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		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Templars.png&amp;diff=5280</id>
		<title>File:Templars.png</title>
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		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
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		<author><name>Apateus</name></author>
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		<title>Alderism</title>
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		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
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&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Alderism&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:AlderismSidfriendly.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Polytheism&lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|High Attian&lt;br /&gt;
|-&lt;br /&gt;
|'''Founder'''&lt;br /&gt;
|[[Alder Himmelschwert]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Vater'''&lt;br /&gt;
|''Vacant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Attian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|Norlanden, The Hinterlands, The Heartlands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|[[Makerism]], [[Wahrheit Alderism]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Orders'''&lt;br /&gt;
|[[The Cult of Mortius]], [[Alda's Sisters]], [[The Order of the Alderist Temple|The Templars]]&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
The most prominent religion among human settlements along the western reaches of the continent, Eden, is Alderism. As the name suggests, the religion revolves around the figure named “Alder” or “Alder Himmelschwert”. A mortal made God through his understanding of the Greater Pre-Determination. Those who follow Alderism believe that a greater force known as the previously mentioned Greater Pre-Determination is the ruling guiding power of everything that has ever happened and will happen in the future. Every possible state of the universe has been Pre-Determined by this force and can generally be cast into two distinct sides. The Ruling of Order, and The Ruling of Chaos. Alder was the first mortal amongst humanity who was capable of seeing and interpreting the two sides of the Pre-Determination and the guidance it provided to reach either of those ruling ends. He used this knowledge granted to him by the Greater Pre-Determination to pave a path for mortals to follow to the Ruling of Order. His excellent guidance in mortal life granted him a God-like status in death as his seed, The Nine Sentinels, were born as a result of his ascension and continued to guide mortals along the path to Order except one. Dolus, sentinel of Deceit and Corruption was born from Alder’s passing as well but unlike the other eight, he represents the darkness Alder bore within his heart and has become a Sentinel dedicated to guiding mortals to the Ruling of Chaos and through that, eternal damnation. &lt;br /&gt;
&lt;br /&gt;
Mortals blessed with the chaotic power of free will are now at a crossroads between following Alder’s Guidance to enlightenment, or Dolus’ guidance to eternal damnation.&lt;br /&gt;
&lt;br /&gt;
== The Legend ==&lt;br /&gt;
&lt;br /&gt;
=== The Age of Prosperity ===&lt;br /&gt;
&lt;br /&gt;
==== 1.1 Origins ====&lt;br /&gt;
It was in the age of barbarism when mortal life wandered aimlessly throughout the mortal realms. Their fate had been decided as without guidance to the path of enlightenment, free-willed mortals such as the first Attian Humans were doomed to fall to damnation under the Ruling of Chaos. Humanity dwelled in the darkness for ages until the rise of Alder, a mortal man destined to lead humanity onto the path to Enlightenment and save them from the pre-determined fate of Chaos. Alder was no man of high standing nor was he gifted with the spiritual blessings of the arcane and would grow up to become a simple thief to keep his family fed. Though from a young age, Alder began receiving visions of unknown origin. At first, these visions were dismissed as simple dreams, yet these dreams persisted with the same message. A call to action from the Greater Pre-Determination, an offer for mortal life to step on the path to enlightenment and rise from the darkness in which they lived. &lt;br /&gt;
&lt;br /&gt;
It would only be when Alder encountered a golden feathered griffin in the woods that he said spoke to him directly when he was out foraging. The griffin appeared to be a spirit that emitted a soft golden light from its eyes. When Alder made eye contact with this creature, a voice appeared in his head that repeated the same message from his visions, telling him to rise to lead his tribe and then unite the northern people under his guidance. Only then could mortal life be saved from damnation. To achieve his first goal of rising to the position of king of the tribe, Alder was said to have been gifted a greatsword by the golden griffin before it faded. Through this encounter, Alder was set on his pre-determined path to greatness.&lt;br /&gt;
&lt;br /&gt;
==== 1.2 The Rise to Power ====&lt;br /&gt;
Alder’s first challenge on his path manifested itself shortly after he embraced his fate of becoming the chosen guide of humanity. When the priests from his hometown were made aware of a to them stranger preaching of a new faith, they moved swiftly to eradicate this newcomer before he created a foothold within the town. Alder was arrested by the religious cult of his town and brought before the high priest who in order to prove the falsehood of his religion challenged him to a duel. The high priest fought with a great axe painted red with the blood of those slain by it. Opposite to him stood Alder with his sword. A brutal duel ensued that quickly shifted in favor of the high priest until Alder’s sword out of nowhere erupted into golden flame. Those observing the duel said that they saw the golden griffin manifest behind Alder and that his sword became guided by the beast’s claw. With a single blow with this blade, Alder would strike down the priest, evaporating his body in an instant. From this point on, Alder cemented himself and his new religion as the new dominant theological force of the region as this great deed’s rumor spread like wildfire. Alder would burn down the temple of the old faith and have a sanctum to the Greater Pre-Determination built from which he acted as its oracle. He would continue this life up until the death of his tribe’s king without a living heir. It was here that his pre-determined destiny to lead the people would materialize for he would be chosen as the tribe’s next king.&lt;br /&gt;
&lt;br /&gt;
==== 1.3 The Unification Wars ====&lt;br /&gt;
[[File:AldersmallV2.png|thumb|Alder standing on the field of battle during the unification wars.]]&lt;br /&gt;
Not long after his ascension to kingship was it that Alder was granted another vision from the Greater Pre-Determination in which he would ride atop the golden griffin and unite the tribes of Magna Attia under his banner and faith. He would start his campaign of unification a few years after his coronation, starting with those closest to him. Instead of outright attacking the tribes, Alder would allow them the option to join his army peacefully. Most kings accepted though hesitantly, fearing Alder after hearing the rumor of what he did to the priest of his home village that defied him. Others who would not accept were challenged to a duel by Alder, defeating most kings easily in the same manner as the high priest, adding to his legend.&lt;br /&gt;
&lt;br /&gt;
After a short and brutal campaign in the south of Magna Attia lasting for a little over three years, most of the human tribes of the Attians were united under Alder’s banner. This great achievement marked the end of Alder’s first march and shortly after its conclusion, he declared his new domain the Attian Empire. Though impressive, Alder was not satisfied with his conquests for there were many more tribes to enlighten to the will of the Greater Pre-Determination. Alder’s second march marked the conquest of the north which he launched after ten years of ruling his southern domains, enlightening them to the way of the Greater Pre-Determination, opening temples, and appointing oracles to interpret his visions and spread them to the commoners. His visions allowed him to become an extremely gifted and wise leader who built an empire that was meant to last a thousand years. Massive progress was made in terms of education, warfare, science, magic, and the taming and domesticating of a variety of local creatures. Alder’s Second March was meant to bring the northern tribes of Magna Attia into the Empire and save them from eternal damnation through his guidance.&lt;br /&gt;
&lt;br /&gt;
Alder would cross the great dividing river that previously marked the northern borders of his realm and repeated many of the tactics used on the southern tribes afterward. At first, this worked about as well as one would expect. Many tribes would bend the knee or fall in swift brutal campaigns of subjugation. These swift unification wars came to an abrupt end in Lilith's Veil of the second campaign year when Alder attacked a northern tribe during the harsh cold and with stretched supply lines. Alder once again would use his tactic of peaceful subjugation and when that was rejected, a duel. This time Alder would face a king blessed by voidal powers. This king, Barjandal The Mighty, struck Alder down with a demonic blade, wounding Alder severely and ending his campaign. He would return to his capital, Attia, once the cold passed where he started to slowly withered away. Imperial doctors tried whatever they could, yet none could cure the festering voidal wound Alder suffered on his chest. &lt;br /&gt;
&lt;br /&gt;
This vile act of voidal intervention with the Greater Pre-Determination was an act of those who followed the Ruling of Chaos. This shock through the plans of Alder’s guide prompted a direct intervention in return from the Greater Pre-Determination’s Ruling of Order. As Alder’s days dwindled and it was clear that he would pass shortly, the Greater Pre-Determination preserved his essence, and when he eventually passed, reformed it into nine distinct shards of his being. These new life forms were known as the Sentinels, each representing a piece of Alder’s wisdom and granted visions from the Greater Pre-Determination. From that point on, mortals had to rely on Alder’s writings and teachings combined with the visions and pearls of wisdom granted by the Sentinels who now acted as the new custodians of the will of the Ruling of Order.&lt;br /&gt;
&lt;br /&gt;
=== The Age of the Phantom ===&lt;br /&gt;
&lt;br /&gt;
==== 2.1 The Fall of Attia ====&lt;br /&gt;
[[File:Adelskerk.png|thumb|414x414px|The Grand Cathedral of Alder in [[Adelsburg]], 1536]]&lt;br /&gt;
It did not take long for Alder’s Imperium to crack and crumble in the void of his absence. The succession crisis was resolved relatively quickly as the predecessors of what is now House von Lichtenfelts took power over the Attian people and their empire for they were the first to align with Alder and were unwaveringly loyal to him, through this they were granted the by far greatest slice of the Attian domain. The new theological void left behind by Alder was cobbled together by his oracles into what is now known as the Temple of Alder. Where Alder’s Oracles are on a constant quest to interpret the scriptures and visions provided by Alder and the Sentinels after him. In Alder’s place came the “Vater”, a head of the new temple meant to act as a sort of replacement for Alder as the ultimate religious guide and leader to ensure the people of Alder remain on the path of Order. This though suitable solution was flawed for without Alder’s direct guidance, it would all come crumbling down eventually, and it would, for when the last Attian Emperor, [[Claudius I von Lichtenfelts]], allowed himself to be corrupted by the forces of the Ruling of Chaos, it all came crashing down and Attia together with the entire Imperial heartland and Alder’s artifacts were swept from the face of the world by a great flooding, forever rendering the lands uninhabitable.&lt;br /&gt;
&lt;br /&gt;
==== 2.2 Modern Alderism ====&lt;br /&gt;
The remnants of the Empire fled south and resettled in the hinterlands after a brutal campaign of forceful replacement of the local less developed Hintish populace and from there, the new Temple of Alder flourished and shaped itself into what is experienced today. What one would notice is that the temple shifted its focus from directly interacting with the Greater Pre-Determination to interpreting Alder’s visions and writings together with Sentinel worship to ensure mortals return and remain on the path of enlightenment and the Ruling of Order.&lt;br /&gt;
&lt;br /&gt;
== The Rulings of Order and Chaos ==&lt;br /&gt;
&lt;br /&gt;
=== The Fields of the Unliving ===&lt;br /&gt;
Alderists believe that they stand at a great crossroads between the path to either Enlightenment or Damnation. They have through the gift of free will the ability to independently follow the signs of the Greater Pre-Determination to either end of the rulings. Those who are unbelievers and refuse to follow either path throughout their lives are doomed to eternally wander in the fields of the unliving. This afterlife purgatory is without the guidance of either Pre-determinating force. Those who thread there are without purpose and without protection, ripe for the taking by the claws of voidal beings, making them their unliving puppets for all eternity in their demonic realms. Those whose fate this is are forever purposeless puppets free to be controlled by their new masters who do enjoy the guidance of Pre-Determination, be it for Order or Chaos. They lose the one thing they hoped to maintain by staying clear of any path, their free will, for it is their new masters who control their every move if they so desire, even if your mind tries to resist, your body shall march forward in eternal servitude. There is no way out of this fate.&lt;br /&gt;
&lt;br /&gt;
=== The Ruling of Order and The Halls of Alder ===&lt;br /&gt;
Those who live their lives aligned to the path that Alder set out will after death find themselves beyond the fields of the Unliving and instead wander golden fields where golden apple trees dot the landscape. Throughout these fields run golden paved roads that will lead those who follow them to the Halls of Alder, a mystical place where the living may sit alongside their guide, Alder, once more in his renewed kingdom in the lands of the Ruling of Order where no being of Chaos can thread. Living under the Ruling of Order is a perfect existence far away from the world of mortals. Order reigns supreme under the guidance of the greater Pre-Determination’s side of order. Those who enter the realm feel as if they are enlightened as great ideas form in the mind, potential once being but a dream suddenly materializes as those enlightened by order feel as if the very air of the realm is saturated with guidance’s essence that ensures great success for every saved soul using it to further the realm.&lt;br /&gt;
&lt;br /&gt;
=== The Ruling of Chaos and The Six Spires of Dolus ===&lt;br /&gt;
Mortals who for whatever dark reasonings decide to follow Dolus’ guidance and through him the Greater Pre-Determination's Ruling of Chaos will find themselves in the Ashen Abyss, a dark and vast woodlands that will eventually lead to a great clearance in the center of the realm. From this clearance, mortal wandering souls are met with Dolus’ scribe who judges the worthiness of the individual, reads their soul, and sends them to one of the Six paths leading from this clearance. Each of these paths should under no circumstance be left unless the mortal wishes to risk eternal enslavement similar to those who find themselves in the fields of the unliving, leading to one of six great dark spires. Each of them towers far beyond what the wandering soul’s eyes can see. Once the entrance of a spire is reached, the wanderers are expected to climb its steps to the top where their infernal blessing awaits. When the top of these spires is reached, the soul shall find Dolus who with a single touch burns the mortal skin off the wanderer and reshapes them into a Demon of the spire they climbed and thus now serve. Those expecting freedom away from the in their eyes shackles of Alder may find themselves tricked by Dolus for not all souls are equally worthy to him and thus may not all lead to infernal greatness. Some lucky souls may find themselves rising to demonhood as a powerful lord of Dolus’ domain, bound to his and the spire’s servitude and are tasked with destroying Alder’s guidance and the Ruling of Order at the head of Dolus’ infernal forces. Yet most souls do not meet this same glorious Chaotic fate and are reborn as nothing more as runt lesser demons that serve no more purpose than to be the pawns of Dolus doomed to eternally be reborn after they are slain on the field of battle or banished from the mortal plain by the servants of Alder and Order. &lt;br /&gt;
&lt;br /&gt;
Each demon born anew from the followers of Chaos represents the spire they are birthed in. Those who are born as demon lords are reborn from the Spire of Wrath. The lesser demons are born from the other five, those being the spires of Carnality, Gluttony, Deceit, Greed, and Indolence.&lt;br /&gt;
&lt;br /&gt;
== Alder, Dolus, and the Sentinels ==&lt;br /&gt;
&lt;br /&gt;
=== The great oracle, Alder Himmelschwert. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Alder Himmelschwert |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Common Tongue: Sword of Heaven&lt;br /&gt;
|Ruler of the Halls of Alder in the golden fields of the Ruling of Order. He is the divine oracle of the greater pre-determination and thus earned himself a godly status in death.&lt;br /&gt;
'''Physical Depiction:''' A dark-haired man with fair and aging skin, clad in steel plate armor and wielding Heillicht, a Zweihander said to be forged from the star of Hadrius itself. He wears a dark red cape over his plating and rides the Golden Griffin, Goldmane, into battle.&lt;br /&gt;
|[[File:AldersmallV2.png|center|frameless|163x163px]]&lt;br /&gt;
|}&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=== '''The Nine Fragments of Alder, The Sentinels.''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Volker | Sentinel of Change and Destiny&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Volker stands for creation and destiny and is responsible for carving out the path for those who wish to follow the guidance of Alder closely. He is the Sentinel that reflects Alder’s mind as the Oracle of Order and thus receives the will and all possible paths of the greater pre-determination directly. Volker can see all possible paths mortals can wander through his visions and can use his harp, mistweaver, to shape the destiny of his followers to ensure they find their way to Alder’s halls in death. Those who dedicate their prayers to him will receive fragments of Volker’s visions, showing them their path forward. These fragments are all filtered to ensure the misleading paths of Chaos are weeded out. Volker is especially popular among the clergymen of the temple of Alder.&lt;br /&gt;
'''Physical Depiction:''' Volker is depicted as an older man with grey hair; he has a third eye which he uses to see the destinies of all beings and write them. Volker is sometimes depicted with a harp, the strings symbolizing the threads of destiny he weaves.&lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Rosatia | Sentinel of Wisdom and Learning&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rosatia stands for wisdom and learning and is responsible for providing aid to any mind who seeks enlightenment. Those who dedicate their prayers to her and have them answered are blessed with a wave of inspiration and problems that haunted their minds for years will resolve themselves in mere minutes as it is Rosita that guides their mind towards a solution.&lt;br /&gt;
'''Physical Depiction:''' Depicted as a fair woman wearing a white gown. She is usually depicted with a white owl at her side, as well as a book said to contain the moral truths of the world.&lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Salvor | Sentinel of War and Honour&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Salvor stands for war and honor and is responsible for guiding the bravest of mortal warriors on the field of battle with the strength of Alder himself. He is a leader of armies and usually a favorite amongst Knights. Praying to him may grant believers with newfound bravery and strength to overcome their foes on the field of battle. The only favor Salvor asks in return is to remain chivalrous and not fall to the same barbarisms Alder spent so many years uprooting from his own people.&lt;br /&gt;
'''Physical Depiction:''' Much like Alder, he is usually depicted clad in armor and wielding various weapons. These weapons range from swords to spears and war hammers. He is depicted as a handsome man with blonde hair, though he is scarred across his entire body from all his fighting. &lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Elric | Sentinel of Judgement and Justice&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Elric stands for judgment and justice and is responsible for all fairness and equality within the world, he grants those dedicated to him the wisdom and insight required to cast fair judgment of those who stray from the Enlightened path of order. Those who dedicate their prayers to him are said to if answered receive visions in which the right path to preserving the guidance of order is shown to the individual.&lt;br /&gt;
'''Physical Depiction:''' Elric is depicted as a tall and thin man with blonde hair and wearing an Attian judges’ gown; he wields a golden staff in his right hand and a scale in his left. An eagle is said to follow him, whose eyes he can use.&lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Alda | Sentinel of Love and Beauty&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Alda stands for love and beauty and is responsible for all things stunning in the world and the love within it. She is usually associated with motherhood and art. Those who dedicate their prayers to her will be granted renewed passion and love for those around them. Lovers will be overcome with lust and mothers find renewed passion in taking care of their family.&lt;br /&gt;
'''Physical Depiction:''' Alda is usually depicted as a tall woman in a white dress adorned with different flowers, she is said to be the most beautiful of all the Sentinels. A dozen doves always fly near her, and these animals are now always connected to her.&lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Aristea | Sentinel of Fertility and Decay&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Aristea stands for fertility and decay and is always associated with nature, she is the token Sentinel for all farmers and lovers of nature. Those dedicating their prayers to her will be granted an abundance of crops the next harvest and their animals will carry many young. Parents struggling with pregnancy also dedicate prayers to her in the hope that she grants them new life as well. Yet the duality of Aristea is that those defiling her name or places of worship will be cursed with decay and see their lives wither away before them.&lt;br /&gt;
'''Physical Depiction:''' Aristea is usually depicted as a short woman. Half of her body is in a state of eternal decay, while the other is life. She wields an ebony staff of which the top is a carved serpent hugging a lotus.&lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Reimar | Sentinel of Creation and Craftsmanship&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Reimar stands for creation and craftsmanship and is responsible for providing guidance to creators and craftsmen on their roads to mastership. Those dedicating their prayers to him will find a renewed will to continue their craft and be blessed with new insights to develop their skills further. Ideas of new revolutionary inventions manifest in the minds of the most dedicated followers of Reimar constantly.&lt;br /&gt;
'''Physical Depiction:''' Reimar is depicted as a tall, muscular man with dark hair and a bushy beard wielding a hammer and a simple leather apron. He has a large ruby inlaid on his forehead and seems to be crafting in every depiction he is in.&lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Mortius | Sentinel of Death and Dreams&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Mortius stands for death and dreams and guides souls toward the afterlife. When a mortal passes, Mortius retrieves the souls of those who find themselves on the plains of order and guides them to the halls of Alder. Praying to him is only done when death is around the corner and hope has ceased. Those praying beg the Sentinel of death to ensure the mortal soul’s safe passage. When answered, those praying receive either the vision of a golden gate surrounded by mist, showing the mortal that the path to the halls is cleared, or though rare, a vision of a misty road leading to a pile of skulls, showing that this soul can no longer be saved, even in death.&lt;br /&gt;
'''Physical Depiction:''' Mortius is depicted as a hooded skeletal figure. His robes are decorated with the skulls of those fallen. The spectral faces of the souls he saved can appear under his hood when mortals try to peer under his shadowy face. He rides a black spectral horse and carries a long dark blade on his side. He always carries a skull named Asmodai to his side. When guiding a soul to the halls of Alder, the skull forms a spectral body beneath it and acts as Mortius’ scribe. Noting down the name of the newly saved soul along with the deeds that granted them a space along Alder’s side.&lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Dolus | Sentinel of Deceit and Corruption&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Dolus is the one fragment of Alder that represents the darkness that loomed in his soul. For even though Alder was the champion of the Ruling of Order, a fragment of Chaos stirred within which eventually steered Alder off the path, leading to his death. Dolus is a Sentinel born from this chaos and is now hailed as the champion of the Ruling of Chaos and its dark domain where Dolus’ six spires loom over the dark wilderness.&lt;br /&gt;
'''Physical Depiction:''' A hooded figure that is said to be surrounded by smoke. Nobody knows their true form, since Dolus can manifest in whatever shape they desire. No matter their form though, their only goal is to sow Chaos wherever they go.&lt;br /&gt;
|[[File:MissingArk.png|frameless|130x130px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workings of the Temple ==&lt;br /&gt;
&lt;br /&gt;
=== The Steps of Alder ===&lt;br /&gt;
The clerical reformations of the temple of the greater determination throughout the ages have brought with it many ranks and branches of the now-Alderist temple structure. The servants of Alder and the Greater Pre-Determination roam Imperial lands and their symbolism is plastered on every street corner. The oracles of the greater pre-determination who acted as Alder’s disciples have now reformed themselves into Bishops and the Vater at its helm to guide the people on the path of order towards Alder’s halls far away from eternal damnation brought forth by Chaos.&lt;br /&gt;
&lt;br /&gt;
==== The Vater ====&lt;br /&gt;
[[File:AbbeyAdelsburg.png|thumb|240x240px|Sigil of the Vater and Grand Cathedral of Alder in [[Adelsburg]].]]&lt;br /&gt;
The head of the Alderist Temple is known as the Vater, translating to the Father of the Alderists. He is the sole chosen leader of the faith within the Empire. The Vater is looked at as the heir of Alder himself and is tasked with setting out a course for the citizens of the Empire, translating Alder’s scriptures and the sentinel’s visions, and spreading the word of Alder’s will. Vaters themselves do not actually interpret the will of the Greater Pre-Determination directly for no religious leader after Alder has ever received direct guidance, yet through the word of the great oracle, Alder, the Vater follows a path to ensure enlightenment in the Ruling of Order. The Vater travels across the empire constantly to enlighten the Erzbishops of duchies with newfound knowledge to ensure the clerical body keeps moving in the same direction. The Vater is also an elector of the empire, meaning he has a number of votes in the Imperial Diet, granting him the power to push policy and vote for who becomes the next emperor. The position of Vater can only be assigned to a full-blooded Attian of the male gender.&lt;br /&gt;
&lt;br /&gt;
==== Erzbishops &amp;amp; Imperial Inquisitors ====&lt;br /&gt;
The Erzbishops of the empire are the apostles of the Vater himself, carrying out his will across the empire and acting both as Alder’s will and fists against the ever-encroaching tides of Chaotic influence trying to steer Alder’s children of the path of Order. Erzbishops are stationed in each of the Empire’s Grand Duchies where they are operating from their local headquarters at the temple. They answer only to the Vater himself and enact his will wherever they are. Erzbishops usually have small bands of Imperial Inquisitors below them that trace down any sign of unbelief within the Empire and have complete free reign to arrest, kill, and destroy any servant of the voidal powers and their possessions and as long as they are in service of the temple are on paper completely immune to any form prosecution by Imperial states. Only the Vater or the Erzbishop who commands them may take action against inquisitors if their actions are deemed to be against the temple. Erzbishops are assigned by the ruling Vater and is often selected from the previous bishop’s inquisitorial ranks.&lt;br /&gt;
&lt;br /&gt;
==== Cultists ====&lt;br /&gt;
Outside the primary branch of the Alderist temple, there exist several independent cults that dedicate their lives and services to a singular sentinel instead of serving the broader temple. They answer to the Vater but beyond this pledge of service act completely independent from the greater church. One of the most prominent cults is The Cult of Mortius, a death cult dedicated to the sentinel of Death and Dreams. Offering mourning families guidance, overseeing funerals, guarding graves, and caring for those who are about to pass on to Alder’s halls. Another prominent cult is the cult of Alda’s Sisters. An all-women cult dedicated to the sentinel of Love and Beauty, Alda. These women are both warriors, mostly consisting of magic wielders who do not back down from vaporizing any who stands against the ruling of order with their spells and are central within the civil culture of the empire. They act as wedding maids, guide women blessed with upcoming motherhood along the road toward birthing, and can act as medics during the process. They’re a band of very versatile women who carry a great share of society on their shoulders.&lt;br /&gt;
&lt;br /&gt;
=== The Way of Alder ===&lt;br /&gt;
&lt;br /&gt;
==== Sentinel Devotion ====&lt;br /&gt;
It is common practice for citizens of the Empire to dedicate themselves to one of the Sentinel’s teachings when they reach adulthood. These young adults announce their choice in a local temple during an event dedicated to these sentinel devotions. Those participating announce their choice and then speak their vows to the sentinel, offering their eternal service to them. From then on it is expected of the imperial citizen to live by the teachings of their chosen patrol sentinel and use it to aid those around them as their sentinel demands. Some of these new devotees, mostly those dedicated to Alda or Mortius swiftly seek membership in their respected cults for they are often shunned outside of those. This is due to a history of Mortius devotees turning to necromancy and those dedicated to Alda outside the cult often resorting to working in pleasure houses which though not illegal, is often looked down upon and in some instances seen as a sign that the individual is threading on Dolus’ path of lust.&lt;br /&gt;
&lt;br /&gt;
==== Romance and Marriage ====&lt;br /&gt;
Marriage is considered a grand occurrence in Hadrian society for it is both a milestone on the path towards the Halls of Alder, as finding a partner for life is considered one of the fundamental deeds of any Alderist since before you can leave for Alder’s halls, it is every Alderist’s purpose to secure a next generation of Alder’s children is ready to replace them. Due to this mindset, interracial marriages that cannot produce this next generation are frowned upon for it is deemed to go directly against Alder’s guidance. Furthermore, when two lovers spend time together before marriage, and the woman is found to be pregnant, it is deemed a sign of the Greater Pre-Determination giving the sign that they were meant to be together. The two are then expected to marry as soon as they can, either before or after childbirth to answer the call.&lt;br /&gt;
&lt;br /&gt;
Wedding ceremonies usually take place in local temples or cathedrals, being led by either a local bishop or Sister of Alda. The bride and groom are expected to say their vows to one another and then swear to the clergyman that they will answer the greater pre-determination’s call if the marriage comes as a result of an unexpected pregnancy. A ceremony then follows where the clergyman heats the wedding rings that the couple provided to the point where they begin to glow before carefully placing them on the couple’s fingers, burning into the flesh of those wed to eternally mark them as bound to one another. Some couples take the burning ritual as a chance to brand themselves with the initials of their lovers by having those put on the inside of the ring by the jeweler.&lt;br /&gt;
&lt;br /&gt;
=== Tenets ===&lt;br /&gt;
&lt;br /&gt;
* Live by the scriptures of the great oracle, Alder Himmelschwerd.&lt;br /&gt;
* Bear true allegiance to the sitting Emperor without question.&lt;br /&gt;
* Obey your orders, no matter how questionable they may be.&lt;br /&gt;
* Promote the formation of families to secure the next generation of Alderists.&lt;br /&gt;
* Uproot and destroy the followers of the ruling of chaos.&lt;br /&gt;
* Promote unity within the Empire on the basis of Alder’s guidance and preserving his legacy.&lt;br /&gt;
&lt;br /&gt;
== Symbolism ==&lt;br /&gt;
'''THE NINE-POINTED STAR'''&lt;br /&gt;
&lt;br /&gt;
The symbol of the Temple of Alder is a white nine-pointed star, representing Alder and his eight Sentinels. These nine-pointed stars can be found everywhere, on clothing, armour, weapons and shields. Followers of the Temple of Alder can usually be seen wearing a pendant of this nine-pointed star, made from various metals such as gold, silver and steel. These pendants are worn around the neck or the wrist and are said to ward you from the influence of Dolus.&lt;br /&gt;
&lt;br /&gt;
'''HEILLICHT, THE ZWEIHANDER'''&lt;br /&gt;
&lt;br /&gt;
The weapon of Alder himself, it is very common practice for Alderites to either use Zweihanders in combat or adorn their clothing, armour and shields with symbols of the Zweihander. Having been the weapon that warded off the invasion from Lilith, it stands for good luck and perseverance through hardship.&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Amber_Tree&amp;diff=5276</id>
		<title>The Amber Tree</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Amber_Tree&amp;diff=5276"/>
		<updated>2023-12-19T13:47:02Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Amber Tree&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:AmberTree.png|center|frameless|337x337px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
| Myln Arbor&lt;br /&gt;
|-&lt;br /&gt;
|'''Races''' &lt;br /&gt;
|[[Wood Elves]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The towering height and shimmering leaves of the Amber Tree are surely a site that stops any traveler making their way through the forest road. The Amber Tree is a holy site in Azari’cerr culture and is highly revered by the wood elven people. Those not of the Azari’cerr blood are generally forbidden to enter the tree into the soul chamber where the soul seeds of the deceased wood elves are kept until they pass their Sylvani Trial. &lt;br /&gt;
&lt;br /&gt;
== Location==&lt;br /&gt;
The Amber Tree is located near the southern Edge of the Forest, adjacent to a small pond.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Amber Tree has been in Myln Arbor for as long as can be remembered. It is here where the devotion to Kharash by the people of Myln Arbor was solidified, it is said he commanded the spirits to fill the forest with plentiful food and adequate challenges for those that reside within.&lt;br /&gt;
&lt;br /&gt;
Not much has changed over the years as the Azari’cerr are a very traditional people. However, over the years more diverse people have been allowed into the Amber Tree. Generally, members of the Mitrona High Council are permitted to enter the grounds of the Amber Tree without fear of repercussion as they are devoted followers of Kharash and protect the forest by running the nation.&lt;br /&gt;
&lt;br /&gt;
The Amber Tree is a site of religious rituals and rites used by living Azari’cerr in their devotion to Kharash, the recently deceased who must pass their Sylvani Trial, and the tree is visited by Sylvani often. When visiting the tree, the Sylvani may ask the spirits of the forest to grant a wish. Though more commonly, the Sylvani can be found communicating with the forest spirits through the biological network known as The World Roots.&lt;br /&gt;
&lt;br /&gt;
The World Roots are made up of the vines flowing under and from the Amber Tree. It is said that the Sylvani can tap into that network by merely contacting the roots and use them to communicate with the spirits to learn the will of Kharash and inform his children.&lt;br /&gt;
&lt;br /&gt;
Following the path inside the Amber Tree leads to the area where the connection between a Sylvani and the forest spirits is strongest. That is why they must go to the Amber Tree to pray for their wish each year.&lt;br /&gt;
&lt;br /&gt;
Marriage proposals also take place within the Amber Tree. Two wood elves will meet and make a promise to each other to be together forever, even after death. A violation of this promise under the Amber Tree is seen as a horrible act.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interesting Locations]]&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Sunscape&amp;diff=5275</id>
		<title>Sunscape</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Sunscape&amp;diff=5275"/>
		<updated>2023-12-19T13:46:19Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Sunscape&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Sunscape.png|center|frameless|361x361px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location''' &lt;br /&gt;
|Eden's Expanse&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Wood Elves]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Interesting Locations]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
A little ways off the menacing Jungle of Spiders lie fertile islands, where magical creatures can be encountered, and wilderness took over. But the races of Eden have settled here recently, and it has become a safe haven for wanderers and sailors across the southern seas. Primarily inhabited by wood elves, this prima settlement has seen much already, but it can only grow.&lt;br /&gt;
&lt;br /&gt;
==Location ==&lt;br /&gt;
Sunscape is a settlement located on the Siren Isles, a small group of islands a little off the coast of the southern Jungle of Spiders. It lies in the Eden's Expanse, a great ocean that stretches to the east. On one of the isles stands the great volcano, Mt. Takkaroka. The islands are home to many interesting and exotic creatures, as well as a lot of vegetation and large trees.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Siren Isles were first conquered by the wood elves of Myln Arbor, building mines to gain access to the riches of the exotic islands and holding festivals there. But it was abandoned because of the cost to upkeep. The real Sunscape was first established by the northern people of Avalheim. They sought to conquer these southern isles for its riches, gold and darksteel. And since they lived in islands in the frigid north, this was also an excellent location to cultivate and grow crops. When the town was constructed, a ferry went from their capital of Avalheim all the way to the southern Sunscape. To celebrate this new town, the people of Avalheim held a Sun Haven festival.&lt;br /&gt;
&lt;br /&gt;
After a few years, Avalheim eventually made a union with their brethren in the east, the Empire of Mitrona. And after political and diplomatic negotiations with the Hadrian Empire, the town of Sunscape became officially under the rule of Mitrona. Mitrona will continue to expand the town that was established, and make a great settlement of the town in the Siren Isles.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Eisarngrad&amp;diff=5274</id>
		<title>Eisarngrad</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Eisarngrad&amp;diff=5274"/>
		<updated>2023-12-19T13:45:46Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Interesting Locations]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Eisarngrad&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Eisarngrad.png|center|frameless|361x361px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location''' &lt;br /&gt;
|The Tsardom of Raevkov&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mostly [[The Attian Humans|Attians]] and [[Hinterlanders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Eisarngrad was formerly known as Eisarnwidius. The name comes from the words &amp;quot;Eisarn&amp;quot; meaning iron and &amp;quot;Widius&amp;quot; meaning forest.&lt;br /&gt;
&lt;br /&gt;
It is the former capital of [[The Kingdom of Eisarnknoth]]) and now a small village near the Jägershoff Brewery.&lt;br /&gt;
&lt;br /&gt;
The culture of Eisarnknoth was inspired by its religion, the so-called [[Wahrheit Alderism]], and its people largely consisted of Attian Humans that seceded from the Hadrian empire.&lt;br /&gt;
&lt;br /&gt;
==Location ==&lt;br /&gt;
The village is located very close to the swamp with only a river separating the two. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is told that the founding Attian House of Eisarknoth, the &amp;quot;House of Baireiksing&amp;quot;, descended from a long line of men in service to Alder, legendary founder of Alderism. In the Empire of Hadriana, a branch of this ancient House was also known with the name &amp;quot;Salier&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
During the Raevendrecht-Hadriana War in 1532, a prominent member of this House, Aleksandra Salier, left the Empire of Hadriana and led her people Southwards in search of profit. There the Saliers founded a town by the [[Al-Tobruk Ruins]] in the eastern Anjyarri desert. &lt;br /&gt;
&lt;br /&gt;
This project lasted a year, during which they gathered money and influence until political games in Hadriana granted an opportunity for the family to settle north of Adelsburg, next to the old ruins of Magna Attia. &lt;br /&gt;
&lt;br /&gt;
In internal disagreements among the old family members Aleksandra slew her father Viktor and started a reformation of the House to its ancestral origins. &lt;br /&gt;
&lt;br /&gt;
This leader studied and restored what she called &amp;quot; the old Alder’s ways&amp;quot;, and reverted back the Saliers to their original name: Baireiksing, meaning “Bear Sovereign”. &lt;br /&gt;
&lt;br /&gt;
The House of Baireiksing therefore founded a separation of Alderism, the [[Wahrheit Alderism]], which was the State's official religion.&lt;br /&gt;
&lt;br /&gt;
In 1534, Aleksandra Baireiksing finished her reformation, with the institution of a professional army, named the &amp;quot;Eisarnknoth Harjaz&amp;quot;, referencing an old legendary happening in [[The Kingdom of Hadriana]], when a Witch flooded Magna Attia and Prince Severan led the Attians out of their ancestral lands. &lt;br /&gt;
&lt;br /&gt;
The settlement has never been able to avoid the assiduous presence of the hostile creatures of the nearby swamp, which it has always successfully repelled.&lt;br /&gt;
&lt;br /&gt;
The great activity of Eisarknoth's army was also briefly known abroad, where the family's connections secured treaties and profitable trade agreements. Worthy of note was the collaboration with the High Elves, precious for their magical knowledge effective against the undead of Magna Attia.&lt;br /&gt;
&lt;br /&gt;
However, the presence of the Undead became more and more insistent on the settlement, until the shadow of the Bone Lord fell on the city. In the end, in a gigantic voidal invasion Eisarnwidus capitulated and its inhabitants fled.&lt;br /&gt;
&lt;br /&gt;
After the city was abandoned for some years, the citizens of Raevkov entered the ruined fort, and by rebuilding its damaged buildings they reclaimed it as part of the Tzardom.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Nous_remnants&amp;diff=5273</id>
		<title>Nous remnants</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Nous_remnants&amp;diff=5273"/>
		<updated>2023-12-19T13:45:22Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Remnants of Nous&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Nous-NousCoatOfArms.png|center|frameless|200x200px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The Deepest Wound of Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Tieflings]] (before the destruction)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Down in the south-East of Eden lies a ravine that is overgrown with large mushrooms and colourful flowers. A stroll through this place would be a lovely time with the beautiful scenery, if you were ignorant of its dark history. The brutal murders that took place left behind only blood and tears. This ravine had once cradled a thriving nation built by the Tieflings, until an attack during the Rotting Plague destroyed them all. Their corpses became the food source of the large fungi, and it is said that the roses are so red because they are dyed with the blood of the innocent. &lt;br /&gt;
&lt;br /&gt;
== Location: ==&lt;br /&gt;
The Nous ruins are located east of the great forest of the wood elves, tucked into a large ravine. This ravine is inconspicuous, until one looks down into it, and sees its walls splashed with banners and murals that have since faded away from neglect and been replaced by determined flora. &lt;br /&gt;
&lt;br /&gt;
The ruins of Nous are a colourful crack inside the ground with large mushrooms and flowers covering the lands. Taking a deeper look into it, you will find the homes and the hints of its past. For this place was looted and left to rot, there are small cloth like material seen scattered from the tents that were posted. Some bones still seen in the darker corners. Firepits from travellers are seen, for this is a good place to stop for the night while on your journey with footprints all around. The wild life is plentiful here with the amount of plants. This is a calming place to write a book or go with a loved one. But be weary. The deeper you go, the darker this place becomes.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
&lt;br /&gt;
=== Before the Fall of Nous ===&lt;br /&gt;
The Tieflings were a people who strived inside a ravine, making homes inside the caves and tents. There was a large nation known as Nous. This is where all the Tieflings lived their lives. No other race lived here because of how close they were to each other and would not really include the other races in their traditions. Nous was a colorful place with banners all around, the farm animals painted with paste to make them fit with the rest of the lands, tents made from colourful silk and wool. They were a joyful race and would always be seen with a smile on their faces and love for one another. The love for trade and meeting new people was what they lived for, though they did not like them to stay too long. Mystique van hugh, was the man in charge of this nation and he was a noble person with a love for his people and their wellbeing.&lt;br /&gt;
&lt;br /&gt;
=== The Plague ===&lt;br /&gt;
The Tieflings were quite peaceful folk and lived their lives, not bothering any others. They got their own food, drink and resources, sustaining themselves. Never being a part of any big meetings or wars against other nations because in their eyes no one was on their side, so why should they be on any others. All was well, and they were happy until one day a sickness arose and some children began getting terribly sick to the point of dying a few days later the first cases rose. This was no petty sickness that would pass in a few days or weeks no, this sickness even was caught by the livestock inside Nous and would then kill off their major food supply and even the wool would become scarce. This brought worry to Mystique van hugh. This was a test for him to prove he could take control and do what’s best for his people. He decided after 2 years of struggle to take a small group of soldiers and citizens north to look for unknown lands, to find food or any other thing to help them.&lt;br /&gt;
&lt;br /&gt;
=== The Fall of Nous ===&lt;br /&gt;
Upon moving north, they were greeted by a massive forest with wildlife flowing inside. Many colors of mushrooms and berries would show the closer they got. So a decision was made to farm off as much food as they could carry. Morale was raised as they could make medicines from some herbs to help ease the pain of the rotting plague. After many trips, they sent more and more people to help gather. They did a little scouting ahead because of how much in need they were. This was an ill move on their part. They began cutting trees for the wood to use on the fire’s and wooden huts to move from their primitive homes. After a few weeks of constant farming and scavenging, arrows came shooting through the forest and killing many Tieflings. Screaming was heard from all over the lands. Blood ran through the forest with guts hung on the tree branches. This was a horrific day for the Tieflings and once word got back to Mystique van hugh it was too late moments after large copper-skinned folk with pointy ears surrounded nous and began their attack killing as much as they could. Many Tieflings escaped the attack, wandering the lands. But those that were left, left behind a horrific scene one from the bottoms of the Void, the lands were colored in red, fire’s burning the tents and these people were looting the home for all that the Tieflings had left.&lt;br /&gt;
[[Category:Interesting Locations]]&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=New_Wakkerdam&amp;diff=5272</id>
		<title>New Wakkerdam</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=New_Wakkerdam&amp;diff=5272"/>
		<updated>2023-12-19T13:45:00Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Interesting Locations]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+New Wakkerdam&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:missing.png|center|frameless|361x361px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location''' &lt;br /&gt;
|The Tsardom of Raevkov&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Hinterlanders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
New-Wakkerdam is a small village located in the Tzardom of Raevkov, in a small valley south of the capital. &lt;br /&gt;
&lt;br /&gt;
The village, made mostly of cultivated land, is Raevkov's most important source of food and a guarantee of the Tzardom's food self-sufficiency.&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders often pass through here as the village is located along the road that leads to the city of Lünburg, which puts them in communication with the rest of the world.&lt;br /&gt;
&lt;br /&gt;
Its fairs and its houses, that still stand in their place, despite all the calamities, is a comfort to the Hinterlanders who see the encampment as a symbol of their indomitable ability to resist adversities. Its view has in fact a reassuring effect for the Hinterlanders, accustomed to a continuous struggle against the hostile climate and darkness of the Attia swamp&lt;br /&gt;
&lt;br /&gt;
==Location ==&lt;br /&gt;
New Wakkerdam is located in the Norlanden of Eden between Lünburg and Raevkov next to the river that runs along both.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Raevendrecht, the Hinterlander's capital city now known as Raevkov, faced overpopulation in 1529, its council took the opportunity to expand the arable land for the poor farmers of the Norlanden.&lt;br /&gt;
New-Wakkerdam is the result of this expansion: a small village that the Hinterlanders nostalgically named after their old capital: [[The United Provinces of the Hinterlands|Wakkerdam]] . &lt;br /&gt;
&lt;br /&gt;
The village's management was assigned to Jinx van der Bijlkrijger, Raevendrecht's grand pensionary who used to dabble as a farmer in her spare time.&lt;br /&gt;
&lt;br /&gt;
At the end of 1529, [[Ghoul]] creatures started to appear east of the village. &lt;br /&gt;
&lt;br /&gt;
Before the Hinterlander government could react, the dreaded undead creatures gathered in few days, destroyed the farms and attacked the villagers, before being defeated by the Orange Guard.&lt;br /&gt;
&lt;br /&gt;
In 1530, the apparitions of ghouls became more and more frequent until on a cold night in 1531 the village was again laid waste by ghouls, this time together with trolls. Raevendrecht's army reacted by locating and destroying a nearby Troll camp in a punitive expedition.&lt;br /&gt;
&lt;br /&gt;
In 1532 Hadriana started a war with Raevendrecht. The famous war between the Hinterlanders' and the Attians' factions also involved the small village, which was hit by some raids by Hadrian soldiers and that was also marginally involved in the great battle for the Flüssland, which saw the invaders victorious.&lt;br /&gt;
&lt;br /&gt;
Post-war reconstruction was slow and expensive, as much of the small village was destroyed.&lt;br /&gt;
&lt;br /&gt;
New-Wakkerdam's traditional fairs started on this occasion, when the Raevendrecht Grand Pensionary and honored guests inaugurated its reopening after the reconstruction. &lt;br /&gt;
&lt;br /&gt;
New Wakkerdam's Fair brought prestige to the village, which also discovered a different purpose from that of a merely rural and agricultural economy&lt;br /&gt;
&lt;br /&gt;
In 1535 an ancient and very powerful enemy of Eden appeared from the mists of the swamp, and with a massive force of undead he shocked the charming town: his name was The Bone Lord.  &lt;br /&gt;
&lt;br /&gt;
Within a few days, The Bone Lord disappeared, leaving only bleak desolation in New-Wakkerdam.&lt;br /&gt;
&lt;br /&gt;
There was no further news of him, but the inhabitants, who rebuilt the village, never recovered from the trauma they suffered.&lt;br /&gt;
An eerie silence envelops the village on foggy days, where the inhabitants often turn worried glances at the swamp.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Eisarngrad&amp;diff=5271</id>
		<title>Eisarngrad</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Eisarngrad&amp;diff=5271"/>
		<updated>2023-12-19T13:44:11Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Interesting Locations]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Eisarngrad&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Eisarngrad.png|center|frameless|361x361px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location''' &lt;br /&gt;
|The Tsardom of Raevkov&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Mostly [[The Attian Humans|Attians]] and [[Hinterlanders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Eisarngrad was formerly known as Eisarnwidius. The name comes from the words &amp;quot;Eisarn&amp;quot; meaning iron and &amp;quot;Widius&amp;quot; meaning forest.&lt;br /&gt;
&lt;br /&gt;
It is the former capital of [[The Kingdom of Eisarnknoth]]) and now a small village near the Jägershoff Brewery.&lt;br /&gt;
&lt;br /&gt;
The culture of Eisarnknoth was inspired by its religion, the so-called [[Wahrheit Alderism]], and its people largely consisted of Attian Humans that seceded from the Hadrian empire.&lt;br /&gt;
&lt;br /&gt;
==Location ==&lt;br /&gt;
The village is located very close to the swamp with only a river separating the two. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
It is told that the founding Attian House of Eisarknoth, the &amp;quot;House of Baireiksing&amp;quot;, descended from a long line of men in service to Alder, legendary founder of Alderism. In the Empire of Hadriana, a branch of this ancient House was also known with the name &amp;quot;Salier&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
During the Raevendrecht-Hadriana War in 1532, a prominent member of this House, Aleksandra Salier, left the Empire of Hadriana and led her people Southwards in search of profit. There the Saliers founded a town by the [[Al-Tobruk Ruins]] in the eastern Anjyarri desert. &lt;br /&gt;
&lt;br /&gt;
This project lasted a year, during which they gathered money and influence until political games in Hadriana granted an opportunity for the family to settle north of Adelsburg, next to the old ruins of Magna Attia. &lt;br /&gt;
&lt;br /&gt;
In internal disagreements among the old family members Aleksandra slew her father Viktor and started a reformation of the House to its ancestral origins. &lt;br /&gt;
&lt;br /&gt;
This leader studied and restored what she called &amp;quot; the old Alder’s ways&amp;quot;, and reverted back the Saliers to their original name: Baireiksing, meaning “Bear Sovereign”. &lt;br /&gt;
&lt;br /&gt;
The House of Baireiksing therefore founded a separation of Alderism, the [[Wahrheit Alderism]], which was the State's official religion.&lt;br /&gt;
&lt;br /&gt;
In 1534, Aleksandra Baireiksing finished her reformation, with the institution of a professional army, named the &amp;quot;Eisarnknoth Harjaz&amp;quot;, referencing an old legendary happening in [[The Kingdom of Hadriana]], when a Witch flooded Magna Attia and Prince Severan led the Attians out of their ancestral lands. &lt;br /&gt;
&lt;br /&gt;
The settlement has never been able to avoid the assiduous presence of the hostile creatures of the nearby swamp, which it has always successfully repelled.&lt;br /&gt;
&lt;br /&gt;
The great activity of Eisarknoth's army was also briefly known abroad, where the family's connections secured treaties and profitable trade agreements. Worthy of note was the collaboration with the High Elves, precious for their magical knowledge effective against the undead of Magna Attia.&lt;br /&gt;
&lt;br /&gt;
However, the presence of the Undead became more and more insistent on the settlement, until the shadow of the Bone Lord fell on the city. In the end, in a gigantic voidal invasion Eisarnwidus capitulated and its inhabitants fled.&lt;br /&gt;
&lt;br /&gt;
After the city was abandoned for some years, the citizens of Raevkov entered the ruined fort, and by rebuilding its damaged buildings they reclaimed it as part of the Tzardom.&lt;br /&gt;
&lt;br /&gt;
==What it is in Present Time ==&lt;br /&gt;
Right now Eisarngrad is a village that belongs to the Tzardom of Raevkov.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar_Zenour&amp;diff=5270</id>
		<title>Dar Zenour</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar_Zenour&amp;diff=5270"/>
		<updated>2023-12-19T13:43:39Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Dar Zenour&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Dar Zenour.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The Southern Spine of Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]] (before the collapse)&lt;br /&gt;
|}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The shine of gold still fills the ancient corridors of Dar Zenour, even now piles of this precious metal can be found throughout the hold. The walls of its many mines are covered in gold ore. But the richest of the old Denur homes lie empty and strangely unplundered. As soon as one approaches the main gate the reason appears, great scratches on the walls and the broken down gate signal a great struggle. Further inside the tomb of the old lord is surrounded by bodies. Something old has decimated this entire hold. Who knows if it still roams these halls. &lt;br /&gt;
&lt;br /&gt;
== Location: ==&lt;br /&gt;
Dar Zenour is the most remote of the greater Denur cities, located in the southern mountain range. The surrounding savanna and jungle are devoid of any civilizations. &lt;br /&gt;
&lt;br /&gt;
Very few have had the nerve to travel into Dar Zenour, even fewer have made it out alive. Therefore it is unclear how much of the ancient halls are still intact, and if the legendary mines are still functioning. But the legendary wealth of Dar Zenour has probably not vanished, and even if the old tales are only 50% correct, then there is more gold in that ancient city than in the entire Denur Imperium.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
[[File:Dar Azur Throneroom.png|thumb|Dar Zenour forges]]&lt;br /&gt;
In ancient times Dar Zenour was known as the golden city, its immense wealth stemmed from its many mines that ran deep into the earth. Not only did the city grow wealthy from its gold mines, it also mined up to 70% of all metals used by the old Denur holds. This of course meant that trade flourished and made the already rich populace even more affluent. Over the centuries however, the ores became more scarce, and the miners had to delve deeper and deeper.  &lt;br /&gt;
&lt;br /&gt;
Unlike most other Denur holds, Dar Zenour did not fall during the Mor-Hormung. Instead, as the trade suddenly stopped, one messenger reached Dar-ach Denur. Terrified, the messenger recounted incomprehensible tales, describing a monster from the depths that had taken over the entire city and slain the lord of the city, Balin. If this is true or not is unknown as very few have dared to find out and those that did have never returned.&lt;br /&gt;
[[Category:Interesting Locations]]&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar_Azur&amp;diff=5269</id>
		<title>Dar Azur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar_Azur&amp;diff=5269"/>
		<updated>2023-12-19T13:43:20Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Dar Azur&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Dar Azur.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Arda,&amp;quot;Glade of Dragons&amp;quot; in the eastern mountains&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]] before the collapse.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Once the halls of Dar Azur were filled with the sounds of laughter, the clinking of glasses and music of many religious ceremonies. Outside lay the lush fields where farmers toiled away, inside its lower caverns were overgrown with nutritious mushrooms. Nowadays the vast halls are empty, but not barren. For strange plants and mushrooms have taken over the entire Denur hold. But these are no ordinary plants, their red spores fill the air, making the air difficult to breathe. &lt;br /&gt;
&lt;br /&gt;
== Location: ==&lt;br /&gt;
The ruins of Dar Azur resided within the eastern mountains. Located south of the Aerial, and north of Mitrona, it borders the great forest. As with all Denur homes it tunnels deep into the mountain.&lt;br /&gt;
&lt;br /&gt;
The most notable feature of Dar Azur is its plantlife, which is immediately noticeable once you step inside. Thick clouds of red spores hang in the air, clogging your breath. The culprit of this infestation are the numerous mushrooms that are covering the ground, as well as the vines that hang on all the ceilings. Even red trees have sprouted up in these ancient halls. But despite this outbreak the hold itself is in very good condition, the large entrance, the throne room and the famous feast hall are all still intact, waiting for explorers.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
[[File:Dar Azur Throneroom1.png|thumb|Dar Azur entrance.]]&lt;br /&gt;
Dar Azur was one of the greater Denur holds, due to the climate and the many caves filled with mushrooms, it soon became the producer of food for all of the old Denur holds. But food was not its only purpose, it was also the place where new kings were crowned and many other important ceremonies were held. The great feast hall also remains intact and it was there that many of the most lavish festivals were celebrated, giving rise to its nickname of the “feast capital”. Because of the relative short destinace to both Aerial and Mitrona, Dar Azur was also more welcoming of foreigners than most other Denur holds. &lt;br /&gt;
&lt;br /&gt;
All of that changed when the Mor-Hormung happened and the Denur society collapsed. But even before the disaster Dar Azur had already lost a lot of its former glory. Due to the constant need of food, the fields became exhausted and the Denur had to delve lower and lower in search of new mushroom caves. This food shortage combined with the rejection of Deonach led the scholars of the time to discover and develop a new species of plants. These red plants can still be seen today, for they cover the entirety of Dar Azur. Choking the once proud halls of all life.&lt;br /&gt;
[[Category:Interesting Locations]]&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=5268</id>
		<title>Azari'soll Ruins</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Azari%27soll_Ruins&amp;diff=5268"/>
		<updated>2023-12-19T13:42:38Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Ruins of Ameon&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Solruins.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The southern tip of &lt;br /&gt;
Arda,&amp;quot;Glade of Dragons&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|Azari'soll (Before the genocide.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
At the very edge of the Glade of Dragons sits a testament to nature’s ability to heal and recover. Burnt rubble covered by moss and vines, towering trees sprouting from the skeletons of thousand-year-old buildings, and secrets buried underneath the ash.&lt;br /&gt;
&lt;br /&gt;
== Location: ==&lt;br /&gt;
The most southern section of Arda, aka the Glade of Dragons, aka the strip of land where the Wood Elves and High Elves reside. It is located on an island where the river forks out into the sea. &lt;br /&gt;
&lt;br /&gt;
== What it is in Present time: ==&lt;br /&gt;
The Azari’Sol ruins are over a millenia old, taken over by massive trees, and great big vines. A statue dedicated to the Elven Daughter, Aestaena still stands in the center of what scholars suspect was once a massive temple. It has become beautiful, but there are many legends that whisper of seeing a great inferno there from a distance, or the ghostly screams of its past victims. For what it’s worth, the extinct Azari’Sol have not been the island’s only inhabitants. &lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
The ruins were once the Azari’Sol capital, Ameon, before it fell to the massacre said to be brought on by the Azari’Lunn during the Age of Fallen Spires. The capital is estimated to have been built centuries prior to the Age of Fallen Spires, during the Age of Enlightenment. From what has been recovered from the ruins, the Azari’Sol had inventive minds, and were always finding new ways to utilize the natural world to their advantage. Many relics unearthed from the historical site are kept within the Azari’Cill/High Elven Archives for safekeeping. Still, little is known/preserved of the lost Elven Race.&lt;br /&gt;
[[Category:Interesting Locations]]&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Ancient_Attia_Ruins&amp;diff=5267</id>
		<title>Ancient Attia Ruins</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Ancient_Attia_Ruins&amp;diff=5267"/>
		<updated>2023-12-19T13:42:12Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Ancient Attian Ruins&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Attian COA.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The Swamp of the Damned&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[The Attian Humans]] before the fall of Attia&lt;br /&gt;
|}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Where once a great city stood, now lies the stinking swamp of the Northen Vale. The Cursed Swamp, as the Attians know it of Hadriana, is nothing but a reminder of the evils of Eden that can corrupt and destroy all that is good-fated. &lt;br /&gt;
&lt;br /&gt;
Its ruins are slowly rising above the surface; the city of Attia was once a beacon of power and knowledge, the symbol of the Attian Empire. It was homed by scholars and mages that sought out the mysteries of the world. Who eventually lost themselves to blinding arrogance and excessive comfort.&lt;br /&gt;
&lt;br /&gt;
Now it is merely rubble and decay. But even the debris may hold secrets of the days of old. Of the darkness that made the city sink beneath the surface.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
The ruins of the great city of Attia are located in the swamp of the Northern Vale. Between the borders of the Denur Imperium and the northern borders of Hadriana’s northern fiefdom. The swamp has been dubbed many names by the Attians of Hadriana, such as the Cursed Swamp and the Swamp Of The Damned.&lt;br /&gt;
&lt;br /&gt;
The location of the ruins is in the south of the swamp. Its ruins' resting at the roots of the Spine of Eden. &lt;br /&gt;
&lt;br /&gt;
Over time, the changing climate, water levels, and earth shifting have slowly brought some of the old relics above ground. The most remarkable ruin is the aqueduct, which was partially left behind when the city sank hundreds of years ago and was kept intact. It may give anyone willing to dare his life in the swamp a sight to behold. &lt;br /&gt;
&lt;br /&gt;
Some ruins still hold their original shape, showing off the buildings and their purposes long ago compared to others that are mere foundations.&lt;br /&gt;
&lt;br /&gt;
Though the ruins might seem beautiful to the eye, due to its history, it is seen as a cursed location. And not many dare to enter the swamp without the fear of being taken by the creatures that once took over the city itself. &lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
The city of Attia was founded by Auron the Great in 33 A.F.S. at the end of the ‘War for Existence’. A war between the Denur of the Denur Imperium and the now united Attian tribes. The city marked the capital of the newly found Attian empire. &lt;br /&gt;
&lt;br /&gt;
The Attian city was built with greatness in mind. It invited Elven philosophers, Khadan merchants, Denur architects, and all sorts of intellectuals to this new city. They raised walls that couldn’t be penetrated. The sons of the first imperator, or emperor, were said to have been blessed individuals, and so a dynasty was born of the ancient god-emperors of Attia. The first emperors ruled fairly, spreading the borders of the Empire from the Hinterlands to the Northern mountains.&lt;br /&gt;
&lt;br /&gt;
Both Denur and Elvish architecture inspired the city itself. Large, white stone constructs of beauty, temples, theatres filled the streets. It was a magical city filled with wealth, music and song, scholars, and artisans. Magic was even supported to the point of free use, to let all races experience this wealth. This went on for a thousand years, turning the Attian Empire into the pinnacle of civilization.&lt;br /&gt;
&lt;br /&gt;
The city survived civil wars in the ninth-century A.F.S. leading up to the eventual collapse of the Attian Empire. The Empire and the city eventually regained stability under Emperor Claudius, who reigned uninterrupted for 20 years after winning a brutal Civil War. The Attians and their Empire eventually became self-reliant. They did not need much to obtain what they sought, even from other races, this brought great to extreme comfort and blinding arrogance, which eventually made them seek other means to find new ways of pleasing themselves. And what they turned to was debauchery. &lt;br /&gt;
&lt;br /&gt;
During the final year of the Empire, in 1114, a witch called Cecelia of Aquine rose through the court ranks. Eventually becoming the highest advisor to Emperor Claudius himself. She manipulated the Emperor by offering him means to eternal life. Claudius was employed to prolong his life because he thought that he could save the Attian Empire from imminent collapse. The Emperor became obsessed with obtaining immortality, and Cecilia performed pagan rituals in blood sacrifices to ensure his prolonged life.&lt;br /&gt;
&lt;br /&gt;
One by one, the city succumbed to these dark magic cults and rituals. And more and more people began to either disappear or change. The son of the Emperor, prince Severan, sought to find out the disappearances and behavior of his father. Only to unravel the darkest secrets of the blood-lusting shadowy creatures his father and the citizens had turned into.&lt;br /&gt;
&lt;br /&gt;
The prince was contacted by a Sentinel of The Maker, an angel of the Attian god. Who instructed him to leave with all those of goodwill in the city. The Maker would bring his wrath down upon the city to destroy the Voidal corruption. The prince followed his instructions, took the majority of the surviving population, and left the city. Behind them, in the Northern Vale, the mountains' glaciers of the Spine of Eden began to instantly melt, engulfing the entire valley into the water, swallowing the city. The ground turned to mush and bog, and the city sank beneath the ground, taking all the dark inhabitants and secrets with it. What was left was a swamp landscape, and the plains of the north froze again. A city once so great, succumbed to darkness, finally resting.&lt;br /&gt;
[[Category:Interesting Locations]]&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Cult_of_Mortius&amp;diff=5266</id>
		<title>The Cult of Mortius</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Cult_of_Mortius&amp;diff=5266"/>
		<updated>2023-12-19T12:23:04Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Cult of Mortius&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Mortius2.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Head of the Cult'''&lt;br /&gt;
|''Gottfried Fredric Von Wolfhard''&lt;br /&gt;
|-&lt;br /&gt;
|'''Seat of Power'''&lt;br /&gt;
|[[Adelsburg]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|Norlanden, The Hinterlands, The Heartlands&lt;br /&gt;
|-&lt;br /&gt;
|'''Major Festivals'''&lt;br /&gt;
|Geistertag, Hexensnacht&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religion'''&lt;br /&gt;
|[[Alderism]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Sites'''&lt;br /&gt;
|Fields of Mortius, Monasteries of Mortius&lt;br /&gt;
|-&lt;br /&gt;
|'''Active in'''&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Cult of Mortius is among the most ancient and widespread cults in Western imperial lands. In realms plagued with constant conflict and horrors from beyond the veil, death is a constant inescapable companion of most mortals. It is when a mortal meets death when they are brought to the sanctums of Mortius to make the crossing across the veil towards The Halls of Divinity. Cultists of Mortius are both caretakers of the deceased and guardians of their bodies that are kept buried in the plains of Mortius all across the Empire and beyond. During the day the cultists prepare the bodies for burial rituals that are to be carried out at dawn, and during the nights, they roam the fields of Mortius, wearing dark steel armour and wielding silver blades to ward off graverobbers, necromancers, and vampires who prey on the remnants of the dead. Those who are not on grave watch, watch over the dying in their homes, praying for safe passage with the family before the inevitability of death catches up with the dying mortal.&lt;br /&gt;
&lt;br /&gt;
The priests, or cultists, worship the sentinel named Mortius above all. They have accepted death as a necessary thing for all and have made it their task to guide the more weak-minded mortals along the path of acceptance, to live without fear of death for it is inescapable, and guard over them as Mortius’ custodians after their passing. Many people fear the cultists of Mortius as they seem to live completely separate from mortal society. They only care for those that are dead or nearing death. They live secluded lives surrounded by corpses and the insignia of death in shacks or small monasteries close to the plains of Mortius, only coming out to provide guidance to mourning families, take care of bodies, or guard the dead from Necromancers who are deemed the ultimate enemy of Mortius for they disrupt the natural cycle of life and death.&lt;br /&gt;
&lt;br /&gt;
== Appearance &amp;amp; Lifestyle ==&lt;br /&gt;
[[File:Mortius cultists.png|thumb|An example of Mortius cultist's apparel when on duty.]]&lt;br /&gt;
Cultists of Mortius are easily recognizable, even by the untrained eye for they stand out like a black crow on a roof filled with white doves. They wear long unornamented black robes with black hoods that have no indication of rank or personality, strung together with black belts decorated by either a silver arrow tip or skull. They are all deemed anonymous when on duty and therefore always wear a silver skull mask outside their homes. When the cultists are on grave watch, they wear black plated armor over their cloaks, most of the time only wearing gauntlets and a chest, and back plate. Their belt is outfitted with a silver longsword which they use to strike down anyone who dares to disrupt the dead. As a sidearm, most cultists wear a normal or hand crossbow with a handful of silver-tipped arrows. During rituals, some of the cultists are seen carrying a ritualistic scythe while riding a black horse decorated with similar black robes and belts as the cultist. Most cultists grow their beards long but well-kept. Their hairstyles vary but most of the time they keep it long straight hair, some even go as far as to dye it black. Female cultists, though rare, do exist. They too keep their hair long and straight and do not differentiate at all from their male counterparts in terms of outfit.&lt;br /&gt;
&lt;br /&gt;
To join the cult of Mortius one has to abandon all their mortal bonds as they are expected to fully commit themselves to their new tasks as caretakers of the dead, a duty where mortal bonds have no place. There is no way out of priesthood when joined except a singular route for the female cultists, for when they find themselves pregnant, they were given a new task as caretakers of new life and therefore cannot serve the dead exclusively any longer. Even though a cultist is expected to abandon their lives before they join, it does not exclude them from any social interaction at all. Cultists of Mortius are a closely knit community within the greater Temple of Alder and share many activities with one another such as game nights, banquets, hunting events, and more. In some rare instances, cultists form a romantic relationship with one another. Even though it is frowned upon, it is not forbidden for it is seen as only part of the natural way of the cycle of life and death to seek a romantic companionship.&lt;br /&gt;
&lt;br /&gt;
== Beliefs ==&lt;br /&gt;
The fundamental belief of every cultist of Mortius is that death is inevitable, and should never be, and that they are Mortius’ custodians to ensure the natural order is preserved, taken care of, and protected against those who may wish to disrupt this order. The only essence of the mortal being that matters to the cultists is the soul, which they assist in carrying on to the afterlife through burial rites and placing protective wards against necromantic or vampiric influences.&lt;br /&gt;
&lt;br /&gt;
=== Fundamental Strictures of the Cult ===&lt;br /&gt;
&lt;br /&gt;
* Protect the plains of Mortius at all costs.&lt;br /&gt;
* Watch over the mourning and guide them forward.&lt;br /&gt;
* Destroy any influence that disrupts the natural cycle of life and death.&lt;br /&gt;
* Watch over any funeral and ensure the correct rites are carried out and the wards are placed.&lt;br /&gt;
* Burn all bodies that have been defiled by a necromancer before reburying the ashes.&lt;br /&gt;
&lt;br /&gt;
== Holy Sites ==&lt;br /&gt;
The monasteries of Mortius are grim and dark buildings. Most often constructed of deep slate stone and decorated with darker-colored woods for their doors and windows. The glass in the temples is tinted and often decorated with stained glass depictions of Mortius or tales of his legend. These monasteries are often placed on hills surrounded by the so-called plains of Mortius, big open fields where the dead are buried and protected from necromancers by the cultists of Mortius. The fields are fenced off and statues of Mortius are seen on every corner to ward off any potential intruder. The buildings inside the plains are also built of deep slate stone and decorated with silvered skulls and spikes, representing the arrow tips that are a common sight within the cult.&lt;br /&gt;
&lt;br /&gt;
Every monastery of Mortius is topped off with a big bell tower that is only used during funerals, or during attacks on the location by the undead. The tower itself is decorated by both again statues of Mortius and gargoyles depicting all sorts of skeletal entities.&lt;br /&gt;
&lt;br /&gt;
The monasteries are both the working and living places for the cultists of Mortius and they spend most of their time there. There are usually small crop fields, animal pens, and herb gardens inside the inner gardens that the cultists cultivate to feed themselves. The remainder of the monastery includes dorm rooms for male and female cultists, a common room, a chapel to Mortius, a ritual chamber where bodies are prepared for the funeral, a medical ward for the sick, a dining hall and kitchen, a mason where gravestones are made, an armory and tailor, and a granary where food is stored. Below the monastery usually lies a separate crypt where cultists are buried.&lt;br /&gt;
&lt;br /&gt;
== Burial Rites and Wards ==&lt;br /&gt;
The cultists of Mortius are present at any funeral within the realms they operate in. They are active throughout the entire process from the last days of the person to the moment the coffin gets lowered into the grave. The most important task of this process is handling the burial rites and placing a protective ward on the body to protect it against necromantic influences. What is usually done is that while the body is prepared for the funeral, a cultist of Mortius plants a silver stake decorated with a silver skull pommel inside the deceased’s chest and through the heart to ward it from necromantic resurrection. After this is done, a prayer to Mortius is conducted, asking for Mortius’ safe passage into the Halls of Divinity. This prayer is then repeated at the funeral itself right before the coffin is lowered into the grave on the field. After this has been done and the coffin is lowered into the grave, the priest of Mortius and companions immediately seal the grave with dirt and plant a flower of choice on the grave. Gravestones are placed beside the grave shortly after. Some are as simple as a small plaque, others are more extravagant. What gravestone is placed only depends on the funds of the family who bury their dead. If no gravestone can be paid for, the cult donates a small plaque to the family so that the name of the dead is not forgotten.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:TemplarSigil.png&amp;diff=5262</id>
		<title>File:TemplarSigil.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:TemplarSigil.png&amp;diff=5262"/>
		<updated>2023-12-19T11:21:38Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5257</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5257"/>
		<updated>2023-12-16T12:11:32Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles, looking for adventurous explorations and luxury goods.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to survive and fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
They often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
An Hinterlander can fulfill many destinies, regardless of his place of origin.&lt;br /&gt;
&lt;br /&gt;
===Regional Specificities===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders who chose to settle in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and Hinterlands. &lt;br /&gt;
&lt;br /&gt;
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5256</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5256"/>
		<updated>2023-12-16T12:10:23Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles, looking for adventurous explorations and luxury goods.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to survive and fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
They often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
An Hinterlander can fulfill many destinies, regardless of his place of origin.&lt;br /&gt;
&lt;br /&gt;
===Regional Specificities===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders who chose to settle in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and Hinterlands. &lt;br /&gt;
&lt;br /&gt;
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5255</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5255"/>
		<updated>2023-12-13T15:15:18Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please note that: &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''◇''' are macro categories &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''❀''' are tiny critters&amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;text-align:center; width: 70%; margin:auto;&amp;quot;&lt;br /&gt;
|+ ''These creatures also have a rarity, that indicates how likely you are to encounter them''&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Common&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:green&amp;quot;| Uncommon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:teal&amp;quot;| Rare&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:purple&amp;quot;| Epic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:olive&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
| A common creature.&lt;br /&gt;
| You can find this only as a random encounter.&lt;br /&gt;
| You can find this randomly only if you are (un)lucky otherwise you have to look for them.&lt;br /&gt;
| Very few exemplars exist and their presence is close to legend, but they're still known from written stories or documentation.&lt;br /&gt;
| It's believed extinct and people in Eden even have a doubt they exist.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #63997d&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Frogs|◇Frogs]]&lt;br /&gt;
:[[Giant Toad]]&lt;br /&gt;
:[[Salamander]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #6f7fa1&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fishes|◇Fishes]]&lt;br /&gt;
:[[Crabs|◇Crabs]]&lt;br /&gt;
:[[Seals|◇Seals]]&lt;br /&gt;
:[[Hippocampus]]&lt;br /&gt;
:[[Kraken]]&lt;br /&gt;
:[[Sea Serpent]]&lt;br /&gt;
:[[Squids]]*&lt;br /&gt;
:[[Merfolk]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[Siren]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #b3ad62&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Common Birds|◇Common Birds]]* &lt;br /&gt;
:[[Tropical Birds|◇Tropical Birds]]*&lt;br /&gt;
:[[Bats|◇Bats]]&lt;br /&gt;
:[[Owls|◇Owls]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconomicon&lt;br /&gt;
|HeaderColor = #91443a&lt;br /&gt;
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Primal Dragons|◇Primal Dragons]]&lt;br /&gt;
:[[Wyvern]]&lt;br /&gt;
:[[Faerie Dragon]]&lt;br /&gt;
:[[Dragon Turtle]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Elemental&lt;br /&gt;
|HeaderColor = #a14a84&lt;br /&gt;
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fire Lizard]]&lt;br /&gt;
:[[Water Genie|Marid]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Fey&lt;br /&gt;
|HeaderColor = #856aa3&lt;br /&gt;
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Tree Spirits|◇Tree Spirits]]&lt;br /&gt;
:[[Golden Apparition]]&lt;br /&gt;
:[[Fey Queen]]&lt;br /&gt;
:[[Great Stag]]&lt;br /&gt;
:[[Hathor]]&lt;br /&gt;
:[[Pegasus]]&lt;br /&gt;
:[[Usebilein|Unicorn]]&lt;br /&gt;
:[[Gimeek]]&lt;br /&gt;
:[[Dryads]]&lt;br /&gt;
:[[Nymph]]&lt;br /&gt;
:[[Pixie]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcane&lt;br /&gt;
|HeaderColor = #5e3178&lt;br /&gt;
|Desc = Creatures of yore, mystical beings only read about. It is rare to see an arcane creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Golems|◇Golems]]&lt;br /&gt;
:[[Phoenixes|◇Phoenixes]]&lt;br /&gt;
:[[Cockatrice]]&lt;br /&gt;
:[[Gargoyle]]&lt;br /&gt;
:[[Griffin]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[The Thing in the Woods]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #bd8b57&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Giants|◇Giants]]&lt;br /&gt;
:[[Kobolds|◇Kobolds]]&lt;br /&gt;
:[[Centaurs]]&lt;br /&gt;
:[[Minotaur]]&lt;br /&gt;
:[[Satyr]]&lt;br /&gt;
:[[Gnomes|❀Gnomes]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #855a36&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Bears|◇Bears]]*&lt;br /&gt;
:[[Wolves|◇Wolves]]&lt;br /&gt;
:[[Camel]]*&lt;br /&gt;
:[[Cat]]*&lt;br /&gt;
:[[Chicken]]*&lt;br /&gt;
:[[Cow]]*&lt;br /&gt;
:[[Donkey]]*&lt;br /&gt;
:[[Elephant]]*&lt;br /&gt;
:[[Elk]]*&lt;br /&gt;
:[[Goat]]*&lt;br /&gt;
:[[Hedgehog]]*&lt;br /&gt;
:[[Horse]]*&lt;br /&gt;
:[[Llama]]*&lt;br /&gt;
:[[Pig]]*&lt;br /&gt;
:[[Raccoon]]*&lt;br /&gt;
:[[Skunk]]*&lt;br /&gt;
:[[Rabbit]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #5b9457&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Snakes|◇Snakes]]&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Undead&lt;br /&gt;
|HeaderColor = #423c3f&lt;br /&gt;
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Banshee]]&lt;br /&gt;
:[[Ghost]]&lt;br /&gt;
:[[Ghoul|◇Ghouls]]&lt;br /&gt;
:[[Skeleton]]&lt;br /&gt;
:[[Spectre]]&lt;br /&gt;
:[[Skeleton Lord|Wight]]&lt;br /&gt;
:[[Wraith]]&lt;br /&gt;
:[[Rip Wraith]]&lt;br /&gt;
:[[Zombie]]&lt;br /&gt;
:[[Animated Armor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermin&lt;br /&gt;
|HeaderColor = #416655&lt;br /&gt;
|Desc = Though, not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Mosspawn|◇Mosspawn]]&lt;br /&gt;
:[[Spiders|◇Spiders]]&lt;br /&gt;
:[[Giant Rat]]&lt;br /&gt;
:[[Scorpions|◇Scorpions]]&lt;br /&gt;
:[[Woolikata]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Insect&lt;br /&gt;
|HeaderColor = #8B8000&lt;br /&gt;
|Desc = The common insects, most of which reside in our fields and towns, are mostly peaceful beings and fundamental in every ecosystem.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Flies|◇Flies]]*&lt;br /&gt;
:[[Bees and Wasps|◇Bees and Wasps]]*&lt;br /&gt;
:[[Ants|◇Ants]]*&lt;br /&gt;
:[[Beetles|◇Beetles]]*&lt;br /&gt;
:[[Butterflies and Moths|◇Butterflies and Moths]]*&lt;br /&gt;
:[[Fireflies|◇Fireflies]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Voidal&lt;br /&gt;
|HeaderColor = #9e4956&lt;br /&gt;
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Vampire Spawn|◇Vampires]]&lt;br /&gt;
:[[Werewolves|◇Werewolves]]&lt;br /&gt;
:[[Infernus Demons|◇Infernus Demons]]&lt;br /&gt;
:[[Alran Demons|◇Alran Demons]]&lt;br /&gt;
:[[Deygrim]]&lt;br /&gt;
:[[Eegoli]]&lt;br /&gt;
:[[Incubus]]&lt;br /&gt;
:[[Kyphret Vine]]&lt;br /&gt;
:[[Moroi]]&lt;br /&gt;
:[[Augel'Garn]]&lt;br /&gt;
:[[Plague Bringers]]&lt;br /&gt;
:[[Succubus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Pet&lt;br /&gt;
|HeaderColor = #7e191b&lt;br /&gt;
|Desc = Some wild creatures have long grown in captivity, or evolved throughout history as small pets. They have lost their danger over time, made smaller by artificial selection by the civilizations of Eden. Others, however, are small critters who are already harmless in nature, who love to follow and make friends with the inhabitants of Eden.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Pseudodragon]]*&lt;br /&gt;
:[[Pseudophoenix]]*&lt;br /&gt;
:[[Pseudogriffin]]*&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
:[[Owl]]*&lt;br /&gt;
:[[Otter]]*&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Edens_Calendar&amp;diff=5251</id>
		<title>Edens Calendar</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Edens_Calendar&amp;diff=5251"/>
		<updated>2023-12-13T12:51:35Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Mountain1.png|center|upright=3.60|frameless]]&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike the real world, the time in Eden moves much faster. This passage of time allows characters to age better and helps prevent the server from feeling monotonously slow. There are '''8 IRP Days''' in '''1 IRP Week'''. The seasons run based on these time constraints, and thus so do the prime harvesting times for certain materials and crops. The faster passage of time also helps keeps RP events spread apart so that they are not happening all at once&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images below are the four basic conversions for the passage of time in Eden. Each one converts IRL time to IRP time in the server. &lt;br /&gt;
&lt;br /&gt;
A month in Eden is always made up of 4 weeks of 8 days each, for a total of 32 days.&lt;br /&gt;
&lt;br /&gt;
When in the game, type the command '''/date''' to get the current time. Players can also head to the discord and type the command '''?date Eden'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Aurora1.jpg|frameless|right|upright=1.25]]&lt;br /&gt;
==Time Conversion==&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;margin: auto; padding: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
      &amp;lt;td&amp;gt;[[File:1Day.jpg|left|frameless|upright=1.10]]&amp;lt;/td&amp;gt;&lt;br /&gt;
      &amp;lt;td&amp;gt;[[File:1Week.jpg|right|frameless|upright=1.10]] &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;margin: auto; padding: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&lt;br /&gt;
      &amp;lt;td&amp;gt;[[File:1Month.jpg|left|frameless|upright=1.10]]&amp;lt;/td&amp;gt;&lt;br /&gt;
      &amp;lt;td&amp;gt;[[File:1Year.jpg|right|frameless|upright=1.10]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Months and Days==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Container&lt;br /&gt;
|Fill = {{Months&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Days&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Seasons&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5249</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5249"/>
		<updated>2023-12-13T10:06:58Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** https://fablesfantasyrp.com/wiki/| Fables &amp;amp; Fantasy&lt;br /&gt;
** Starting Guide|Starting Guide&lt;br /&gt;
&lt;br /&gt;
*⚜ Factions&lt;br /&gt;
** The_Hadrian_Empire|The Hadrian Empire&lt;br /&gt;
** The_Enlightened_Kingdom_of_Luminion|The Enlightened Kingdom of Luminion&lt;br /&gt;
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** The_Empire_of_Anjyarr|The Empire of Anjyarr&lt;br /&gt;
** The_Tzardom_of_Raevkov|The Tzardom of Raevkov&lt;br /&gt;
&lt;br /&gt;
*⚜ Settlements&lt;br /&gt;
** The_Reforged_Realm_of_the_Denur|The Reforged Realm of the Denur&lt;br /&gt;
** Zadh_Nadrozz|Zadh Nadrozz&lt;br /&gt;
&lt;br /&gt;
*✶ Races&lt;br /&gt;
** The_Attian_Humans|Attians&lt;br /&gt;
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** Tieflings|Tieflings&lt;br /&gt;
** Halflings|Halflings&lt;br /&gt;
&lt;br /&gt;
*◉ Eden&lt;br /&gt;
** The_Rotting_Plague|The Rotting Plague&lt;br /&gt;
** https://fablesfantasyrp.com/wiki/index.php/Category:Interesting_Locations | Interesting Locations&lt;br /&gt;
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** History_of_Eden|History of Eden&lt;br /&gt;
&lt;br /&gt;
*◯ Eseron&lt;br /&gt;
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&lt;br /&gt;
* Useful Links&lt;br /&gt;
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		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5248</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5248"/>
		<updated>2023-12-13T10:05:52Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** https://fablesfantasyrp.com/wiki/| Fables &amp;amp; Fantasy&lt;br /&gt;
** Starting Guide|Starting Guide&lt;br /&gt;
&lt;br /&gt;
*⚜ Factions&lt;br /&gt;
** The_Hadrian_Empire|The Hadrian Empire&lt;br /&gt;
** The_Enlightened_Kingdom_of_Luminion|The Enlightened Kingdom of Luminion&lt;br /&gt;
** The_Mystical_Empire_of_Mitrona|The Mystical Empire of Mitrona&lt;br /&gt;
** The_Empire_of_Anjyarr|The Empire of Anjyarr&lt;br /&gt;
** The_Tzardom_of_Raevkov|The Tzardom of Raevkov&lt;br /&gt;
&lt;br /&gt;
*⚜ Settlements&lt;br /&gt;
** The_Reforged_Realm_of_the_Denur|The Reforged Realm of the Denur&lt;br /&gt;
** Zadh_Nadrozz|Zadh Nadrozz&lt;br /&gt;
&lt;br /&gt;
*✶ Races&lt;br /&gt;
** The_Attian_Humans|Attians&lt;br /&gt;
** Hinterlanders|Hinterlanders&lt;br /&gt;
** The_Khadan_Humans|Khadan&lt;br /&gt;
** High_Elves|High Elves&lt;br /&gt;
** Wood_Elves|Wood Elves&lt;br /&gt;
** Dark_Elves|Dark Elves&lt;br /&gt;
** Denur|Denur&lt;br /&gt;
** Orcs|Orcs&lt;br /&gt;
** Goblins|Goblins&lt;br /&gt;
** Tieflings|Tieflings&lt;br /&gt;
** Halflings|Halflings&lt;br /&gt;
&lt;br /&gt;
*◉ Eden&lt;br /&gt;
** The_Rotting_Plague|The Rotting Plague&lt;br /&gt;
** https://fablesfantasyrp.com/wiki/index.php/Category:Interesting_Locations | Interesting Locations&lt;br /&gt;
** Magic_and_becoming_a_Spellcaster | Magic&lt;br /&gt;
** Bestiary | Bestiary&lt;br /&gt;
** Botany | Botany&lt;br /&gt;
** Geology | Geology&lt;br /&gt;
** History_of_Eden|History of Eden&lt;br /&gt;
&lt;br /&gt;
*◯ Eseron&lt;br /&gt;
** The_Cosmos|The Cosmos&lt;br /&gt;
** Edens Calendar&lt;br /&gt;
&lt;br /&gt;
* Useful Links&lt;br /&gt;
**https://forums.fablesfantasyrp.com/|Forums&lt;br /&gt;
**https://dynmap.fablesfantasyrp.com/|Dynmap&lt;br /&gt;
* SEARCH&lt;br /&gt;
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* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Elemental_Magic&amp;diff=5247</id>
		<title>Elemental Magic</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Elemental_Magic&amp;diff=5247"/>
		<updated>2023-12-12T21:58:46Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ever since the First Giants and Elves first sought to harness magic into their rudimentary spells, there have been scholars intent on cataloging and understanding its origin and behavior.&lt;br /&gt;
&lt;br /&gt;
The first distinction that has been made is between Elemental and Voidal magic.&lt;br /&gt;
The magic of the Void has in fact a different nature and it is considered “more energetic”.&lt;br /&gt;
Unlike the Elemental magic, Voidal magic can pierce through any material easily: corrupting flesh, blood and even spirit.&lt;br /&gt;
&lt;br /&gt;
Elemental magic on the other hand, in its four elemental variants, is more flexible and controllable.&lt;br /&gt;
These four elemental energies, whose source is in the Elemental Planes, envelop Eseron in a network of invisible underground leylines, carriers of magical energy.&lt;br /&gt;
All creatures of Eden interact with the magic that flows in the leylines: some like mages actively, others like magical creatures are the collateral result of this phenomenon.&lt;br /&gt;
&lt;br /&gt;
The four elements are Ignos, Aros, Aether and Kor, that can appear on Eden in two different variants: their Fey and their Arcane form.&lt;br /&gt;
&lt;br /&gt;
=The Four Elements=&lt;br /&gt;
== Pyromancy ==&lt;br /&gt;
The mages of fire are mages of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be more so described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues making fire magic more widespread. &lt;br /&gt;
&lt;br /&gt;
== Aquamancy == &lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favourite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumours state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly being taught at. &lt;br /&gt;
&lt;br /&gt;
== Aeromancy == &lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Aether Magic, is a unique form of magic. By utilizing the freed air from the Aether Aeromancers are able to create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
== Geomancy == &lt;br /&gt;
Geomancy, often also referred to as Kor Magic, is an elemental magic that focuses on the manipulation of earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for a variety of purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the magic was founded by the dwarves. &lt;br /&gt;
&lt;br /&gt;
=Fey and Arcane Magic=&lt;br /&gt;
==Fey Magic==&lt;br /&gt;
In some cases the Elemental Magic in Eseron is &amp;quot;tinged&amp;quot; with various magics of different &amp;quot;colors&amp;quot;, coming directly from sources external to the planet, such as the distant influence of the magic of the stars and of all the external planes that underlie the celestial vault, or the [[Fey Queen|Fey Queens]].&lt;br /&gt;
&lt;br /&gt;
This type of variation of magic is usually categorized as &amp;quot;Fey Magic&amp;quot;. &lt;br /&gt;
Solarmancy, Biomancy, Lunarmancy and Marinamancy are expressions of Fey Magic and its practitioners could also be called &amp;quot;Sorcerers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Fey Magic is more chaotic, less rigid and more reactive to Voidal magic. The Fey Creatures, its greatest exemplars, are a magical example of magic that seeks freedom and charming beauty in its expressions.&lt;br /&gt;
&lt;br /&gt;
Fey Magic's ability to react with Voidal Magic makes it both the primary tool of counteraction, and the most vulnerable to corruption. Indeed, the sun can darken, the moon turn red, and forests wither.&lt;br /&gt;
&lt;br /&gt;
==Arcane Magic==&lt;br /&gt;
&lt;br /&gt;
Magmamancy, Petromancy, Tempestacy and Frigumancy are instead considered Arcane Magic and its practitioners could also be called &amp;quot;Arcanists&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Arcane magic is faithful only to Eden and the Primordials of the Elemental Planes and has no other outside influences. It is rigidly bound to the planet and draws its strength and arcane power from the flowing leylines of our world, isolated from the chaos of the external spheres, faithful to the purity of its primordial elemental plane.&lt;br /&gt;
&lt;br /&gt;
Its shapes are simple and concrete compared to the Fey magic. Arcane magic does not respond to the Void's influence and is not attracted to it, nor is it capable of countering it.&lt;br /&gt;
&lt;br /&gt;
Golems, Phoenixes, Nagas are all examples of Arcane creatures.&lt;br /&gt;
Fruit of the unperturbed magic of their plane of influence, Arcane creatures are immune to corruption, and have the simplest aspirations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5246</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5246"/>
		<updated>2023-12-12T21:12:05Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please note that: &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''◇''' are macro categories &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''❀''' are tiny critters&amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;text-align:center; width: 70%; margin:auto;&amp;quot;&lt;br /&gt;
|+ ''These creatures also have a rarity, that indicates how likely you are to encounter them''&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Common&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:green&amp;quot;| Uncommon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:teal&amp;quot;| Rare&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:purple&amp;quot;| Epic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:olive&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
| A common creature.&lt;br /&gt;
| You can find this only as a random encounter.&lt;br /&gt;
| You can find this randomly only if you are (un)lucky otherwise you have to look for them.&lt;br /&gt;
| Very few exemplars exist and their presence is close to legend, but they're still known from written stories or documentation.&lt;br /&gt;
| It's believed extinct and people in Eden even have a doubt they exist.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #63997d&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Frogs|◇Frogs]]&lt;br /&gt;
:[[Giant Toad]]&lt;br /&gt;
:[[Salamander]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #6f7fa1&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fishes|◇Fishes]]&lt;br /&gt;
:[[Crabs|◇Crabs]]&lt;br /&gt;
:[[Seals|◇Seals]]&lt;br /&gt;
:[[Hippocampus]]&lt;br /&gt;
:[[Kraken]]&lt;br /&gt;
:[[Sea Serpent]]&lt;br /&gt;
:[[Squids]]*&lt;br /&gt;
:[[Merfolk]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[Siren]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #b3ad62&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Common Birds|◇Common Birds]]* &lt;br /&gt;
:[[Tropical Birds|◇Tropical Birds]]*&lt;br /&gt;
:[[Bats|◇Bats]]&lt;br /&gt;
:[[Owls|◇Owls]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconomicon&lt;br /&gt;
|HeaderColor = #91443a&lt;br /&gt;
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Primal Dragons|◇Primal Dragons]]&lt;br /&gt;
:[[Wyvern]]&lt;br /&gt;
:[[Faerie Dragon]]&lt;br /&gt;
:[[Dragon Turtle]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Elemental&lt;br /&gt;
|HeaderColor = #a14a84&lt;br /&gt;
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fire Lizard]]&lt;br /&gt;
:[[Water Genie|Marid]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Fey&lt;br /&gt;
|HeaderColor = #856aa3&lt;br /&gt;
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Tree Spirits|◇Tree Spirits]]&lt;br /&gt;
:[[Amphitheras|◇Amphiteras]]&lt;br /&gt;
:[[Fey Queen]]&lt;br /&gt;
:[[Great Stag]]&lt;br /&gt;
:[[Hathor]]&lt;br /&gt;
:[[Pegasus]]&lt;br /&gt;
:[[Usebilein|Unicorn]]&lt;br /&gt;
:[[Gimeek]]&lt;br /&gt;
:[[Dryads]]&lt;br /&gt;
:[[Nymph]]&lt;br /&gt;
:[[Pixie]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcane&lt;br /&gt;
|HeaderColor = #5e3178&lt;br /&gt;
|Desc = Creatures of yore, mystical beings only read about. It is rare to see an arcane creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Golems|◇Golems]]&lt;br /&gt;
:[[Phoenixes|◇Phoenixes]]&lt;br /&gt;
:[[Cockatrice]]&lt;br /&gt;
:[[Gargoyle]]&lt;br /&gt;
:[[Griffin]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[The Thing in the Woods]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #bd8b57&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Giants|◇Giants]]&lt;br /&gt;
:[[Kobolds|◇Kobolds]]&lt;br /&gt;
:[[Centaurs]]&lt;br /&gt;
:[[Minotaur]]&lt;br /&gt;
:[[Satyr]]&lt;br /&gt;
:[[Gnomes|❀Gnomes]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #855a36&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Bears|◇Bears]]*&lt;br /&gt;
:[[Wolves|◇Wolves]]&lt;br /&gt;
:[[Camel]]*&lt;br /&gt;
:[[Cat]]*&lt;br /&gt;
:[[Chicken]]*&lt;br /&gt;
:[[Cow]]*&lt;br /&gt;
:[[Donkey]]*&lt;br /&gt;
:[[Elephant]]*&lt;br /&gt;
:[[Elk]]*&lt;br /&gt;
:[[Goat]]*&lt;br /&gt;
:[[Hedgehog]]*&lt;br /&gt;
:[[Horse]]*&lt;br /&gt;
:[[Llama]]*&lt;br /&gt;
:[[Pig]]*&lt;br /&gt;
:[[Raccoon]]*&lt;br /&gt;
:[[Skunk]]*&lt;br /&gt;
:[[Rabbit]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #5b9457&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Snakes|◇Snakes]]&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Undead&lt;br /&gt;
|HeaderColor = #423c3f&lt;br /&gt;
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Banshee]]&lt;br /&gt;
:[[Ghost]]&lt;br /&gt;
:[[Ghoul|◇Ghouls]]&lt;br /&gt;
:[[Skeleton]]&lt;br /&gt;
:[[Spectre]]&lt;br /&gt;
:[[Skeleton Lord|Wight]]&lt;br /&gt;
:[[Wraith]]&lt;br /&gt;
:[[Rip Wraith]]&lt;br /&gt;
:[[Zombie]]&lt;br /&gt;
:[[Animated Armor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermin&lt;br /&gt;
|HeaderColor = #416655&lt;br /&gt;
|Desc = Though, not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Mosspawn|◇Mosspawn]]&lt;br /&gt;
:[[Spiders|◇Spiders]]&lt;br /&gt;
:[[Giant Rat]]&lt;br /&gt;
:[[Scorpions|◇Scorpions]]&lt;br /&gt;
:[[Woolikata]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Insect&lt;br /&gt;
|HeaderColor = #8B8000&lt;br /&gt;
|Desc = The common insects, most of which reside in our fields and towns, are mostly peaceful beings and fundamental in every ecosystem.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Flies|◇Flies]]*&lt;br /&gt;
:[[Bees and Wasps|◇Bees and Wasps]]*&lt;br /&gt;
:[[Ants|◇Ants]]*&lt;br /&gt;
:[[Beetles|◇Beetles]]*&lt;br /&gt;
:[[Butterflies and Moths|◇Butterflies and Moths]]*&lt;br /&gt;
:[[Fireflies|◇Fireflies]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Voidal&lt;br /&gt;
|HeaderColor = #9e4956&lt;br /&gt;
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Vampire Spawn|◇Vampires]]&lt;br /&gt;
:[[Werewolves|◇Werewolves]]&lt;br /&gt;
:[[Infernus Demons|◇Infernus Demons]]&lt;br /&gt;
:[[Alran Demons|◇Alran Demons]]&lt;br /&gt;
:[[Deygrim]]&lt;br /&gt;
:[[Eegoli]]&lt;br /&gt;
:[[Incubus]]&lt;br /&gt;
:[[Kyphret Vine]]&lt;br /&gt;
:[[Moroi]]&lt;br /&gt;
:[[Augel'Garn]]&lt;br /&gt;
:[[Plague Bringers]]&lt;br /&gt;
:[[Succubus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Pet&lt;br /&gt;
|HeaderColor = #7e191b&lt;br /&gt;
|Desc = Some wild creatures have long grown in captivity, or evolved throughout history as small pets. They have lost their danger over time, made smaller by artificial selection by the civilizations of Eden. Others, however, are small critters who are already harmless in nature, who love to follow and make friends with the inhabitants of Eden.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Pseudodragon]]*&lt;br /&gt;
:[[Pseudophoenix]]*&lt;br /&gt;
:[[Pseudogriffin]]*&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
:[[Owl]]*&lt;br /&gt;
:[[Otter]]*&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5245</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5245"/>
		<updated>2023-12-12T21:08:07Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please note that: &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''◇''' are macro categories &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''❀''' are tiny critters&amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;text-align:center; width: 70%; margin:auto;&amp;quot;&lt;br /&gt;
|+ ''These creatures also have a rarity, that indicates how likely you are to encounter them''&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Common&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:green&amp;quot;| Uncommon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:teal&amp;quot;| Rare&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:purple&amp;quot;| Epic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:olive&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
| A common creature.&lt;br /&gt;
| You can find this only as a random encounter.&lt;br /&gt;
| You can find this randomly only if you are (un)lucky otherwise you have to look for them.&lt;br /&gt;
| Very few exemplars exist and their presence is close to legend, but they're still known from written stories or documentation.&lt;br /&gt;
| It's believed extinct and people in Eden even have a doubt they exist.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #63997d&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Frogs|◇Frogs]]&lt;br /&gt;
:[[Giant Toad]]&lt;br /&gt;
:[[Salamander]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #6f7fa1&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fishes|◇Fishes]]&lt;br /&gt;
:[[Crabs|◇Crabs]]&lt;br /&gt;
:[[Seals|◇Seals]]&lt;br /&gt;
:[[Hippocampus]]&lt;br /&gt;
:[[Kraken]]&lt;br /&gt;
:[[Sea Serpent]]&lt;br /&gt;
:[[Squids]]*&lt;br /&gt;
:[[Merfolk]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[Siren]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #b3ad62&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Common Birds|◇Common Birds]]* &lt;br /&gt;
:[[Tropical Birds|◇Tropical Birds]]*&lt;br /&gt;
:[[Bats|◇Bats]]&lt;br /&gt;
:[[Owls|◇Owls]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconomicon&lt;br /&gt;
|HeaderColor = #91443a&lt;br /&gt;
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Primal Dragons|◇Primal Dragons]]&lt;br /&gt;
:[[Wyvern]]&lt;br /&gt;
:[[Faerie Dragon]]&lt;br /&gt;
:[[Dragon Turtle]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Elemental&lt;br /&gt;
|HeaderColor = #a14a84&lt;br /&gt;
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fire Lizard]]&lt;br /&gt;
:[[Water Genie|Marid]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Fey&lt;br /&gt;
|HeaderColor = #856aa3&lt;br /&gt;
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Tree Spirits|◇Tree Spirits]]&lt;br /&gt;
:[[Amphitheras|◇Amphiteras]]&lt;br /&gt;
:[[Fey Queen]]&lt;br /&gt;
:[[Great Stag]]&lt;br /&gt;
:[[Hathor]]&lt;br /&gt;
:[[Pegasus]]&lt;br /&gt;
:[[Usebilein|Unicorn]]&lt;br /&gt;
:[[Gimeek]]&lt;br /&gt;
:[[Dryads]]&lt;br /&gt;
:[[Nymph]]&lt;br /&gt;
:[[Pixie]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcane&lt;br /&gt;
|HeaderColor = #5e3178&lt;br /&gt;
|Desc = Creatures of yore, mystical beings only read about. It is rare to see an arcane creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Golems|◇Golems]]&lt;br /&gt;
:[[Phoenixes|◇Phoenixes]]&lt;br /&gt;
:[[Cockatrice]]&lt;br /&gt;
:[[Gargoyle]]&lt;br /&gt;
:[[Griffin]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[The Thing in the Woods]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #bd8b57&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Giants|◇Giants]]&lt;br /&gt;
:[[Kobolds|◇Kobolds]]&lt;br /&gt;
:[[Centaurs]]&lt;br /&gt;
:[[Minotaur]]&lt;br /&gt;
:[[Satyr]]&lt;br /&gt;
:[[Gnomes|❀Gnomes]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #855a36&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Bears|◇Bears]]*&lt;br /&gt;
:[[Wolves|◇Wolves]]&lt;br /&gt;
:[[Camel]]*&lt;br /&gt;
:[[Cat]]*&lt;br /&gt;
:[[Chicken]]*&lt;br /&gt;
:[[Cow]]*&lt;br /&gt;
:[[Donkey]]*&lt;br /&gt;
:[[Elephant]]*&lt;br /&gt;
:[[Elk]]*&lt;br /&gt;
:[[Goat]]*&lt;br /&gt;
:[[Hedgehog]]*&lt;br /&gt;
:[[Horse]]*&lt;br /&gt;
:[[Llama]]*&lt;br /&gt;
:[[Pig]]*&lt;br /&gt;
:[[Raccoon]]*&lt;br /&gt;
:[[Skunk]]*&lt;br /&gt;
:[[Rabbit]]*&lt;br /&gt;
:[[Otter]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #5b9457&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Snakes|◇Snakes]]&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Undead&lt;br /&gt;
|HeaderColor = #423c3f&lt;br /&gt;
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Banshee]]&lt;br /&gt;
:[[Ghost]]&lt;br /&gt;
:[[Ghoul|◇Ghouls]]&lt;br /&gt;
:[[Skeleton]]&lt;br /&gt;
:[[Spectre]]&lt;br /&gt;
:[[Skeleton Lord|Wight]]&lt;br /&gt;
:[[Wraith]]&lt;br /&gt;
:[[Rip Wraith]]&lt;br /&gt;
:[[Zombie]]&lt;br /&gt;
:[[Animated Armor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermin&lt;br /&gt;
|HeaderColor = #416655&lt;br /&gt;
|Desc = Though, not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Mosspawn|◇Mosspawn]]&lt;br /&gt;
:[[Spiders|◇Spiders]]&lt;br /&gt;
:[[Giant Rat]]&lt;br /&gt;
:[[Scorpions|◇Scorpions]]&lt;br /&gt;
:[[Woolikata]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Insect&lt;br /&gt;
|HeaderColor = #8B8000&lt;br /&gt;
|Desc = The common insects, most of which reside in our fields and towns, are mostly peaceful beings and fundamental in every ecosystem.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Flies|◇Flies]]*&lt;br /&gt;
:[[Bees and Wasps|◇Bees and Wasps]]*&lt;br /&gt;
:[[Ants|◇Ants]]*&lt;br /&gt;
:[[Beetles|◇Beetles]]*&lt;br /&gt;
:[[Butterflies and Moths|◇Butterflies and Moths]]*&lt;br /&gt;
:[[Fireflies|◇Fireflies]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Voidal&lt;br /&gt;
|HeaderColor = #9e4956&lt;br /&gt;
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Vampire Spawn|◇Vampires]]&lt;br /&gt;
:[[Werewolves|◇Werewolves]]&lt;br /&gt;
:[[Infernus Demons|◇Infernus Demons]]&lt;br /&gt;
:[[Alran Demons|◇Alran Demons]]&lt;br /&gt;
:[[Deygrim]]&lt;br /&gt;
:[[Eegoli]]&lt;br /&gt;
:[[Incubus]]&lt;br /&gt;
:[[Kyphret Vine]]&lt;br /&gt;
:[[Moroi]]&lt;br /&gt;
:[[Augel'Garn]]&lt;br /&gt;
:[[Plague Bringers]]&lt;br /&gt;
:[[Succubus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Pet&lt;br /&gt;
|HeaderColor = #7e191b&lt;br /&gt;
|Desc = Some wild creatures have long grown in captivity, or evolved throughout history as small pets. They have lost their danger over time, made smaller by artificial selection by the civilizations of Eden. Others, however, are small critters who are already harmless in nature, who love to follow and make friends with the inhabitants of Eden.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Pseudodragon]]&lt;br /&gt;
:[[Pseudophoenix]]&lt;br /&gt;
:[[Pseudogriffin]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
:[[Owl]]&lt;br /&gt;
:[[Otter]]&lt;br /&gt;
:[[Chameleon]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Chameleon&amp;diff=5244</id>
		<title>Chameleon</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Chameleon&amp;diff=5244"/>
		<updated>2023-12-12T21:07:47Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Chameleon.png&lt;br /&gt;
|Class = Reptile&lt;br /&gt;
|Rarity = Rare&lt;br /&gt;
|Size = Tiny&lt;br /&gt;
|HP = 2&lt;br /&gt;
|STR = 2&lt;br /&gt;
|DEF = 4&lt;br /&gt;
|AGI = 8&lt;br /&gt;
|INT = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Chameleons belong to the family of lizards, iguanas to be more specific. &lt;br /&gt;
&lt;br /&gt;
They have some very unique features that are not common in the animal world. For example, they have a very long and muscular tongue, special eyes, uncommon legs and they can change color. In this way they are easy to distinguish from their peers. Chameleons can also be recognized by their characteristic build. &lt;br /&gt;
&lt;br /&gt;
They also have a body that is flattened on the side, legs that consist of 2 toes, a fairly thick tail that can be used to grab things and that can be rolled up, a specially built head with fairly large eyes that bulge out and a tongue that has the ability to shoot fast and far out. &lt;br /&gt;
&lt;br /&gt;
The head and eyes of the chameleon stand out because they are different from normal. For example, the eyes bulge out a lot and they rotate. The head of the chameleon is special in that it touches a kind of thorn or comb. Many of these characteristics help them live in trees and shrubs. &lt;br /&gt;
&lt;br /&gt;
A chameleon can hunt prey with its eyes and tongue. This is also possible if it hangs in a tree, for example. Another thing that makes a chameleon different from other lizard species is the fact that they don't have a crease behind their heads. &lt;br /&gt;
&lt;br /&gt;
This is common in many lizard species. Another difference between chameleons and other lizards is the length. Chameleons differ in length, for example. Lizards are generally quite small, chameleons, on the other hand, can grow up to 65 cm in length. Some species can grow even larger. &lt;br /&gt;
&lt;br /&gt;
Chameleons are also known for the ability to change the color of their skin. They do this by redistributing the pigments in their body over the body. Changing color is mainly used for communication and camouflage.&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
Burial pits, crypts, catacombs or cemeteries.&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
When a chameleon spots prey, it turns its head to determine the location of the prey. &lt;br /&gt;
&lt;br /&gt;
Then he focuses both eyes on the prey for a better view. With these eyes they can see depth and determine the distance of the prey. This allows them, for example, to aim easily and accurately when using their shooting tongue on prey. The chameleon approaches its prey by making a kind of rocking movement with its body. &lt;br /&gt;
&lt;br /&gt;
The reason they do this is not only to approach the prey as inconspicuously as possible, but it also helps them determine the distance between the prey and themselves. Then the chameleon opens its mouth and its tongue is shot off with the strong muscles attached to the tongue. &lt;br /&gt;
&lt;br /&gt;
The prey then sticks to the tip of the tongue, which is equipped with a kind of suction cup. After the tongue is fully extended, it is pulled back into the mouth by a muscle in the mouth that contracts. The tongue can only be used under the condition that it must be moist. Grabbing wet prey such as slugs or earthworms is therefore not possible. &lt;br /&gt;
&lt;br /&gt;
They do this mainly during their most active times of the day, namely just after sunrise and just before sunset. At the time of the day when the temperature is highest, they look for a place to hide.&lt;br /&gt;
&lt;br /&gt;
===Communication===&lt;br /&gt;
Chameleons make great use of communication. They do this, for example, by making rhythmic movements. For example, by nodding the head or by making movements with the legs. They also communicate by giving signals with the color of their body and by creating vibrations. They can perceive these vibrations well.&lt;br /&gt;
&lt;br /&gt;
===Food &amp;amp; hunting===&lt;br /&gt;
From a hiding place, the chameleon looks down at a prey. Here it remains still until the prey comes close enough to grab it with its tongue. When a chameleon is really hungry, it deviates from this strategy to really look for food. &lt;br /&gt;
&lt;br /&gt;
They are known to eat meat, but sometimes vegetable things are also eaten, for example fruit. The smaller species, on the other hand, mainly eat insects. The large species basically just eat whatever they find.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
'''Camouflage''':A chameleon can camouflage itself in foliage to avoid being seen. When approaching a chameleon, an Intelligence roll of at least 10 is required to see it.&lt;br /&gt;
&lt;br /&gt;
'''Harmless''': A Chameleon does not have any attacks&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
Chameleon meat and tail&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5243</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5243"/>
		<updated>2023-12-12T20:55:15Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please note that: &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''◇''' are macro categories &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''❀''' are tiny critters&amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;text-align:center; width: 70%; margin:auto;&amp;quot;&lt;br /&gt;
|+ ''These creatures also have a rarity, that indicates how likely you are to encounter them''&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Common&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:green&amp;quot;| Uncommon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:teal&amp;quot;| Rare&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:purple&amp;quot;| Epic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:olive&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
| A common creature.&lt;br /&gt;
| You can find this only as a random encounter.&lt;br /&gt;
| You can find this randomly only if you are (un)lucky otherwise you have to look for them.&lt;br /&gt;
| Very few exemplars exist and their presence is close to legend, but they're still known from written stories or documentation.&lt;br /&gt;
| It's believed extinct and people in Eden even have a doubt they exist.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #63997d&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Frogs|◇Frogs]]&lt;br /&gt;
:[[Giant Toad]]&lt;br /&gt;
:[[Salamander]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #6f7fa1&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fishes|◇Fishes]]&lt;br /&gt;
:[[Crabs|◇Crabs]]&lt;br /&gt;
:[[Seals|◇Seals]]&lt;br /&gt;
:[[Hippocampus]]&lt;br /&gt;
:[[Kraken]]&lt;br /&gt;
:[[Sea Serpent]]&lt;br /&gt;
:[[Squids]]*&lt;br /&gt;
:[[Merfolk]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[Siren]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #b3ad62&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Common Birds|◇Common Birds]]* &lt;br /&gt;
:[[Tropical Birds|◇Tropical Birds]]*&lt;br /&gt;
:[[Bats|◇Bats]]&lt;br /&gt;
:[[Owls|◇Owls]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconomicon&lt;br /&gt;
|HeaderColor = #91443a&lt;br /&gt;
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Primal Dragons|◇Primal Dragons]]&lt;br /&gt;
:[[Wyvern]]&lt;br /&gt;
:[[Faerie Dragon]]&lt;br /&gt;
:[[Dragon Turtle]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Elemental&lt;br /&gt;
|HeaderColor = #a14a84&lt;br /&gt;
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fire Lizard]]&lt;br /&gt;
:[[Water Genie|Marid]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Fey&lt;br /&gt;
|HeaderColor = #856aa3&lt;br /&gt;
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Tree Spirits|◇Tree Spirits]]&lt;br /&gt;
:[[Amphitheras|◇Amphiteras]]&lt;br /&gt;
:[[Fey Queen]]&lt;br /&gt;
:[[Great Stag]]&lt;br /&gt;
:[[Hathor]]&lt;br /&gt;
:[[Pegasus]]&lt;br /&gt;
:[[Usebilein|Unicorn]]&lt;br /&gt;
:[[Gimeek]]&lt;br /&gt;
:[[Dryads]]&lt;br /&gt;
:[[Nymph]]&lt;br /&gt;
:[[Pixie]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcane&lt;br /&gt;
|HeaderColor = #5e3178&lt;br /&gt;
|Desc = Creatures of yore, mystical beings only read about. It is rare to see an arcane creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Golems|◇Golems]]&lt;br /&gt;
:[[Phoenixes|◇Phoenixes]]&lt;br /&gt;
:[[Cockatrice]]&lt;br /&gt;
:[[Gargoyle]]&lt;br /&gt;
:[[Griffin]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[The Thing in the Woods]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #bd8b57&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Giants|◇Giants]]&lt;br /&gt;
:[[Kobolds|◇Kobolds]]&lt;br /&gt;
:[[Centaurs]]&lt;br /&gt;
:[[Minotaur]]&lt;br /&gt;
:[[Satyr]]&lt;br /&gt;
:[[Gnomes|❀Gnomes]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #855a36&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Bears|◇Bears]]*&lt;br /&gt;
:[[Wolves|◇Wolves]]&lt;br /&gt;
:[[Camel]]*&lt;br /&gt;
:[[Cat]]*&lt;br /&gt;
:[[Chicken]]*&lt;br /&gt;
:[[Cow]]*&lt;br /&gt;
:[[Donkey]]*&lt;br /&gt;
:[[Elephant]]*&lt;br /&gt;
:[[Elk]]*&lt;br /&gt;
:[[Goat]]*&lt;br /&gt;
:[[Hedgehog]]*&lt;br /&gt;
:[[Horse]]*&lt;br /&gt;
:[[Llama]]*&lt;br /&gt;
:[[Pig]]*&lt;br /&gt;
:[[Raccoon]]*&lt;br /&gt;
:[[Skunk]]*&lt;br /&gt;
:[[Rabbit]]*&lt;br /&gt;
:[[Otter]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #5b9457&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Snakes|◇Snakes]]&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Undead&lt;br /&gt;
|HeaderColor = #423c3f&lt;br /&gt;
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Banshee]]&lt;br /&gt;
:[[Ghost]]&lt;br /&gt;
:[[Ghoul|◇Ghouls]]&lt;br /&gt;
:[[Skeleton]]&lt;br /&gt;
:[[Spectre]]&lt;br /&gt;
:[[Skeleton Lord|Wight]]&lt;br /&gt;
:[[Wraith]]&lt;br /&gt;
:[[Rip Wraith]]&lt;br /&gt;
:[[Zombie]]&lt;br /&gt;
:[[Animated Armor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermin&lt;br /&gt;
|HeaderColor = #416655&lt;br /&gt;
|Desc = Though, not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Mosspawn|◇Mosspawn]]&lt;br /&gt;
:[[Spiders|◇Spiders]]&lt;br /&gt;
:[[Giant Rat]]&lt;br /&gt;
:[[Scorpions|◇Scorpions]]&lt;br /&gt;
:[[Woolikata]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Insect&lt;br /&gt;
|HeaderColor = #8B8000&lt;br /&gt;
|Desc = The common insects, most of which reside in our fields and towns, are mostly peaceful beings and fundamental in every ecosystem.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Flies|◇Flies]]*&lt;br /&gt;
:[[Bees and Wasps|◇Bees and Wasps]]*&lt;br /&gt;
:[[Ants|◇Ants]]*&lt;br /&gt;
:[[Beetles|◇Beetles]]*&lt;br /&gt;
:[[Butterflies and Moths|◇Butterflies and Moths]]*&lt;br /&gt;
:[[Fireflies|◇Fireflies]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Voidal&lt;br /&gt;
|HeaderColor = #9e4956&lt;br /&gt;
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Vampire Spawn|◇Vampires]]&lt;br /&gt;
:[[Werewolves|◇Werewolves]]&lt;br /&gt;
:[[Infernus Demons|◇Infernus Demons]]&lt;br /&gt;
:[[Alran Demons|◇Alran Demons]]&lt;br /&gt;
:[[Deygrim]]&lt;br /&gt;
:[[Eegoli]]&lt;br /&gt;
:[[Incubus]]&lt;br /&gt;
:[[Kyphret Vine]]&lt;br /&gt;
:[[Moroi]]&lt;br /&gt;
:[[Augel'Garn]]&lt;br /&gt;
:[[Plague Bringers]]&lt;br /&gt;
:[[Succubus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Pet&lt;br /&gt;
|HeaderColor = #7e191b&lt;br /&gt;
|Desc = Some wild creatures have long grown in captivity, or evolved throughout history as small pets. They have lost their danger over time, made smaller by artificial selection by the civilizations of Eden. Others, however, are small critters who are already harmless in nature, who love to follow and make friends with the inhabitants of Eden.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Pseudodragon]]&lt;br /&gt;
:[[Pseudophoenix]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5242</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=5242"/>
		<updated>2023-12-12T20:51:59Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please note that: &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''◇''' are macro categories &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; Animals marked with '''❀''' are tiny critters&amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;text-align:center; width: 70%; margin:auto;&amp;quot;&lt;br /&gt;
|+ ''These creatures also have a rarity, that indicates how likely you are to encounter them''&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Common&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:green&amp;quot;| Uncommon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:teal&amp;quot;| Rare&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:purple&amp;quot;| Epic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;color:olive&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
| A common creature.&lt;br /&gt;
| You can find this only as a random encounter.&lt;br /&gt;
| You can find this randomly only if you are (un)lucky otherwise you have to look for them.&lt;br /&gt;
| Very few exemplars exist and their presence is close to legend, but they're still known from written stories or documentation.&lt;br /&gt;
| It's believed extinct and people in Eden even have a doubt they exist.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #63997d&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Frogs|◇Frogs]]&lt;br /&gt;
:[[Giant Toad]]&lt;br /&gt;
:[[Salamander]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #6f7fa1&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fishes|◇Fishes]]&lt;br /&gt;
:[[Crabs|◇Crabs]]&lt;br /&gt;
:[[Seals|◇Seals]]&lt;br /&gt;
:[[Hippocampus]]&lt;br /&gt;
:[[Kraken]]&lt;br /&gt;
:[[Sea Serpent]]&lt;br /&gt;
:[[Squids]]*&lt;br /&gt;
:[[Merfolk]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[Siren]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #b3ad62&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Common Birds|◇Common Birds]]* &lt;br /&gt;
:[[Tropical Birds|◇Tropical Birds]]*&lt;br /&gt;
:[[Bats|◇Bats]]&lt;br /&gt;
:[[Owls|◇Owls]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconomicon&lt;br /&gt;
|HeaderColor = #91443a&lt;br /&gt;
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Primal Dragons|◇Primal Dragons]]&lt;br /&gt;
:[[Wyvern]]&lt;br /&gt;
:[[Pocket Dragon]] &lt;br /&gt;
:[[Faerie Dragon]]&lt;br /&gt;
:[[Dragon Turtle]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Elemental&lt;br /&gt;
|HeaderColor = #a14a84&lt;br /&gt;
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Fire Lizard]]&lt;br /&gt;
:[[Water Genie|Marid]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Fey&lt;br /&gt;
|HeaderColor = #856aa3&lt;br /&gt;
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Tree Spirits|◇Tree Spirits]]&lt;br /&gt;
:[[Amphitheras|◇Amphiteras]]&lt;br /&gt;
:[[Fey Queen]]&lt;br /&gt;
:[[Great Stag]]&lt;br /&gt;
:[[Hathor]]&lt;br /&gt;
:[[Pegasus]]&lt;br /&gt;
:[[Usebilein|Unicorn]]&lt;br /&gt;
:[[Gimeek]]&lt;br /&gt;
:[[Dryads]]&lt;br /&gt;
:[[Nymph]]&lt;br /&gt;
:[[Pixie]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Arcane&lt;br /&gt;
|HeaderColor = #5e3178&lt;br /&gt;
|Desc = Creatures of yore, mystical beings only read about. It is rare to see an arcane creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Golems|◇Golems]]&lt;br /&gt;
:[[Phoenixes|◇Phoenixes]]&lt;br /&gt;
:[[Cockatrice]]&lt;br /&gt;
:[[Gargoyle]]&lt;br /&gt;
:[[Griffin]]&lt;br /&gt;
:[[Naga]]&lt;br /&gt;
:[[The Thing in the Woods]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #bd8b57&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Giants|◇Giants]]&lt;br /&gt;
:[[Kobolds|◇Kobolds]]&lt;br /&gt;
:[[Centaurs]]&lt;br /&gt;
:[[Minotaur]]&lt;br /&gt;
:[[Satyr]]&lt;br /&gt;
:[[Gnomes|❀Gnomes]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #855a36&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Bears|◇Bears]]*&lt;br /&gt;
:[[Wolves|◇Wolves]]&lt;br /&gt;
:[[Camel]]*&lt;br /&gt;
:[[Cat]]*&lt;br /&gt;
:[[Chicken]]*&lt;br /&gt;
:[[Cow]]*&lt;br /&gt;
:[[Donkey]]*&lt;br /&gt;
:[[Elephant]]*&lt;br /&gt;
:[[Elk]]*&lt;br /&gt;
:[[Goat]]*&lt;br /&gt;
:[[Hedgehog]]*&lt;br /&gt;
:[[Horse]]*&lt;br /&gt;
:[[Llama]]*&lt;br /&gt;
:[[Pig]]*&lt;br /&gt;
:[[Raccoon]]*&lt;br /&gt;
:[[Skunk]]*&lt;br /&gt;
:[[Rabbit]]*&lt;br /&gt;
:[[Otter]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #5b9457&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Snakes|◇Snakes]]&lt;br /&gt;
:[[Chameleon]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Undead&lt;br /&gt;
|HeaderColor = #423c3f&lt;br /&gt;
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Banshee]]&lt;br /&gt;
:[[Ghost]]&lt;br /&gt;
:[[Ghoul|◇Ghouls]]&lt;br /&gt;
:[[Skeleton]]&lt;br /&gt;
:[[Spectre]]&lt;br /&gt;
:[[Skeleton Lord|Wight]]&lt;br /&gt;
:[[Wraith]]&lt;br /&gt;
:[[Rip Wraith]]&lt;br /&gt;
:[[Zombie]]&lt;br /&gt;
:[[Animated Armor]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermin&lt;br /&gt;
|HeaderColor = #416655&lt;br /&gt;
|Desc = Though, not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Mosspawn|◇Mosspawn]]&lt;br /&gt;
:[[Spiders|◇Spiders]]&lt;br /&gt;
:[[Giant Rat]]&lt;br /&gt;
:[[Scorpions|◇Scorpions]]&lt;br /&gt;
:[[Woolikata]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Insect&lt;br /&gt;
|HeaderColor = #8B8000&lt;br /&gt;
|Desc = The common insects, most of which reside in our fields and towns, are mostly peaceful beings and fundamental in every ecosystem.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Flies|◇Flies]]*&lt;br /&gt;
:[[Bees and Wasps|◇Bees and Wasps]]*&lt;br /&gt;
:[[Ants|◇Ants]]*&lt;br /&gt;
:[[Beetles|◇Beetles]]*&lt;br /&gt;
:[[Butterflies and Moths|◇Butterflies and Moths]]*&lt;br /&gt;
:[[Fireflies|◇Fireflies]]*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Voidal&lt;br /&gt;
|HeaderColor = #9e4956&lt;br /&gt;
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Vampire Spawn|◇Vampires]]&lt;br /&gt;
:[[Werewolves|◇Werewolves]]&lt;br /&gt;
:[[Infernus Demons|◇Infernus Demons]]&lt;br /&gt;
:[[Alran Demons|◇Alran Demons]]&lt;br /&gt;
:[[Deygrim]]&lt;br /&gt;
:[[Eegoli]]&lt;br /&gt;
:[[Incubus]]&lt;br /&gt;
:[[Kyphret Vine]]&lt;br /&gt;
:[[Moroi]]&lt;br /&gt;
:[[Augel'Garn]]&lt;br /&gt;
:[[Plague Bringers]]&lt;br /&gt;
:[[Succubus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Pet&lt;br /&gt;
|HeaderColor = #7e191b&lt;br /&gt;
|Desc = Some wild creatures have long grown in captivity, or evolved throughout history as small pets. They have lost their danger over time, made smaller by artificial selection by the civilizations of Eden. Others, however, are small critters who are already harmless in nature, who love to follow and make friends with the inhabitants of Eden.&lt;br /&gt;
|Fill = &amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;[[Pseudodragon]]&lt;br /&gt;
:[[Pseudophoenix]]&lt;br /&gt;
:[[Wisp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Template:Navtable_Nations&amp;diff=5237</id>
		<title>Template:Navtable Nations</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Template:Navtable_Nations&amp;diff=5237"/>
		<updated>2023-12-12T11:41:48Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width:35%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 120%; color:white; background-color: #4E739D;&amp;quot;|'''Nations'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Human Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[The Hadrian Empire|The Hadrian Empire]] · [[The Tzardom of Raevkov]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Elvish Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[The Enlightened Kingdom of Luminion|Luminion]] · [[The Mystical Empire of Mitrona|Mitrona]] · [[The Empire of Anjyarr|Anjyarr]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Dwarvish Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[The Reforged Realm of the Denur]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Orcish Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[Zadh Nadrozz]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Other Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Template:Navtable_Magic&amp;diff=5236</id>
		<title>Template:Navtable Magic</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Template:Navtable_Magic&amp;diff=5236"/>
		<updated>2023-12-12T11:37:54Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width:35%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 120%; color:white; background-color: #784677;&amp;quot;|'''Magic'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #ad72ad; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''[[Elemental Magic]]'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[Pyromancy]] · [[Aquamancy]] · [[Aeromancy]] · [[Geomancy]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #ad72ad; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''[[Voidal Magic]]'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[Hemomancy]] · [[Necromancy]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #ad72ad; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Other Magic'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''Currently None'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5235</id>
		<title>File:Halflingstd.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5235"/>
		<updated>2023-12-12T09:30:21Z</updated>

		<summary type="html">&lt;p&gt;Apateus: Apateus uploaded a new version of File:Halflingstd.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5234</id>
		<title>File:Halflingstd.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5234"/>
		<updated>2023-12-12T09:17:01Z</updated>

		<summary type="html">&lt;p&gt;Apateus: Apateus reverted File:Halflingstd.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5233</id>
		<title>File:Halflingstd.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5233"/>
		<updated>2023-12-12T09:15:19Z</updated>

		<summary type="html">&lt;p&gt;Apateus: Apateus reverted File:Halflingstd.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5232</id>
		<title>File:Halflingstd.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5232"/>
		<updated>2023-12-12T09:14:22Z</updated>

		<summary type="html">&lt;p&gt;Apateus: Apateus uploaded a new version of File:Halflingstd.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5231</id>
		<title>File:Halflingstd.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Halflingstd.png&amp;diff=5231"/>
		<updated>2023-12-12T09:06:39Z</updated>

		<summary type="html">&lt;p&gt;Apateus: Apateus uploaded a new version of File:Halflingstd.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5230</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5230"/>
		<updated>2023-12-12T08:48:48Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles, looking for adventurous explorations and luxury goods.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to survive and fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
They often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
An Hinterlander can fulfill many destinies, regardless of his place of origin.&lt;br /&gt;
&lt;br /&gt;
===Freemen of the Hinterlands===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Bucaneers===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Boyars===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders who chose to settle in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and Hinterlands. &lt;br /&gt;
&lt;br /&gt;
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5225</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5225"/>
		<updated>2023-12-11T22:57:21Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Ghost&amp;diff=5224</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Ghost&amp;diff=5224"/>
		<updated>2023-12-11T20:57:37Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Undead&lt;br /&gt;
|Rarity = Rare&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 7&lt;br /&gt;
|STR = 2&lt;br /&gt;
|DEF = 8&lt;br /&gt;
|AGI = 12&lt;br /&gt;
|INT = 8&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
Long have the people of Eden feared the Ghosts, those eerie beings that haunt the living from beyond the veil of death. Their origins are shrouded in mystery, their existence a product of ancient belief in the separation of body and soul. Many believe that these beings are the remnants of souls who refuse to move on from this world, their unfinished business binding them to the earthly plane.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Ghosts are said to appear in many forms, normally humanoid. They often manifest as a shadowy figure surrounded by a ghostly aura, a hint of their former selves that seems to linger on even after death.&lt;br /&gt;
&lt;br /&gt;
Ghosts can remain invisible to the living, but they may appear as a blur or faint light. Their eyes, housed in the empty sockets of their humanoid head, glow brightly in the dark.&lt;br /&gt;
&lt;br /&gt;
Their movements are swift and unnerving, as if they are not quite of this world. They are capable of flight, soaring through the air like blackened spirits, and moving with blinding speed on the ground, their clawed hands grasping at the living.&lt;br /&gt;
 &lt;br /&gt;
They are said to emit a black ooze-like substance, the “ectoplasm”: a viscous fluid that reminds many of the lifeblood that once coursed through their veins.&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
The habitats of Ghosts vary, from the darkest dungeons and caves that are deep in the mountains of the world to the smallest basements. It all depends on the connection or preferred choice of the Ghost. &lt;br /&gt;
&lt;br /&gt;
The creatures prefer dark environments, avoiding sunlight at any cost. It is rare but not impossible to find them hiding in dark forests or ruins, around graveyards, or even in dark castles. &lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
Ghosts are the spirits of those who have passed on from the world of the living and have remained in this realm to fulfill unfinished business. &lt;br /&gt;
&lt;br /&gt;
They are neither good nor evil, as their behavior is shaped by their previous life, and they exist in a state of confusion and disorientation upon their spawning.&lt;br /&gt;
&lt;br /&gt;
Ghosts are said to inhabit the darkest corners of the world, where the living dare not venture. They prefer the cover of darkness, avoiding sunlight at all costs, and are known to hide in ruins, graveyards, and abandoned castles. When agitated, they will take over the habitats of their victims, turning them into their own twisted abodes.&lt;br /&gt;
&lt;br /&gt;
Their appearance is ever-changing, taking on a variety of ghostly forms. They start out as a shadowy figure surrounded by a white, blurry aura, but as their mood is altered or they’re annoyed, they become more aggressive and take on a darker and more skeletal appearance. &lt;br /&gt;
&lt;br /&gt;
Though they are feared by many, there are those who seek out the Ghosts, hoping to talk with them. &lt;br /&gt;
&lt;br /&gt;
It is said that Ghosts possess great knowledge of the past and the future, and those who are brave enough to make contact with them may be rewarded with their secrets. &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
'''Ghost Invisibility''': A Ghost is always invisible. When A Ghost attacks, his aethereal figure can be seen until his next turn.&lt;br /&gt;
When a Ghost is invisible, it can’t be targeted but can anyway be damaged by AOE attacks. &lt;br /&gt;
&lt;br /&gt;
'''Phantasmal Flight''': A Ghost can normally move in three dimensions. Its movement can’t be reduced or impeded by any effect. Once every 2 turns a Ghost can get through a 1 or 2 meters thick wall as part of their movement or dash action.&lt;br /&gt;
&lt;br /&gt;
'''Aethereal''': A Ghost receives half damage by non-magical sources, rounded down. It is immune to sleep, hunger and poison. Silver weapons count as magical for this purpose.&lt;br /&gt;
&lt;br /&gt;
'''Ghost Howl''': Once per combat, as a free action, a Ghost can let out a heartbreaking scream that makes everyone present pale. Any person in a 10m range who fails an int check of at least 14 is paralyzed for 1 turn and cannot act.&lt;br /&gt;
&lt;br /&gt;
'''Phantsamal Attack''': Ghosts slash their victims with their claws, piercing their bodies with paranormal force.&lt;br /&gt;
The Ghost melee attack will always hit on a rolled 2 on a d2 roll. No other roll is required.&lt;br /&gt;
A Ghost’s attack deals 2 damage.&lt;br /&gt;
&lt;br /&gt;
'''Poltergeist''': The Ghost can open Doors, windows, little items, extinguish small fires and lift one harmless creature (sleeping or fainted) of medium or smaller size in a 6m range.&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
Ectoplasm&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Ghost&amp;diff=5223</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Ghost&amp;diff=5223"/>
		<updated>2023-12-11T20:56:48Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Undead&lt;br /&gt;
|Rarity = Rare&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 7&lt;br /&gt;
|STR = 2&lt;br /&gt;
|DEF = 8&lt;br /&gt;
|AGI = 12&lt;br /&gt;
|INT = 8&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
Long have the people of Eden feared the Ghosts, those eerie beings that haunt the living from beyond the veil of death. Their origins are shrouded in mystery, their existence a product of ancient belief in the separation of body and soul. Many believe that these beings are the remnants of souls who refuse to move on from this world, their unfinished business binding them to the earthly plane.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Ghosts are said to appear in many forms, normally humanoid. They often manifest as a shadowy figure surrounded by a ghostly aura, a hint of their former selves that seems to linger on even after death.&lt;br /&gt;
&lt;br /&gt;
Ghosts can remain invisible to the living, but they may appear as a blur or faint light. Their eyes, housed in the empty sockets of their humanoid head, glow brightly in the dark.&lt;br /&gt;
&lt;br /&gt;
Their movements are swift and unnerving, as if they are not quite of this world. They are capable of flight, soaring through the air like blackened spirits, and moving with blinding speed on the ground, their clawed hands grasping at the living.&lt;br /&gt;
 &lt;br /&gt;
They are said to emit a black ooze-like substance, the “ectoplasm”: a viscous fluid that reminds many of the lifeblood that once coursed through their veins.&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
The habitats of Ghosts vary, from the darkest dungeons and caves that are deep in the mountains of the world to the smallest basements. It all depends on the connection or preferred choice of the Ghost. &lt;br /&gt;
&lt;br /&gt;
The creatures prefer dark environments, avoiding sunlight at any cost. It is rare but not impossible to find them hiding in dark forests or ruins, around graveyards, or even in dark castles. &lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
Ghosts are the spirits of those who have passed on from the world of the living and have returned to this realm to fulfill unfinished business. &lt;br /&gt;
&lt;br /&gt;
They are neither good nor evil, as their behavior is shaped by their previous life, and they exist in a state of confusion and disorientation upon their spawning.&lt;br /&gt;
&lt;br /&gt;
Ghosts are said to inhabit the darkest corners of the world, where the living dare not venture. They prefer the cover of darkness, avoiding sunlight at all costs, and are known to hide in ruins, graveyards, and abandoned castles. When agitated, they will take over the habitats of their victims, turning them into their own twisted abodes.&lt;br /&gt;
&lt;br /&gt;
Their appearance is ever-changing, taking on a variety of ghostly forms. They start out as a shadowy figure surrounded by a white, blurry aura, but as their mood is altered or they’re annoyed, they become more aggressive and take on a darker and more skeletal appearance. &lt;br /&gt;
&lt;br /&gt;
Though they are feared by many, there are those who seek out the Ghosts, hoping to talk with them. &lt;br /&gt;
&lt;br /&gt;
It is said that Ghosts possess great knowledge of the past and the future, and those who are brave enough to make contact with them may be rewarded with their secrets. &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
'''Ghost Invisibility''': A Ghost is always invisible. When A Ghost attacks, his aethereal figure can be seen until his next turn.&lt;br /&gt;
When a Ghost is invisible, it can’t be targeted but can anyway be damaged by AOE attacks. &lt;br /&gt;
&lt;br /&gt;
'''Phantasmal Flight''': A Ghost can normally move in three dimensions. Its movement can’t be reduced or impeded by any effect. Once every 2 turns a Ghost can get through a 1 or 2 meters thick wall as part of their movement or dash action.&lt;br /&gt;
&lt;br /&gt;
'''Aethereal''': A Ghost receives half damage by non-magical sources, rounded down. It is immune to sleep, hunger and poison. Silver weapons count as magical for this purpose.&lt;br /&gt;
&lt;br /&gt;
'''Ghost Howl''': Once per combat, as a free action, a Ghost can let out a heartbreaking scream that makes everyone present pale. Any person in a 10m range who fails an int check of at least 14 is paralyzed for 1 turn and cannot act.&lt;br /&gt;
&lt;br /&gt;
'''Phantsamal Attack''': Ghosts slash their victims with their claws, piercing their bodies with paranormal force.&lt;br /&gt;
The Ghost melee attack will always hit on a rolled 2 on a d2 roll. No other roll is required.&lt;br /&gt;
A Ghost’s attack deals 2 damage.&lt;br /&gt;
&lt;br /&gt;
'''Poltergeist''': The Ghost can open Doors, windows, little items, extinguish small fires and lift one harmless creature (sleeping or fainted) of medium or smaller size in a 6m range.&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
Ectoplasm&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Ghost&amp;diff=5222</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Ghost&amp;diff=5222"/>
		<updated>2023-12-11T20:53:08Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Undead&lt;br /&gt;
|Rarity = Rare&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 7&lt;br /&gt;
|STR = 2&lt;br /&gt;
|DEF = 8&lt;br /&gt;
|AGI = 12&lt;br /&gt;
|INT = 8&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
Long have the people of Eden feared the Ghosts, those eerie beings that haunt the living from beyond the veil of death. Their origins are shrouded in mystery, their existence a product of ancient belief in the separation of body and soul. Many believe that these beings are the remnants of souls who refuse to move on from this world, their unfinished business binding them to the earthly plane.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Ghosts are said to appear in many forms, normally humanoid. They often manifest as a shadowy figure surrounded by a ghostly aura, a hint of their former selves that seems to linger on even after death.&lt;br /&gt;
&lt;br /&gt;
Ghosts can remain invisible to the living, but they may appear as a blur or faint light. Their eyes, housed in the empty sockets of their humanoid head, glow brightly in the dark.&lt;br /&gt;
&lt;br /&gt;
Their movements are swift and unnerving, as if they are not quite of this world. They are capable of flight, soaring through the air like blackened spirits, and moving with blinding speed on the ground, their clawed hands grasping at the living.&lt;br /&gt;
 &lt;br /&gt;
They are said to emit a black ooze-like substance, the “ectoplasm”: a viscous fluid that reminds many of the lifeblood that once coursed through their veins.&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
The habitats of Ghosts vary, from the darkest dungeons and caves that are deep in the mountains of the world to the smallest basements. It all depends on the connection or preferred choice of the Ghost. &lt;br /&gt;
&lt;br /&gt;
The creatures prefer dark environments, avoiding sunlight at any cost. It is rare but not impossible to find them hiding in dark forests or ruins, around graveyards, or even in dark castles. &lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
Ghosts are the spirits of those who have passed on from the world of the living and have returned to this realm to fulfill unfinished business. &lt;br /&gt;
&lt;br /&gt;
They are neither good nor evil, as their behavior is shaped by their previous life, and they exist in a state of confusion and disorientation upon their spawning.&lt;br /&gt;
&lt;br /&gt;
Ghosts are said to inhabit the darkest corners of the world, where the living dare not venture. They prefer the cover of darkness, avoiding sunlight at all costs, and are known to hide in ruins, graveyards, and abandoned castles. When agitated, they will take over the habitats of their victims, turning them into their own twisted abodes.&lt;br /&gt;
&lt;br /&gt;
Their appearance is ever-changing, taking on a variety of ghostly forms. They start out as a shadowy figure surrounded by a white, blurry aura, but as their mood is altered or they’re annoyed, they become more aggressive and take on a darker and more skeletal appearance. &lt;br /&gt;
&lt;br /&gt;
Though they are feared by many, there are those who seek out the Ghosts, hoping to talk with them. &lt;br /&gt;
&lt;br /&gt;
It is said that Ghosts possess great knowledge of the past and the future, and those who are brave enough to make contact with them may be rewarded with their secrets. &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
'''Ghost Invisibility''': A Ghost is always invisible. When A Ghost attacks, his aethereal figure can be seen until his next turn.&lt;br /&gt;
When a Ghost is invisible, it can’t be targeted but can anyway be damaged by AOE attacks. &lt;br /&gt;
&lt;br /&gt;
'''Aethereal''': A Ghost receives half damage by non-magical sources, rounded down. It is immune to sleep, hunger and poison. Silver weapons count as magical for this purpose.&lt;br /&gt;
&lt;br /&gt;
'''Ghost Howl''': Once per combat, as a free action, a Ghost can let out a heartbreaking scream that makes everyone present pale. Any person in a 10m range who fails an int check of at least 14 is paralyzed for 1 turn and cannot act.&lt;br /&gt;
&lt;br /&gt;
'''Phantasmal Flight''': A Ghost can normally move in three dimensions. Its movement can’t be reduced or impeded by any effect.&lt;br /&gt;
&lt;br /&gt;
'''Phase''': Once every 2 turns a Ghost can get through a 1 or 2 meters thick wall as part of their movement or dash action.&lt;br /&gt;
&lt;br /&gt;
'''Phantsamal Attack''': Ghosts either slash or grab their victims with their claws, piercing their bodies similar to them phasing through a wall. &lt;br /&gt;
The Ghost melee attack will always hit on a rolled 2 on a d2 roll. No other roll is required.&lt;br /&gt;
A Ghost’s attack deals 2 damage.&lt;br /&gt;
&lt;br /&gt;
'''Poltergeist''': The Ghost can open Doors, windows, little items, extinguish small fires and lift one harmless creature (sleeping or fainted) of medium or smaller size in a 6m range.&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
Ectoplasm&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Ghost&amp;diff=5221</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Ghost&amp;diff=5221"/>
		<updated>2023-12-11T20:52:27Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Undead&lt;br /&gt;
|Rarity = Rare&lt;br /&gt;
|Size = Medium&lt;br /&gt;
|HP = 7&lt;br /&gt;
|STR = 2&lt;br /&gt;
|DEF = 8&lt;br /&gt;
|AGI = 12&lt;br /&gt;
|INT = 8&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Introduction==&lt;br /&gt;
Long have the people of Eden feared the Ghosts, those eerie beings that haunt the living from beyond the veil of death. Their origins are shrouded in mystery, their existence a product of ancient belief in the separation of body and soul. Many believe that these beings are the remnants of souls who refuse to move on from this world, their unfinished business binding them to the earthly plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Ghosts are said to appear in many forms, normally humanoid. They often manifest as a shadowy figure surrounded by a ghostly aura, a hint of their former selves that seems to linger on even after death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ghosts can remain invisible to the living, but they may appear as a blur or faint light. Their eyes, housed in the empty sockets of their humanoid head, glow brightly in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their movements are swift and unnerving, as if they are not quite of this world. They are capable of flight, soaring through the air like blackened spirits, and moving with blinding speed on the ground, their clawed hands grasping at the living.&lt;br /&gt;
 &lt;br /&gt;
They are said to emit a black ooze-like substance, the “ectoplasm”: a viscous fluid that reminds many of the lifeblood that once coursed through their veins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
The habitats of Ghosts vary, from the darkest dungeons and caves that are deep in the mountains of the world to the smallest basements. It all depends on the connection or preferred choice of the Ghost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The creatures prefer dark environments, avoiding sunlight at any cost. It is rare but not impossible to find them hiding in dark forests or ruins, around graveyards, or even in dark castles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
Ghosts are the spirits of those who have passed on from the world of the living and have returned to this realm to fulfill unfinished business. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are neither good nor evil, as their behavior is shaped by their previous life, and they exist in a state of confusion and disorientation upon their spawning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ghosts are said to inhabit the darkest corners of the world, where the living dare not venture. They prefer the cover of darkness, avoiding sunlight at all costs, and are known to hide in ruins, graveyards, and abandoned castles. When agitated, they will take over the habitats of their victims, turning them into their own twisted abodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their appearance is ever-changing, taking on a variety of ghostly forms. They start out as a shadowy figure surrounded by a white, blurry aura, but as their mood is altered or they’re annoyed, they become more aggressive and take on a darker and more skeletal appearance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though they are feared by many, there are those who seek out the Ghosts, hoping to talk with them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is said that Ghosts possess great knowledge of the past and the future, and those who are brave enough to make contact with them may be rewarded with their secrets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ghost Invisibility''': A Ghost is always invisible. When A Ghost attacks, his aethereal figure can be seen until his next turn.&lt;br /&gt;
When a Ghost is invisible, it can’t be targeted but can anyway be damaged by AOE attacks. &lt;br /&gt;
&lt;br /&gt;
'''Aethereal''': A Ghost receives half damage by non-magical sources, rounded down. It is immune to sleep, hunger and poison. Silver weapons count as magical for this purpose.&lt;br /&gt;
&lt;br /&gt;
'''Ghost Howl''': Once per combat, as a free action, a Ghost can let out a heartbreaking scream that makes everyone present pale. Any person in a 10m range who fails an int check of at least 14 is paralyzed for 1 turn and cannot act.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Phantasmal Flight''': A Ghost can normally move in three dimensions. Its movement can’t be reduced or impeded by any effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Phase''': Once every 2 turns a Ghost can get through a 1 or 2 meters thick wall as part of their movement or dash action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Phantsamal Attack''': Ghosts either slash or grab their victims with their claws, piercing their bodies similar to them phasing through a wall. &lt;br /&gt;
The Ghost melee attack will always hit on a rolled 2 on a d2 roll. No other roll is required.&lt;br /&gt;
A Ghost’s attack deals 2 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Poltergeist''': The Ghost can open Doors, windows, little items, extinguish small fires and lift one harmless creature (sleeping or fainted) of medium or smaller size in a 6m range.&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
Ectoplasm&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5220</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5220"/>
		<updated>2023-12-11T16:55:09Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles, looking for adventurous explorations and luxury goods.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to survive and fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
They often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and Hinterlands. &lt;br /&gt;
&lt;br /&gt;
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5219</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5219"/>
		<updated>2023-12-11T16:54:27Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles, looking for adventurous explorations and luxury goods.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to survive and fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and Hinterlands. &lt;br /&gt;
&lt;br /&gt;
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5218</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5218"/>
		<updated>2023-12-11T16:53:40Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles, looking for adventurous explorations and luxury goods.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and Hinterlands. &lt;br /&gt;
&lt;br /&gt;
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5217</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5217"/>
		<updated>2023-12-11T14:35:25Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and Hinterlands. &lt;br /&gt;
&lt;br /&gt;
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5216</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5216"/>
		<updated>2023-12-11T14:24:44Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and Hinterlands. &lt;br /&gt;
&lt;br /&gt;
Usually a party is thrown, and the ceremony has to take place in a temple: the one that leads the temple is also the one who gives his blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and values their greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5215</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5215"/>
		<updated>2023-12-11T14:21:55Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Makerist Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Northern Seas, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and former Hinterlands, except for the usual prejudice accompanying a Makerist settlement. As usual, a party is thrown, and the ceremony has to take place in a temple, and the one that leads the temple should give their blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and values their greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5214</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5214"/>
		<updated>2023-12-11T14:18:10Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Makerist Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men at the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Nordic Sea, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and former Hinterlands, except for the usual prejudice accompanying a Makerist settlement. As usual, a party is thrown, and the ceremony has to take place in a temple, and the one that leads the temple should give their blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and values their greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5213</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5213"/>
		<updated>2023-12-11T14:13:16Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than entrepreneurial success, battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Makerist Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men to the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Nordic Sea, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and former Hinterlands, except for the usual prejudice accompanying a Makerist settlement. As usual, a party is thrown, and the ceremony has to take place in a temple, and the one that leads the temple should give their blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and values their greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5212</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5212"/>
		<updated>2023-12-11T14:11:52Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Makerist Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. The rich merchant nobility of the Hinterlands have always extolled sobriety as a precious value, even if this often hides behind the merchants' natural propensity for stinginess.&lt;br /&gt;
&lt;br /&gt;
Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Hintish natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
The Dale Hinterlanders often challenge their Attian neighbors in funding works of art, especially portraiture of their wealthy merchant families.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men to the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity, the only possible lifestyle: Hintish maritime capabilities make it possible for the Raeven ones to navigate the stormy Nordic Sea, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Northlands and former Hinterlands, except for the usual prejudice accompanying a Makerist settlement. As usual, a party is thrown, and the ceremony has to take place in a temple, and the one that leads the temple should give their blessing to the marriage. &lt;br /&gt;
&lt;br /&gt;
Often the head of the family has to permit for the bride to be married, who commonly ponders marriage agreements on the business interest of the family. &lt;br /&gt;
&lt;br /&gt;
But the bride can end the marriage on the altar at the clergyman’s final offer. &lt;br /&gt;
&lt;br /&gt;
When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event for the Hinterlanders. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
It goes without saying that the so-called &amp;quot;Alban Hinterlanders&amp;quot; usually get married at sea, on board their ships, in a sober ceremony&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and values their greedily values personal property. &lt;br /&gt;
&lt;br /&gt;
They have capitalism in their blood and as soon as they manage to get a good sum of money, they try to make it work by investing or creating private businesses, which for them are sometimes even more important than the faction itself.&lt;br /&gt;
&lt;br /&gt;
Even if in the Raeven Hinterlanders this ideal is more flexible, the Dale and Alban Hinterlanders have very great problems in accepting despotism and place great value on republicanism and the widest possible freedom for the individual. Be it your partner or your fellow citizen.&lt;br /&gt;
&lt;br /&gt;
This also very often happens to the detriment of order and stability, so much so that a buccaneer brigantine without a mutiny is said to be unlucky.&lt;br /&gt;
&lt;br /&gt;
Although Hinterlander society is incredibly open to social climbing, noble Hintish families of ancient history and military prestige exist and sometimes try to impose themselves on the newer and more innovative merchant families.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In the common Hinterlander culture, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. &lt;br /&gt;
&lt;br /&gt;
Families pay and invest a lot in the decoration of tombstones.&lt;br /&gt;
&lt;br /&gt;
This aspect of Hinterlander culture, however, is closely linked to the personal faith or faction in which one lives.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5211</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5211"/>
		<updated>2023-12-11T13:38:58Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Makerist Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the Dale Hintish's natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
Hinterlander spirit in the Northern storms has remained intact, but in the snowy lands it has taken on a harsher and more militaristic tone.&lt;br /&gt;
&lt;br /&gt;
Where the Dale Hinterlanders mint large gold coins and exploit the great trade routes that cross the Spine connecting elves and men to the center of the continent, in the north furs, weapons and the magical fangs and claws of the most ruthless creatures are exchanged for silver.&lt;br /&gt;
&lt;br /&gt;
Hintish practicality and mercantile sobriety in the north is also a necessity and the only possible lifestyle and the maritime capabilities of the Hinterlanders make it possible for the Raeven ones to navigate the stormy Nordic Sea, avoiding the dangers of the Attia Marshes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are disciplined, conservative, and pay attention to the smallest details. They see themselves as thrifty, hardworking, practical, and well-organized. They place a high value on cleanliness and neatness. At the same time, the Hinterlanders are very private people. Yet the handshake of a Hinterlander to signify any deal or agreement is regarded most of all as honest. The Hinterlanders have always survived under the yoke of foreign powers, most pressingly the Attians, who occupied their lands for ages. During this time, the only privileges granted to the Hinterlanders were the occupations of merchants and craftsmen since these trades were looked down upon by the Attian Empire and later the Hadrian knights. Having taken to this mercantile life, a Hinterlander will not easily overspend himself on anything, preferring to live comfortably but soberly. This sober lifestyle has made many Hinterlanders in the past very rich, which is why many Hinterlanders were able to invest time in universities, arts, and other professions. &lt;br /&gt;
&lt;br /&gt;
In addition, the recent disputes in the Empire of Hadriana have made the people of the Hinterlands rather hostile to Hadrians, who they view as having murdered their last liege lord. Because of the aid given to them by the Kingdom of Luminion, the Highland Freestate has amiable and friendly relations with the High Elves. The culture of the Hinterlanders is summarized as upright, mercantile, and independent.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Expression and Art&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Hinterlanders express themselves soberly and modestly in their way of life. Therefore they do not express themselves with lavish gold, instead when captured. Therefore Hinterlanders are more drawn to the use of silver. Having been part of the merchant class in the past Hadrian Empire, the Hinterlanders have acquired more wealth than their average Hadrian counterpart due to Hitch being isolated to certain jobs. This wealth has translated into a higher average of Hinterlanders participating in colleges and universities worldwide. Hinterlanders would therefore view themselves as more tolerant of foreign cultures, having been educated abroad for the most part. The intellectual class of the Hinterlands expresses itself in two ways. As golden decorations are frowned upon, the Hinterlanders take great value in the arts, such as music and paintings. In the past, famous painters originated from the Hinterlands. Though the Hinterlanders do not value scenes of landscapes, they love portraits of their families or their trades. Hinterlanders take pride in their work and labor and, through paintings, have a venue to show off. However, the cold climate is less suited to flowery decorations, so the Hinterlanders experiment with adaptable flower types that offer them great value. As flowers are a direct creation of the Maker’s hand and not a fabric of man to show off their lavishness, these colorful flowers compliment the sober attire of Hinterlanders.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Highlands and former Hinterlands, except for the usual prejudice accompanying a Makerist settlement. As usual, a party is thrown, and the ceremony has to take place in the church, and the one that leads the church should give their blessing to the marriage. Often the head of the family has to permit for the bride to be married. This way, arranged marriages are still part of the United Provinces, usually for economic gain. But the bride can end the marriage on the altar at the clergyman’s final offer. When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event in the Hinterlands as they do not view love as an excuse to brag about one's wealth. Gifts exchanged at weddings are often practical.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and values their personal property. Hinterlanders ought not to spend their wealth on useless lavishness but are actively encouraged to invest in private companies. The life of a Hinterlander is, therefore, a bit hypocritical, as most of them are rich but don't show that they're rich. To augment this hypocrisy, Hinterlanders usually do wear and buy very expensive items; they usually just don't clad them in gold to show off, as this would make them look immodest in the public eye. &lt;br /&gt;
&lt;br /&gt;
This wealth has allowed Hinterlanders to participate in many university programs across Eden and has evolved their past as serfs and peasants to a new civil class: the citizen. Like this, the citizens of the Highland Freestate are given privileges and participatory rights in government through the elective body of the Estates General. Usually, the patron of a household invites their children to come to the Estates General from a very young age. Upbringings in Hitch culture are very strict, and parents often teach their children moral lessons according to the rule of the Maker. The church is in charge of the upbringing of lowborn citizens, whereas richer citizens tend to send their children to schools and universities. &lt;br /&gt;
&lt;br /&gt;
Although all citizens, there is still nobility in the culture of the Hinterlands; these are mainly the old bloodlines of the ancient tribal leaders of the Hinterlands and are viewed as the 'lords’ of the Hinterlands. Most prominently is the House van Leuveren, the current ruling house of the Highland Freestate and patron of the Hinterlands. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In Raevendrecht, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. Families pay and invest a lot in the decoration of tombstones. At a proper burial, a Makerist priest should be present. People that commit suicide are decapitated before entering the grave, as suicide is frowned upon by the Makerist church.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5210</id>
		<title>User:Apateus</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=User:Apateus&amp;diff=5210"/>
		<updated>2023-12-11T13:18:16Z</updated>

		<summary type="html">&lt;p&gt;Apateus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Hinterlander.png&lt;br /&gt;
|Name = The Hinterlanders&lt;br /&gt;
|Nicknames = Hitch, Hooghlanders, Highlanders&lt;br /&gt;
|Languages = Hitch, Common&lt;br /&gt;
|Height = 1.72m - 1.97m (5'8&amp;quot; - 6'5&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Land = The Alban Ocean coasts&lt;br /&gt;
|Capital = [[Lionne|Lionne (Historical)]]&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
People of the world and seamen, the Hinterlands have always stood out for their resourcefulness and their courage in facing the most arduous and ambitious challenges and the most difficult lifestyles.&lt;br /&gt;
&lt;br /&gt;
Dedicated to trade and the development of strong regional identities, the Hinterlanders have adapted to the most disparate climates and regions of Eden, thanks to their great tradition of navigators and their ability to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Among Hinterlanders, blood privilege often matters less than battle prowess or individual resourcefulness. And it often happens that new nobles families appear from nowhere, enriched by less noble traditions such as trading or navigation, claiming the same importance as ancient combative noble Hinterlander families&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Hinterlanders are tall, standing half a foot taller than the average Attian Humans, that love to sustain with an highly proteic diet. &lt;br /&gt;
&lt;br /&gt;
Hinterlanders often have darker hair and darker eye colors; blonde hair is seen as a rarity.&lt;br /&gt;
&lt;br /&gt;
In their attire, the Hinterlanders are more often seen in sober colors and clothes, more suitable for action. Their traditional garment is mostly black or dark blue robes with large white collars. &lt;br /&gt;
&lt;br /&gt;
They do experiment with newer styles, including hats and barrettes. The most common is the broadhead, which is a broad, thick black hat with a flat cap and a belt around the headpiece. &lt;br /&gt;
&lt;br /&gt;
Women in the Hinterlands traditionally express themselves with their hairstyles and silver jewelry, far more common than gold in their place of origin. &lt;br /&gt;
&lt;br /&gt;
It is not unusual for Northern Hinterlanders to add furs to their outfits, adapting to the colder climate. In addition, those individuals sympathetic to a specific noble Household may carry a colored scarf with the color of their banner.&lt;br /&gt;
 &lt;br /&gt;
==Languages==&lt;br /&gt;
The Hinterlands people speak in their traditional tongue, which is famous for its brutal pronunciation of the 'g' that often reminds people of demon sounds. The language known as Hitch does have some poetic phonations as it is often used in rhymes to explain fairy tales and morals. Other than Hitch, the people of the Hinterlands are also fluent in common, and some senior clergy members speak Ancient Attian when translating the Dictus. &lt;br /&gt;
&lt;br /&gt;
(OOC: Hitch as a language closely resembles Dutch, some important words are explained below) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Greetings&lt;br /&gt;
|-&lt;br /&gt;
!Hitch&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vaarwel&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Vrienden&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Races&lt;br /&gt;
|-&lt;br /&gt;
|Elfen&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Witte Elfen&lt;br /&gt;
|High Elf&lt;br /&gt;
|-&lt;br /&gt;
|Groene Elfen&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zwarte Elfen&lt;br /&gt;
|Dark Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dwerg&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Mensen&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vieshuiden&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Gehoornden&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Titles&lt;br /&gt;
|-&lt;br /&gt;
|Stadhouder&lt;br /&gt;
|Stadtholder/ Steward&lt;br /&gt;
|-&lt;br /&gt;
|Staten Generaal&lt;br /&gt;
|Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Raadspensionaris&lt;br /&gt;
|Prime Ministers&lt;br /&gt;
|-&lt;br /&gt;
|Gedelegeerden&lt;br /&gt;
|Regents/ Attendees to the Estates General&lt;br /&gt;
|-&lt;br /&gt;
|Graf(in)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Regent&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Tovenaar&lt;br /&gt;
|Mage&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words&lt;br /&gt;
|-&lt;br /&gt;
|Toveren&lt;br /&gt;
|To Cast Magic&lt;br /&gt;
|-&lt;br /&gt;
|Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Verkiezingen&lt;br /&gt;
|Elections&lt;br /&gt;
|-&lt;br /&gt;
|Student&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Leerling&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Vrijheid&lt;br /&gt;
|Freedom&lt;br /&gt;
|-&lt;br /&gt;
|Dokter&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|-&lt;br /&gt;
|Pastor&lt;br /&gt;
|Makerist Priest&lt;br /&gt;
|-&lt;br /&gt;
|Hooghland&lt;br /&gt;
|Highland&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society==&lt;br /&gt;
The Hinterlands are known throughout history for their seamanship and have long worked and operated trading posts all along the Alban Ocean coastline.&lt;br /&gt;
&lt;br /&gt;
Although native to the Hinterlands, many of this species have moved widely, and developed unique regional identities.&lt;br /&gt;
&lt;br /&gt;
Many later versions of Hinterlander culture are in fact known in Eden.&lt;br /&gt;
&lt;br /&gt;
===Alban Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
The Hinterlanders have historically been great and glorious navigators and some of these known as Alban Hinterlanders do not have a true region of belonging: They are born, live and die on their brigs, calling at the various ports of the Alban Ocean.&lt;br /&gt;
&lt;br /&gt;
These expert navigators and battle-hardened buccaneers transport goods, technologies and information between the various kingdoms of the Western continent, sometimes even attacking other ships while wielding letters of marque from various factions.&lt;br /&gt;
&lt;br /&gt;
===Dale Hinterlanders===&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Hintish tradition developed in the Hinterlands has mostly favored a business culture, open to trade and of ancient republican tradition, due to the great influence of wealthy entrepreneurs and merchants in society. Those who consider themselves the &amp;quot;Hinterlands natives&amp;quot; have a society focused on free association and the free flow of ideas.&lt;br /&gt;
&lt;br /&gt;
This strategy has repeatedly made the Hinterlands the richest place on the continent, but also the most unstable and subject to multiple successive internal divisions, despite the central Hintish's natural propensity for organization and practicality.&lt;br /&gt;
&lt;br /&gt;
===Raeven Hinterlanders&lt;br /&gt;
&lt;br /&gt;
The Northern Hinterlanders in Norlanden have adopted part of the traditional culture of the region, where the hostile environment has pushed the men who survived the catastrophe of Magna Attia towards a more militaristic and centralized order.&lt;br /&gt;
&lt;br /&gt;
They are disciplined, conservative, and pay attention to the smallest details. They see themselves as thrifty, hardworking, practical, and well-organized. They place a high value on cleanliness and neatness. At the same time, the Hinterlanders are very private people. Yet the handshake of a Hinterlander to signify any deal or agreement is regarded most of all as honest. The Hinterlanders have always survived under the yoke of foreign powers, most pressingly the Attians, who occupied their lands for ages. During this time, the only privileges granted to the Hinterlanders were the occupations of merchants and craftsmen since these trades were looked down upon by the Attian Empire and later the Hadrian knights. Having taken to this mercantile life, a Hinterlander will not easily overspend himself on anything, preferring to live comfortably but soberly. This sober lifestyle has made many Hinterlanders in the past very rich, which is why many Hinterlanders were able to invest time in universities, arts, and other professions. &lt;br /&gt;
&lt;br /&gt;
In addition, the recent disputes in the Empire of Hadriana have made the people of the Hinterlands rather hostile to Hadrians, who they view as having murdered their last liege lord. Because of the aid given to them by the Kingdom of Luminion, the Highland Freestate has amiable and friendly relations with the High Elves. The culture of the Hinterlanders is summarized as upright, mercantile, and independent.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Political Beliefs&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Through the centuries, the old Hinterlands had been home to a different set of tribes. Other than their Attian kin in the north, the tribes of the Hinterlands stayed divided for a long time, and a lot of infighting ensued. In this early phase of the Hinterlands, the idea of a general assembly of townsfolk to issue their demands to their local chieftains was born. The chiefs of the early Hitch tribes were replaced when they, for instance, did not function properly. It is said that in these town meetings, the first general principle of the republic was formed. Later, during the 90 Years' war against the Kingdom of Hadriana, the chieftains briefly united under a common crown. During the Age of Kings, the people of the Hinterlands copied the lordly system of the Hadrians, and noble houses were formed like the Van Leuveren family.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the collapse of the Hadrian Kingdom, the Hitch gathered in Wakkerdam (Now Prezza L'Aquila) and was inspired by the ancient town meetings of the ancient Hitch and the ancient Attian consular system they set upon creating a General Assembly dubbed the Estates General. After the collapse of the United Provinces, the idea of a state without a monarch was continued in the Freestate. However, it was improved a bit.&lt;br /&gt;
&lt;br /&gt;
Every 2 years (66 days), a General Election is called in the Freestate. All adult republic citizens can put themselves up for election to the Estates General. This is the legislative body of the Freestate and consists of 4 to 16 seats depending on population growth. The citizens of the Freestate elect the candidates with to most votes to the Estates General. Within the Estates General, the chosen representatives vote for the Grand-Pensionary, who will represent the Estates General with legislative measures for two years. The Stadhouder, leader of the executive branch, also has a vote in the Estates General and is the head of the Orange Guard. The Estates General, for example, can vote on diplomatic issues, taxes, laws, and government structure.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Expression and Art&amp;lt;/u&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Hinterlanders express themselves soberly and modestly in their way of life. Therefore they do not express themselves with lavish gold, instead when captured. Therefore Hinterlanders are more drawn to the use of silver. Having been part of the merchant class in the past Hadrian Empire, the Hinterlanders have acquired more wealth than their average Hadrian counterpart due to Hitch being isolated to certain jobs. This wealth has translated into a higher average of Hinterlanders participating in colleges and universities worldwide. Hinterlanders would therefore view themselves as more tolerant of foreign cultures, having been educated abroad for the most part. The intellectual class of the Hinterlands expresses itself in two ways. As golden decorations are frowned upon, the Hinterlanders take great value in the arts, such as music and paintings. In the past, famous painters originated from the Hinterlands. Though the Hinterlanders do not value scenes of landscapes, they love portraits of their families or their trades. Hinterlanders take pride in their work and labor and, through paintings, have a venue to show off. However, the cold climate is less suited to flowery decorations, so the Hinterlanders experiment with adaptable flower types that offer them great value. As flowers are a direct creation of the Maker’s hand and not a fabric of man to show off their lavishness, these colorful flowers compliment the sober attire of Hinterlanders.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Marriages are more liberated in the Highlands and former Hinterlands, except for the usual prejudice accompanying a Makerist settlement. As usual, a party is thrown, and the ceremony has to take place in the church, and the one that leads the church should give their blessing to the marriage. Often the head of the family has to permit for the bride to be married. This way, arranged marriages are still part of the United Provinces, usually for economic gain. But the bride can end the marriage on the altar at the clergyman’s final offer. When married, the bride and groom make a holy vow on a Dictus to support each other in times of hardship and well-being. All in all, marriages are a very sober event in the Hinterlands as they do not view love as an excuse to brag about one's wealth. Gifts exchanged at weddings are often practical.&lt;br /&gt;
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=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
During their lifetime, a Hinterlander always pursues freedom and values their personal property. Hinterlanders ought not to spend their wealth on useless lavishness but are actively encouraged to invest in private companies. The life of a Hinterlander is, therefore, a bit hypocritical, as most of them are rich but don't show that they're rich. To augment this hypocrisy, Hinterlanders usually do wear and buy very expensive items; they usually just don't clad them in gold to show off, as this would make them look immodest in the public eye. &lt;br /&gt;
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This wealth has allowed Hinterlanders to participate in many university programs across Eden and has evolved their past as serfs and peasants to a new civil class: the citizen. Like this, the citizens of the Highland Freestate are given privileges and participatory rights in government through the elective body of the Estates General. Usually, the patron of a household invites their children to come to the Estates General from a very young age. Upbringings in Hitch culture are very strict, and parents often teach their children moral lessons according to the rule of the Maker. The church is in charge of the upbringing of lowborn citizens, whereas richer citizens tend to send their children to schools and universities. &lt;br /&gt;
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Although all citizens, there is still nobility in the culture of the Hinterlands; these are mainly the old bloodlines of the ancient tribal leaders of the Hinterlands and are viewed as the 'lords’ of the Hinterlands. Most prominently is the House van Leuveren, the current ruling house of the Highland Freestate and patron of the Hinterlands. &lt;br /&gt;
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=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
In Raevendrecht, the deceased is to be given a proper burial. Graveyards are not considered scary or blighted places but a place of refuge to try and connect with the recently deceased. Families pay and invest a lot in the decoration of tombstones. At a proper burial, a Makerist priest should be present. People that commit suicide are decapitated before entering the grave, as suicide is frowned upon by the Makerist church.&lt;/div&gt;</summary>
		<author><name>Apateus</name></author>
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