the apparently listless foreign nobleman.  He is known to stay at the Priory of Stonebrook, to possess a semblance of honor and compassion, but also an occasionally violent temper.  &lt;br /&gt;
&lt;br /&gt;
Currently, he entertains founding an order of knights to help bring and perpetuate peace for the citizens of a province that strikes him as somewhat beleagured by villainy.&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Current_events</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="?title=Current_events"/>
				<updated>2007-05-13T04:29:23Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''When putting posts here, please put two dashes and four tildes ('''&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;''') at the end of any statements that you make.  &amp;lt;br&amp;gt;This will automatically put your username and timestamp on the submission.  Thank you!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Active Plots == &lt;br /&gt;
'''May, 2007 -- Current Events'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Enter your events right under this line.  Start your addition with a * and finish it with --~~~~ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A mysterious figure, claimed by some to be a ghost, has been spotted by several people south of the Broken Dagger.  All who have seen the unknown seperately concur that a great chill follows it and that it occasionally leaves blighted wildlife any place where it happens to hesitate.  Witnesses agree that the creature was always moving in an easterly direction and that it responded neither to greetings nor warnings.  --[[User:24.218.60.53|24.218.60.53]] 21:28, 12 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Early May, Councilor [[Aloisius Treadwell]] found himself the victim of a Draggawuu-induced curse, being turned into a pig-person for two full days.  Though he is largely back to his normal, grumpy self, a portion of it remains: Treadwell now sports a fleshy, pink, curly pig tail at his behind, fast-becoming the subject of children's jests throughout town. --[[User:Treadwell|Treadwell]] 08:02, 10 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
{{Events by month links}}&lt;br /&gt;
&lt;br /&gt;
== Scheduled Plot Events ==&lt;br /&gt;
&lt;br /&gt;
The [[Scheduled Plot Events]] page is for plot-runners, [[Role-Playing|role-players]], and others who wish to let people know when they plan to be in the [[channel]] for interesting events such as riots, [[drow]] invasions, announcements, meetings, and other related awesomeness.&lt;br /&gt;
&lt;br /&gt;
== Deathwatch ==&lt;br /&gt;
&lt;br /&gt;
The [[Deathwatch]]: making a life in [[Myrken Wood]] is rife with hardship and danger; not only must you deal with privation, hunger, and mage-induced bad weather, but, as an [[Non-Player Character|NPC]], you are always in danger of being killed for the greater good of the players. This page is dedicated to all the [[Non-Player Character|NPC]]s who have died in the service of the daemon of Plot Advancement. May their memories remain bright!&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	<entry>
		<id>?title=Current_events</id>
		<title>Current events</title>
		<link rel="alternate" type="text/html" href="?title=Current_events"/>
				<updated>2007-05-13T04:28:34Z</updated>
		
		<summary type="html">&lt;p&gt;24.218.60.53: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''When putting posts here, please put two dashes and four tildes ('''&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;''') at the end of any statements that you make.  &amp;lt;br&amp;gt;This will automatically put your username and timestamp on the submission.  Thank you!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Active Plots == &lt;br /&gt;
'''May, 2007 -- Current Events'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Enter your events right under this line.  Start your addition with a * and finish it with --~~~~ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A mysterious figure, claimed by some to be a ghost, has been spotted by several people south of the Broken Dagger.  All who have seen the unknown seperately concur that a great chill follows it and that it occasionally leaves blighted wildlife any place where it happens to hesitate.  Witnesses agree that the creature was always moving in an easterly direction and that it responded neither to greetings nor warnings.  --[[User:24.218.60.53|24.218.60.53]] 21:28, 12 May 2007 (PDT) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Early May, Councilor [[Aloisius Treadwell]] found himself the victim of a Draggawuu-induced curse, being turned into a pig-person for two full days.  Though he is largely back to his normal, grumpy self, a portion of it remains: Treadwell now sports a fleshy, pink, curly pig tail at his behind, fast-becoming the subject of children's jests throughout town. --[[User:Treadwell|Treadwell]] 08:02, 10 May 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
{{Events by month links}}&lt;br /&gt;
&lt;br /&gt;
== Scheduled Plot Events ==&lt;br /&gt;
&lt;br /&gt;
The [[Scheduled Plot Events]] page is for plot-runners, [[Role-Playing|role-players]], and others who wish to let people know when they plan to be in the [[channel]] for interesting events such as riots, [[drow]] invasions, announcements, meetings, and other related awesomeness.&lt;br /&gt;
&lt;br /&gt;
== Deathwatch ==&lt;br /&gt;
&lt;br /&gt;
The [[Deathwatch]]: making a life in [[Myrken Wood]] is rife with hardship and danger; not only must you deal with privation, hunger, and mage-induced bad weather, but, as an [[Non-Player Character|NPC]], you are always in danger of being killed for the greater good of the players. This page is dedicated to all the [[Non-Player Character|NPC]]s who have died in the service of the daemon of Plot Advancement. May their memories remain bright!&lt;/div&gt;</summary>
		<author><name>24.218.60.53</name></author>	</entry>

	</feed>