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		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6980</id>
		<title>The Imperial Council</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6980"/>
		<updated>2025-04-12T14:45:36Z</updated>

		<summary type="html">&lt;p&gt;Erik: &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 Imperial Council&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Imperial_council.png|center|frameless|354x354px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nation'''&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Restored in 1539 by Diederick I&lt;br /&gt;
|-&lt;br /&gt;
|'''Kaiser'''&lt;br /&gt;
|[[Diederick-Gobel von Lichtenfelts|Diederick-Göbel von Lichtenfelts]]&lt;br /&gt;
|-&lt;br /&gt;
|'''ErzBannerbearer'''&lt;br /&gt;
|Karl Severin von Lichtenfelts&lt;br /&gt;
|-&lt;br /&gt;
|'''ErzSteward'''&lt;br /&gt;
|Damien von Aval&lt;br /&gt;
|-&lt;br /&gt;
|'''Reichsmarshall'''&lt;br /&gt;
|Richard Vianden&lt;br /&gt;
|-&lt;br /&gt;
|'''ErzTreasurer'''&lt;br /&gt;
|[[Friederich von Bergwald-Holstein]]&lt;br /&gt;
|-&lt;br /&gt;
|'''ErzCupbearer'''&lt;br /&gt;
|[[Veredra Kerstin Fischer|Veredra von Lichtenfelts]]&lt;br /&gt;
|-&lt;br /&gt;
|'''ErzMagier'''&lt;br /&gt;
|Kurt von Drachenfels&lt;br /&gt;
|-&lt;br /&gt;
|'''Language(s)''':&lt;br /&gt;
|Common, Attian dialect&lt;br /&gt;
|}&lt;br /&gt;
==Summary==&lt;br /&gt;
The Imperial Council, being a gathering of the most prominent advisors of the Kaiser, is the highest-ranking ruling body within the Hadrian Empire. Rebirthed in its current form during the reign of Diederick I, the councilors are personally chosen by the sitting Kaiser or his regent, in case of a regency. The council consists of six advisors, all with their own duties, sharing their expertise with the sitting Kaiser. These six handle the day-to-day of ruling the Empire and meet privately within the Imperial Palace.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==The Positions of the Council==&lt;br /&gt;
'''The Office of the ErzBannerbearer'''&lt;br /&gt;
&lt;br /&gt;
This position is filled by the right hand of the Kaiser and is responsible for the functioning of the Imperial Council and household. When the Kaiser is absent, the ErzBannerbearer may sit in his stead and the position’s name derives from the honour bestowed upon the councillor, as they are the one to be allowed to carry the Imperial standard into battle alongside the Kaiser. Upon the Kaiser’s death, the ErzBannerbearer is to head the transition of power and lead the election process for a new Kaiser. Among their other duties is the tutoring of the young Prinzes and Prinzesses at court and keeping the council’s archives in order.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align:Center; width:75%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |'''During the rule of Diederick-Göbel I'''&lt;br /&gt;
|-&lt;br /&gt;
|1541 - 1555 AFS&lt;br /&gt;
|[[File:Mark.jpg|center|frameless]]&lt;br /&gt;
|[[Markvart von Herdorf|'''Ser''' Markvart von Herdorf]]&lt;br /&gt;
|[[File:Herdorf.png|219x219px]]&lt;br /&gt;
|-&lt;br /&gt;
|1555 - AFS&lt;br /&gt;
|[[File:Missing.png|center|frameless]]&lt;br /&gt;
|'''Prinz''' Karl Severin von Lichtenfelts&lt;br /&gt;
|[[File:KarlLichtenfelts.png|219x219px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Office of the ErzSteward'''&lt;br /&gt;
&lt;br /&gt;
The position of the ErzSteward is one that is mostly of a civil nature, and they oversee mainly the housing within the Empire, most prominently that of the Imperial Capital, Adelsburg. They approve the trade and business within the city and are tasked with creating a bustling and safe environment within Adelsburg’s walls. Their responsibilities do not end there, as they are responsible for the upkeep of facilities and amenities across the Empire, as well as international trade agreements and the Empire’s infrastructure.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align:Center; width:75%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |'''During the rule of Diederick-Göbel I'''&lt;br /&gt;
|-&lt;br /&gt;
|1539 - 1549 AFS&lt;br /&gt;
|[[File:Friederich.png|center|frameless]]&lt;br /&gt;
|[[Friederich von Bergwald-Holstein|'''Graf''' Friederich von Bergwald-Holstein]]&lt;br /&gt;
|[[File:BergwaldHolstein.png|220x220px]]&lt;br /&gt;
|-&lt;br /&gt;
|1549 - 1551 AFS&lt;br /&gt;
|[[File:Azrael.png|center|frameless]]&lt;br /&gt;
|Azrael von Krieger&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|1551 - 1555 AFS&lt;br /&gt;
|[[File:Missing.png|center|frameless]]&lt;br /&gt;
|'''Prinz''' Wilhelm von Lichtenfelts&lt;br /&gt;
|[[File:Hadriana2.png|220x220px]]&lt;br /&gt;
|-&lt;br /&gt;
|1555 - AFS&lt;br /&gt;
|[[File:Damien.jpg|center|frameless]]&lt;br /&gt;
|'''Ser''' Damien von Aval&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Office of the Reichsmarshall'''&lt;br /&gt;
&lt;br /&gt;
The supreme commander of the Imperial armed forces. This councillor is tasked with overseeing the upkeep and organisation of the Kriegsmacht as well as the Kriegsmarine. They maintain a standing army for the Empire in preparation for wartime and guides the Hochmeisters of the various Ritter-orders within the Empire. During wartime, the Reichsmarshall acts as a general alongside the Kaiser, deciding upon battle tactics and larger strategies of wartime.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align:Center; width:75%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |'''During the rule of Diederick-Göbel I'''&lt;br /&gt;
|-&lt;br /&gt;
|1539 - 1545 AFS&lt;br /&gt;
|[[File:Janczyk.png|center|frameless]]&lt;br /&gt;
|[[Janczyk-Mariusz Tzyrnowski|'''Herzog''' Janczyk-Mariusz Tzyrnowski]]&lt;br /&gt;
|[[File:Tzyrnowski-Reinhardt.png|220x220px]]&lt;br /&gt;
|-&lt;br /&gt;
|1545 - 1549 AFS&lt;br /&gt;
|[[File:Missing.png|center|frameless]]&lt;br /&gt;
|Zladimir de Tiri&lt;br /&gt;
|[[File:Volgrad.png|220x220px]]&lt;br /&gt;
|-&lt;br /&gt;
|1549 - 1553 AFS&lt;br /&gt;
|[[File:Missing.png|center|frameless]]&lt;br /&gt;
|Konrad von Drachenfels&lt;br /&gt;
|[[File:DrachenfellsSigil.png|219x219px]]&lt;br /&gt;
|-&lt;br /&gt;
|1555 - AFS&lt;br /&gt;
|[[File:Richard.png|center|frameless|289x289px|Richard]]&lt;br /&gt;
|'''Markgraf''' Richard Vianden&lt;br /&gt;
|[[File:Bild 2025-04-12 164149296.png|213x213px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Office of the ErzTreasurer'''&lt;br /&gt;
&lt;br /&gt;
The ultimate person responsible for every copper that runs within the Empire. They are tasked with handling inflation, collecting taxes and ensuring that all provinces pay their owed tribute to the Kaiser. They create a yearly balance for the other councillors, such as the ErzSteward and Reichsmarshall, and budgets for their needs accordingly. The ErzTreasurer decides where and to whom the coin flows, and with such holds a large sway within the Imperial Council and outside of it.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align:Center; width:75%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |'''During the rule of Diederick-Göbel I'''&lt;br /&gt;
|-&lt;br /&gt;
|1549 - 1556&lt;br /&gt;
|[[File:Friederich.png|center|frameless]]&lt;br /&gt;
|[[Friederich von Bergwald-Holstein|'''Graf''' Friederich von Bergwald-Holstein]]&lt;br /&gt;
|[[File:BergwaldHolstein.png|220x220px]]&lt;br /&gt;
|-&lt;br /&gt;
|1556 - AFS&lt;br /&gt;
|[[File:Missing.png|center|frameless]]&lt;br /&gt;
|Ser Joseph Vianden&lt;br /&gt;
|[[File:Bild 2025-04-12 164149296.png|213x213px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Office of the ErzCupbearer'''&lt;br /&gt;
&lt;br /&gt;
The spinner of webs within the Imperial Court, the ErzCupbearer acts as a type of spymaster for the Kaiser. They are to keep their ear to the ground in the case of subtle threats to the Empire’s safety. To uncover plots and schemes that are deemed possible to uproot Imperial authority is their speciality. Those granted the role are also expected to pour and taste the drinks of the sitting Kaiser to prevent poisoning and is one of the Kaiser’s closest confidants. &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align:Center; width:75%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |'''During the rule of Diederick-Göbel I'''&lt;br /&gt;
|-&lt;br /&gt;
|1540 - AFS&lt;br /&gt;
|[[File:VeredraSmall.png|center|frameless]]&lt;br /&gt;
|[[Veredra Kerstin Fischer|'''Kaiserin''' Veredra Kerstin von Lichtenfelts]]&lt;br /&gt;
|[[File:Hadriana2.png|220x220px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Office of the ErzMagier'''&lt;br /&gt;
&lt;br /&gt;
The most recent addition, having been introduced in 1551 AFS, to the Imperial Council’s positions is that of the ErzMagier, or Archmage. This position was created to regulate the growing amount of mages and magical influences within the Empire. They are expected to head all magical affairs and are in charge of maintaining and handing out permits for the usage of magic and lead the Imperial Magier’s Guild in which Imperial magi are trained to use magic safely and in accordance with the Hadrian Imperial Law.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;text-align:Center; width:75%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |'''During the rule of Diederick-Göbel I'''&lt;br /&gt;
|-&lt;br /&gt;
|1551 - AFS&lt;br /&gt;
|[[File:Missing.png|center|frameless]]&lt;br /&gt;
|'''Markgraf''' Kurt von Drachenfels&lt;br /&gt;
|[[File:DrachenfellsSigil.png|220x220px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Bild_2025-04-12_164149296.png&amp;diff=6979</id>
		<title>File:Bild 2025-04-12 164149296.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Bild_2025-04-12_164149296.png&amp;diff=6979"/>
		<updated>2025-04-12T14:42:00Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Coat&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Richard.png&amp;diff=6978</id>
		<title>File:Richard.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Richard.png&amp;diff=6978"/>
		<updated>2025-04-12T14:40:58Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Richard&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Hadrian_Empire&amp;diff=6977</id>
		<title>The Hadrian Empire</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Hadrian_Empire&amp;diff=6977"/>
		<updated>2025-04-12T14:37:48Z</updated>

		<summary type="html">&lt;p&gt;Erik: &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 Hadrian Empire&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Hadriana Master Crest.png|center|frameless|354x354px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Capital'''&lt;br /&gt;
|[[Adelsburg]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The Heartlands, The Hinterlands,&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|[[Alderism]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Elective Monarchy&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Kaiser | &amp;lt;/nowiki&amp;gt;[[Diederick-Gobel von Lichtenfelts]]&lt;br /&gt;
Kaiserin | [[Veredra Kerstin Fischer]] &lt;br /&gt;
&lt;br /&gt;
House | [[House von Lichtenfelts]]&lt;br /&gt;
|-&lt;br /&gt;
|'''The Imperial Council'''&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;ErzCupbearer | &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
ErzSteward |   &lt;br /&gt;
&lt;br /&gt;
Reichsmarshall | Richard Vianden  &lt;br /&gt;
&lt;br /&gt;
ErzTreasurer | Ser Joseph Vianden &lt;br /&gt;
&lt;br /&gt;
ErzBannerbearer | [[Karl Severin von Lichtenfelts]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Preceded by:'''&lt;br /&gt;
|&lt;br /&gt;
* [[File:Veronia2.png|19x19px]][[The Kingdom of Veronia]]&lt;br /&gt;
|}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Hadrian Empire, often referred to as simply ‘the Empire’, is the far-stretching country west of Eden’s Spine. A land inhabited mainly by the dutiful folk that are the [[Attian Humans|Attian humans]], one can see the many fields that cover the landscape being toiled by its hard-working citizens. Its cities are often bustling with life, places where trade, commerce and politics take the main stage. The Hadrian way of life is deeply rooted in tradition and is often relatively simple, mainly because of this the Hadrians are known for their versatility and perseverance through hardship. The civil wars that have plagued the country in the past have left their scars, yet it seems Hadrians always find their way back, dedicating such feats to their deity; Alder. Within the Empire, the political and the martial often go hand in hand, with a large focus on retaining order and stability through military force. Within the Empire, it is not uncommon to see commoners rise through the ranks, oftentimes talented men and women are recognised and get the chance to prove themselves useful to their nation in places such as the army or civil offices. A land full of chance, and one of recognition, with its Kaiser at the helm.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
'''Upper-class citizens &amp;amp; nobles'''&lt;br /&gt;
&lt;br /&gt;
Citizens of the Hadrian empire are an incredibly diverse people which also translates to their apparel. Those living in the capital prefer a more aristocratic outlook. The men of higher standing dress in formal robes and suits decorated with imperial medals they earned throughout their careers. Often this goes paired with leather boots created by the finest shoemakers in Adelsburg, or imported from [[The Empire of Anjyarr|Anjyarr]]. However, this is a phenomenon mostly seen among trader families due to their access to merchant ships that cross the Al'Hadar Deep. Those from military families often wear decorative bits and pieces of armor over their outfits to represent their family careers. The cloaks, suits, and robes of upper-class citizens come in a plethora of colors, though most choose to represent their house by wearing house colors primarily in some way. To top it all off, upper-class men like to wear impressive headdresses decorated with large dyed peacock feathers.&lt;br /&gt;
[[File:Examples of Hadrian Outfits.png|thumb|Examples of Hadrian Outfits]]&lt;br /&gt;
The women of the capital region, [[The Grand Principality of Brandenhafen]], follow the trends set by currently popular designers that work for the tailor’s guild in [[Adelsburg]]. They do not necessarily follow the “house color” standard set by the men and are often much more colorful, combining local, house, and exotic colors only made possible by the import of dyes and silks from the south. These marvelous dresses go paired with the trend of long and flowing hair and golden jewelry often in the shape of Nine-pointed-star necklaces and rings decorated with popular gems such as Citrine, Amethyst, and Ruby.&lt;br /&gt;
&lt;br /&gt;
Those of higher standing from the provinces are a lot less colorful, often sticking to the house color standard or in the case of richer families, import expensive coats and dresses from the capital region or in the case of merchant families, from the southern regions that create many of the expensive fabrics used in the clothing of rich imperials.&lt;br /&gt;
&lt;br /&gt;
'''Commonfolks'''&lt;br /&gt;
&lt;br /&gt;
The average imperial citizen is far from as colorful as the upper class. Usually resorting to brown, red, and green-tinted fabrics as those are the easiest to obtain in Imperial lands. In many cases, citizens of the empire wear their available clothes in all kinds of interesting and in some cases comical combinations, for example, wearing a soldier’s shirt and trousers obtained during service in the imperial army combined with a large leather coat and a simple hat decorated with a feather found fallen off a noble’s hat. Imperial citizens are extremely resourceful people and despite their lack of access to expensive and colorful fabrics do their very best to look as good as they can, often trying to imitate the looks of nobles with what little resources they have. This is all to increase their chances in the tight job market in the Imperial Capital region. Those who are or have been in the army often use parts of their uniform to increase the appeal of their outfits and make sure people see them as veterans. Commoners too are fond of impressive headdresses, though men are seen wearing them more often than women. They’re usually modified soldier’s or sailer’s hats decorated with pins and feathers they find.&lt;br /&gt;
&lt;br /&gt;
'''Outliers'''&lt;br /&gt;
&lt;br /&gt;
As stated, the Hadrian Empire is an incredibly diverse people with their own cultures and customs. People from all over the continent travel to the imperial provinces to make it their home and taste a piece of the riches it has to offer. Though these migrants are not always welcomed with open arms. They stand out like no other in the Imperial Lands as they care not for imperial fashion or beauty standards. Examples of these people would be the Halflings or Denur, who mainly settled in the Bergwald province. [[Halflings]] tend to wear farmer’s rugs and suits made by local [[Halflings|halfling]] tailors, mostly being a colorful patchwork of different styles and costumes. Naturally, this is the result of [[Halflings]] being unable to actually fit human-made clothes, and many imperial tailors being unwilling to provide for the small Halfling minority. The Denur on the other hand, stubborn as they are, only wear clothes imported from the [[Denur]] holds of the north and east, despite them being imperial citizens they look like and are often mistaken for travelers from the Denur holds. The [[Denur]] are a proud race and citizenship in the empire doesn’t mean they have forgotten their heritage and culture. Because of this little demand for imperial outfits for the Denur the Halfling’s problem with low demand for small sizes only accelerated, encouraging the development of their own fashion.&lt;br /&gt;
&lt;br /&gt;
Another noteworthy outlier is the Imperial [[Tieflings|Tiefling]]. They do not mind the imperial clothes and fit them just fine, though the [[Tieflings|Tiefling]] populous tend to cast any sort of logic for imperials when creating an outfit aside, instead of following the house color standards and latest fashion trends, the Tieflings tend to wear their combinations based on how they are feeling at the time or what they are trying to represent, similar to the skin painting custom they inherited from their ancestral home of Nous.&lt;br /&gt;
&lt;br /&gt;
=== Social Hierarchy ===&lt;br /&gt;
The Hadrian Empire as being the most populous human nation on the continent of Eden has developed a complex social hierarchy kept together with an overwhelming bureaucratic system to keep the wheels turning. From the imperial lawmakers to the simple workers on the field receiving their tax slips once again, everyone feels the cranking gears of the imperial social machine. This monstrous construction is the result of the lawmakers of the Imperial Capital, Adelsburg, constantly simply writing new laws and decrees on top of the existing system, ever-expanding the size of the state and its complexity. Any attempt to unwind this system and rework it from the ground up is often met with sabotage from the established order, not in an attempt to sabotage the state itself, naturally, but to preserve the personal power and influence this web of laws and decrees have built for those saboteurs and their families. Though through all this complexity and constantly expanding states there is a simple way to explain this imperial machine and its inner workings and hierarchy.&lt;br /&gt;
[[File:Pyramid schemesV2.png|left|thumb|561x561px|An illustration depicting the Imperial Social Hierarchy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Imperial Family'''&lt;br /&gt;
&lt;br /&gt;
The Hadrian Empire’s Imperial family consists of those chosen by the Imperial Diet to rule the Empire. Only Herzogen of the recognized duchies of Hertzland, Veronia, Bergwalts, and Hölzland together with the family ruling over the crownlands, the principality of Brandenhafen, can be chosen for the role of the emperor after the sitting one dies or decides to abdicate. There is no such thing as a set imperial dynasty and every Herzog can one day grow to become the Emperor and move with their household to the capital of Adelsburg. The Emperor, or Kaiser in the Attian dialect, and his family hold immense power over the imperial diet and lawmakers of the Empire for it is the Emperor alone who can assign lawmakers to the High Imperial Council. Within the diet itself, the Kaiser holds a ceremonious three votes, yet the emperor can choose to veto any decision within this parliament. Today, the Empire is ruled by Kaiser Diederick-Gobel von Lichtenfelts who reigns from his court in Adelsburg.&lt;br /&gt;
&lt;br /&gt;
'''The Vater'''&lt;br /&gt;
&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 and therefore holds immense power within the Empire despite not being as involved in Imperial politics outside the diet, where he holds three votes in the name of the temple. Yet one could easily argue that the political power of the Vater is much greater than the three votes he has to his name as he can choose and place two other Erzbishops in the Grand Duchies of the Empire, that being the Westerlanden and the Hinterlanden. These Erzbishops too hold a singular vote in the Diet, bringing the total power of the Temple to five votes. This power was obtained through the position the temple managed to place itself in throughout the years, for they are the sole representatives of the founder of the Empire, Alder himself, and by acting as a bastion of faith and hope for the Imperial citizens have they slowly but surely grown to a massive institution that can be found in many forms throughout the Empire. Be it in the temples as preachers, be it as a cultist of Mortius at a local funeral, or as battle wizards on the battlefield. The temple’s servants are everywhere and the Vater is the undisputed leader of it all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Imperial Diet'''&lt;br /&gt;
&lt;br /&gt;
The primary decision-making body of the Empire is the Imperial Diet, it is a council of all the Herzogen of the imperial provinces and heads of faith. Each representative within the Diet holds a certain number of votes which they can use to shape the future of the Empire. The diet itself is completely inaccessible for regular citizens and lower nobility, only the electors and their servants are allowed within the halls of the diet in Adelsburg. It is here where laws are proposed and accepted before being sent to the imperial councils throughout the empire. There are only two pathways for any individual toward getting a seat within the diet, those are climbing the hierarchical ladder of the Temple of Alder, becoming either an Erzbishop or the Vater, or climbing the political ladder, becoming the head of a great house that rules over an imperial Duchy or the grand principality of Brandenhafen.&lt;br /&gt;
&lt;br /&gt;
'''The High Imperial Council'''&lt;br /&gt;
&lt;br /&gt;
This council is the product of emperor Diederick-Gobel von Lichtenfelts and consists of five high council seats. Each of these positions acts as an extension of the emperor and often takes action in his name. To become a council member, one has to be noticed by the ruling emperor for it is only he who may choose the council members for the duration of his reign. People from all walks of life could on paper become part of this council, yet it is extremely rare to see someone from outside the emperor’s inner circle on one of these seats. Imperial council members are held in high regard but have in actuality very limited political power outside their designated roles. They do not hold voting rights in the Diet and can be dismissed without pardon by the emperor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+'''[[The Imperial Council|The six imperial council seats]]'''&lt;br /&gt;
![[File:Bannerbearer.png|147x147px]]&lt;br /&gt;
|'''ErzBannerbearer'''&lt;br /&gt;
The Arch-Bannerbearer, or Erzbannerbearer officially, is a position responsible for maintaining the Imperial Household. The seat acts as tutor and trainer for the young princes and princesses. When the imperial family is in the field of battle or on the road, the bannerbearer honours his title by being the one granted the privilege of carrying the imperial banner. In the instance the Kaiser is unavailable due to illness or personal reasons, this seat is expected to take over in his stead. Additionally, the seat is responsible for hosting the Imperial Elections in case of the Kaiser’s death.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Steward.png|147x147px]]&lt;br /&gt;
|'''ErzSteward'''&lt;br /&gt;
The Imperial office of the arch- Steward, or Erzsteward in official terms, is a mostly civil position. Those tasked with running the office are expected to oversee civil affairs such as housing, import and export licensing of the Imperial Capital, and the ErzStrward is master of trade, overseeing every good that comes into the realm, encouraging businesses to kickstart within Adelsburg’s walls, and is responsible for the security of civil wellfare. Additionally, the seat is responsible for civil infrastructure and facilities. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Reichsmarshall.png|147x147px]]&lt;br /&gt;
|'''Reichsmarshall'''&lt;br /&gt;
The seat of the Reichsmarshall is that of the supreme commander of the imperial armed forces. Those in that office are responsible for recruiting and maintaining a standing army for the empire. It is the marshall’s task to keep track of the size of provincial armies and knightly orders, and to maintain a balance between them so that no single province can overpower all others. In times of war, the Reichsmarshall is the commander on the field together with the emperor if present, and acts as a strategist.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Treasurer.png|147x147px]]&lt;br /&gt;
|'''ErzTreasurer'''&lt;br /&gt;
The office of the arch-Treasurer, or Erztreasurer officially, is the one responsible for maintaining the empire’s finances. They are tasked with developing and enforcing tax policy, ensuring the provinces pay the tribute owed to the emperor, and paying for any events and upkeep if the treasury allows it. The treasurer holds significant power in court as it is this seat that decides from and to where the coin flows.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ErzCupbearer.png|147x147px]]&lt;br /&gt;
|'''ErzCupbearer'''&lt;br /&gt;
The Imperial position of arch-Cupbearer, or Erzcupbearer officially, is a prestigious role within the Imperial Court of the Empire. Those with the role are expected to pour and taste drinks for the emperor to prevent poisoning, and is one of the emperor’s closest advisors, acting as a master of whispers behind the scenes. The primary task of the Erzcupbearer is to ensure the Emperor’s safety and uncover and uproot plots that are deemed a threat to imperial power.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ErzMagier.png|frameless|147x147px]]&lt;br /&gt;
|'''ErzMagier'''&lt;br /&gt;
The office of Erz-Magier is the latest addition to the table of advisors that is the Imperial Council. The Erz-Magier’s function, like the name implies, is that they are at the head of all magical affairs within the Empire. They ensure that those that cast magic within the Empire do so legally by handing out the permits, they also are at the head of the Imperial Magier’s Guild, from which they lead a cohord of Imperial magi’s who are all trained to make ethical use of their magic according to Imperial Law.&lt;br /&gt;
|}&lt;br /&gt;
'''The Imperial Provinces'''&lt;br /&gt;
[[File:HadrianaMapV3SMALL.png|thumb|402x402px|A drawing of the Hadrian Empire's provinces. (Click to enlarge)]]&lt;br /&gt;
When leaving the imperial capital, Adelsburg, and its direct surroundings, one crossing through the empire will soon find themselves in one of the imperial provinces. These semi-independent city-states held much of the local power, only answering the Hadrian Imperial Court, The Diet, and the Emperor to whom they swore allegiance. The provinces of the empire do not have a standardized way of government, often that is decided by the ruling Herzog or Herzogin and their council. The provinces hold the right to create their own local laws and punish criminals according to them, only being able to be overruled by the Imperial Court or an edict from the emperor himself.&lt;br /&gt;
&lt;br /&gt;
The style of government varies a lot between provinces, while the grand principality of Brandenhafen, due to it being the Imperial seats are firmly autocratic, the now diminished Hinterlander provinces of the east traditionally held more democratic views, even declaring themselves a republic instead of a kingdom during the second Hadrian Civil war when the nation broke apart. Due to these vastly different styles of local governments, the lives of citizens can be greatly affected by who sits on the Herzog’s seat at the time. Though despite that, citizens tend to remain in their ancestral homeland, even if the conditions are far better in the neighboring provinces. This mostly is the result of a stubborn form of pride and patriotism for the imperial province the citizens reside in.&lt;br /&gt;
&lt;br /&gt;
The initial borders of the imperial provinces were originally determined back in the day of the first Hadrian kings after the Attian Migration south. They were drafted along natural features and ethnic lines between Hinterlander natives and Attian settlers. Though throughout the centuries, internal squabbles, wars, coups, and destruction of entire dynasties since the days of the plague have drastically changed the original layout of the imperial provinces to what the people are more familiar with in this day and age. A great number of ancient bloodlines and their states have either been altered in shape and size or are outright forgotten and disappeared from history.&lt;br /&gt;
&lt;br /&gt;
Being a Herzog of an imperial province is a very prestigious position as they are all technically next in line to become the Emperor. Once the sitting emperor either abdicates or dies, the Herzogen of all the states are called to the capital to vote amongst themselves for a new emperor.&lt;br /&gt;
&lt;br /&gt;
'''Erz-Bishops of the Alderist Temple'''&lt;br /&gt;
&lt;br /&gt;
Within the imperial provinces exist many extensions of the Alderist temple whose primary seat of power is in the capital of Adelsburg. Among the highest of these pious men and women are the Erz-Bishops, these wearing the cloaks of the Erzbishop are local religious leaders appointed by the Vater himself. The Bishops hold little in terms of political power outside a vote in the Diet, yet they are considered the pillars of the provinces by local citizens and are responsible for upholding Alder’s order and uprooting any form of heresy when it is found by any means. They have strong ties with the local cults of Mortius, working together with them to safeguard the plains of Mortius and using the martial prowess of Mortius’ followers to brutally assault voidal cultist’s headquarters and execute religious troublemakers.&lt;br /&gt;
&lt;br /&gt;
'''Knights and Minor Nobility'''&lt;br /&gt;
&lt;br /&gt;
Serving the Herzogen of the imperial provinces are various minor nobles and knightly orders. These are in most cases a circle of upper-class citizens and landowners who hold various local titles. The local knightly orders often act as the core of the provincial military forces, mostly swearing allegiance to their local Herzog and only following his commands. These peoples hold little national power, yet through their martial prestige and influence on a local level, lots of citizens aspire to one day grow to one of these positions as a first step towards Herzogdom.&lt;br /&gt;
&lt;br /&gt;
'''Noteworthy Knightly Orders:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[File:Knights of the Gold Rose Smaller.png|127x127px]]&lt;br /&gt;
|'''[[The Order of the Golden Rose]]'''&lt;br /&gt;
Founded during the exile of [[Diederick-Gobel von Lichtenfelts|Diederick-Göbel von Lichtenfelts]] while being hosted by the House of Tzyrnowski in Lünburg, the Order of the Golden Rose recruits only from among the most promising candidates of the Attian populace. Those initiated into the Order vow to not attempt to further their own ambitions through their position, but toil endlessly to improve the lives of His Imperial Majesty's citizenry. To symbolize the fundamental ideals of loyalty and brotherhood, all members of the Order of the Golden Rose have vowed to stay loyal first, last, and always to the rightful Kaiser. Their purpose is to root out all that is considered dishonorable, disloyal, and evil, while in service to a worthy Kaiser. To be a Golden Rose Ritter is to become a beacon of hope to the populace, and through their efforts create a better version of Eden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hochmeister:''' [[Markvart von Herdorf]]&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tsjompie.png|center|frameless|147x147px]]&lt;br /&gt;
|'''[[The Knights of Salvor]]'''&lt;br /&gt;
The Knights of Salvor is an order founded in the Hertzland region of the Empire after Kaiser Diederick retook the lands. These knights dedicate themselves to the Sentinel of War and Honour, Salvor. Those who join the order dedicate themselves to a life of martial prowess and the eternal duty of protecting the northern provinces and maintaining peace in the lands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hochemeister: [[Janczyk-Mariusz Tzyrnowski]]'''&lt;br /&gt;
|}&lt;br /&gt;
'''Citizens of the Empire &amp;amp; Merchants'''&lt;br /&gt;
&lt;br /&gt;
At the very bottom of the social ladder dwell the hordes of ordinary citizens that fill the cities and towns of the Empire. Craftsmen, Fishers, Farmers, Merchants, and blacksmiths all belong to this caste of commoners. They fill the ordinary roles within the Empire. The citizenry is the most numerous caste and forms the backbone on which the great imperial machine stands. In times of war or voidal incursions, many ordinary citizens are called up for military service to protect their homeland. Most citizens live a poor man’s life and have to provide for themselves on a day-to-day basis as there is no imperial system to protect them from the poor conditions they often find themselves in.&lt;br /&gt;
&lt;br /&gt;
=== Political Beliefs ===&lt;br /&gt;
'''History and Overview'''&lt;br /&gt;
&lt;br /&gt;
Against the general expectations of many, the Hadrian Empire is not a unified nation ruled by a powerful central government, but it is actually a big confederation of city-states and knightly holdings. The most prominent of these, the Grand Duchies and the Principality of Brandenhafen make up the closest thing to an Imperial central government called the Imperial Diet through their rulers. The Members of the Duma are a collection of prominent Imperial Nobles and clergymen who together vote on the direction of the empire and a new emperor if he happens to die or abdicate. The Imperial Provinces are tied together in this confederation through a common faith, culture, and belief that they will be overrun by the powers of the voidal plane on their own. During the days of the early Hadrian Empire, Kaiser [[Philipp Wilhelm II|Philipp II von Lichtenfelts]] reformed the political system of the empire towards a more centralized government and introduced the Hadrian Duma which was essentially a citizen ran governmental body that had authority over the entire Empire, to the great dislike of the Herzogen who were fiercely in favour of more regional autonomy. Especially the noble house of [[House Tzyrnowski|Tzyrnowski]] from the northern province of Flüssland was fiercely critical of the Duma. This eventually led to a short-lived coup attempt from Herzog [[Janczyk-Mariusz Tzyrnowski]] in an attempt to take over and steer the empire in a different direction. The coup failed and the Duma lived on for a few more years.&lt;br /&gt;
&lt;br /&gt;
The Hadrian Duma was eventually replaced with an imperial council introduced by a successful usurper by the name of [[Sine Verrador]]. After Sine overthrew the Kaiser during the [[The Hadrian-Raevendrecht War|Hadrian-Raevendrecht War]] of 1530, he vowed to reform the empire and its political system to fight the tyranny the empire was under during the rule of the Kaisers. Though ambitious, the new Imperium was relatively successful for a few months until rumors were heard of the brother of [[Philipp Wilhelm II|Kaiser Philipp]], Diederick, was forming an army in the break-away province of [[Flüssland]] to retake the empire from the usurpers. [[Diederick-Gobel von Lichtenfelts|Diederick’s]] campaign was successful and the usurpers were driven out. After the empire was restored under the [[House von Lichtenfelts|Lichtenfelts]] dynasty, [[Diederick-Gobel von Lichtenfelts|Diederick]] restored the original Imperial Diet system from the early days of the empire.&lt;br /&gt;
&lt;br /&gt;
'''The Imperial Diet'''&lt;br /&gt;
&lt;br /&gt;
The Imperial Diet consists of a total of thirteen seats with each a set number of votes to their name. The diet acts more or less as an imperial forum where nobles and [[Alderism|clergymen]] from all over the empire come together to negotiate and compromise on imperial law, the division of imperial lands, and choosing the next emperor in the scenario of the sitting one dying. &lt;br /&gt;
&lt;br /&gt;
The Imperial Diet's votes are split among the Imperial Family, the nobility and clergymen of the Empire. Herzogen of the Imperial Domains of the Krönlanden, the Hinterlanden, and the Westerlanden each hold a pool of ten votes of which four are pre-determined. A Herzog, who is also a Markgraf of a capital Mark in a domain, holds a minimum of two votes and any remaining Markgraf under them hold at least one. The remaining six votes are to be divided by the Herzog among himself and his Markgrafs up to a maximum of six per province in a domain. The right to vote essentially rests on territorial entitlement and clergical power. When a new Herzog, Erzbishop, or Vater is chosen, they automatically inherit the voting rights of their predecessor.&lt;br /&gt;
&lt;br /&gt;
When the Emperor is found dead, all sitting Herzogen are summoned to the Imperial Capital to participate in Imperial Elections. The sitting Imperial family gets to cast five suggestive votes for the next candidate. After this all remaining voters, that being Herzogen, Markgrafs, and Cergymen get to cast theirs on their favoured candidate. The winner of this vote is to be crowned the next Emperor after which the old Imperial Family retires back to their home Mark.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |'''The vote is split along the following parties:'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Hadriana2.png|center|147x147px|ImpFamily]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:AbbeyAdelsburg.png|center|147x147px]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Abbey2.png|center|147x147px]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:HerzlandAbbey.png|center|147x147px]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |'''The Imperial Family''' &lt;br /&gt;
''10 votes''&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |'''Vater of the Alderist Temple'''&lt;br /&gt;
''6 votes''&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |'''Erzbishop of the Westerlanden'''&lt;br /&gt;
''2 votes''&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |'''Erzbishop of the Hinterlanden'''&lt;br /&gt;
''2 votes''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Kronlanden.png|center|frameless|204x204px]]&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Westerlanden.png|center|frameless|204x204px]]&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Hinterlanden.png|center|frameless|204x204px]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Herzog of the Krönlanden&lt;br /&gt;
2 - 6 votes&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Herzog of the Westerlanden&lt;br /&gt;
2 - 6 votes&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Herzog of the Hinterlanden&lt;br /&gt;
2 - 6 votes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Krownlands.png|center|147x147px]]&lt;br /&gt;
|[[File:Veronia1.png|center|147x147px]]&lt;br /&gt;
|[[File:Holzland.png|center|147x147px]]&lt;br /&gt;
|[[File:Herzland.png|frameless|147x147px]]&lt;br /&gt;
|[[File:Flussland.png|frameless|147x147px]]&lt;br /&gt;
|[[File:AvalheimMarkgraf.png|frameless|147x147px]]&lt;br /&gt;
|[[File:Bergwalds.png|center|147x147px]]&lt;br /&gt;
|[[File:Holstein.png|center|frameless|147x147px]]&lt;br /&gt;
|[[File:SouthernHinterlands.png|center|frameless|147x147px]]&lt;br /&gt;
|-&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Brandenhafen&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Veronia&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Hölzland&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Hertzland&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Flüssland&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Avalheim&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Bergwaltz&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Holstein&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
!Markgraf of&lt;br /&gt;
Southern Hinterlands&lt;br /&gt;
&lt;br /&gt;
1-6 votes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Hadrian Empire ever since it was re-established after Sine’s coup has been a divided political body made up of a number of duchies, lordships, freestates, and a principality in its center. Economic prosperity throughout the empire is measured as a collective of all the local economies within these smaller substates. The Hadrian economy is often described as the largest in the west and is often described to be achieved through collaboration and healthy competition between the duchies. One defining factor of the Hadrian economy ever since the foundation of the kingdom has been its location on the crossroad of the civilised world. Merchants and craftsmen from all over the continent gather together in the Hadrian towns and cities to sell their wares and establish permanent trade routes. These trade routes are vital to the empire and due to this intimate understanding of this by the government, the trade routes are described as relatively safe to travel compared to the more remote alternative routes through the deserts of Anjyarr or the old Magna Attia, routes that are often the victim of marauding orc or undead armies that raid and pillage every caravan they can get their hands upon. Besides these lucrative trading endavours, the Empire heavily relies on its steady peasant driven economy.&lt;br /&gt;
&lt;br /&gt;
==== Peasants and rural life ====&lt;br /&gt;
[[File:Bergwald.png|thumb|384x384px|Hadrian farmlands around [[Bergwald]]]]&lt;br /&gt;
The peasantry makes up the bulk of the Hadrian so called “excess population”. They reside in the villages and towns surrounding the big cities where they are bound by service to permanently work for their landlords in exchange for safety and housing. Most peasants either work on the fields or in the rich steel mines of the spine branch that stretches across the northern border of the empire. Those working on the fields mostly reside in the Bergwald and Hertzland regions where the land is the most fertile. There they spend their days growing excessive amounts of wheat, potatoes, carrots, and other simple vegetables to feed the ever hungering mouths of the empire. Besides fieldwork, farming peasants handle the cattle and through that the meat production too. Cows, chickens, pigs, and sheep are the most prominent local domesticated animals available to these peasants, the meat and wool produced by these big animal farms would mostly be exported to the larger cities to be further produced into other products. Most of these peasant communities operated completely on their own as long as the goods were paid for and taxes kept flowing to the ruling nobility. The noblemen handled external relationships and politics for the villages under their control, and were not typically involved in daily activities or decisions.&lt;br /&gt;
&lt;br /&gt;
Those working in the mines often lived within communes close to the major towns created besides the mines themselves and only make the long trip back home to their villages when they have short periods of time off. Most of the Empire’s mining produce comes from the mines dug into the spine of Eden in the Bergwaltz and Hetzland regions where the coal and iron deposits are at its largest. The resources extracted from these mines are transported to the steel producers in the crownlands and prepared for either export or internal sales. The Hadrian Coal and Steel production has become such an effective industry that as of the year 1535, it is considered the biggest on the continent, kicking the Elves of Luminion off the number one spot.&lt;br /&gt;
&lt;br /&gt;
==== Import: ====&lt;br /&gt;
The Empire has grown to become a mostly economically independent nation regarding the basics such as food, clothing, and raw materials. This has allowed to Hadrian economy and population to rapidly expand. Yet as the Empire grew, so did the need of its citizens, especially those of what is considered the upper-class who can no longer be satisfied with simple wool cloth and unseasoned meat. This growing need for luxury goods has made the empire one of the world’s major importers of all kinds of high quality luxury products from all over the continent. Some of the largest imports include:&lt;br /&gt;
&lt;br /&gt;
* Kahve, spices &amp;amp; gold from Anjyarr - 41 tons a year&lt;br /&gt;
* Dark Steel from Avalheim and Luminion - 20 tons a year&lt;br /&gt;
* Gemstones from The High Kingdom of Arduan 16 tons a year&lt;br /&gt;
* Hardwood furniture from Luminion &amp;amp; Mitrona - 15 tons a year&lt;br /&gt;
* Special Weaponry from Luminion &amp;amp; Arduan - 5 tons a year&lt;br /&gt;
* Silk, paint, and fruit from Anjyarr - 5 tons a year&lt;br /&gt;
&lt;br /&gt;
==== Export: ====&lt;br /&gt;
[[File:Bh bier.png|thumb|The Bergwald-Holstein Company Logo]]&lt;br /&gt;
The Empire relies heavily on luxury import and its strong internal economy to fund those trades. Though even as the Empire does not bathe in much in terms of luxury items, it excels the production of in bulk produced raw materials and crops. This huge excess is traded off to nations around the continent who lack the capacity to produce enough of these basic materials. Some of the biggest trades include:&lt;br /&gt;
&lt;br /&gt;
* Refined steel to Raevendrecht - Drastically reduced exports since the war&lt;br /&gt;
* Salted meats and grain to Anjyarr, Avalheim and Arduan - 80 tons a year&lt;br /&gt;
* Alcoholic products, globally - 30 tons a year&lt;br /&gt;
* Alchemical products, globally - 20 tons a year&lt;br /&gt;
* Books, candles, and ink, globally - 10 tons a year&lt;br /&gt;
&lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
One of the driving and prominently growing exports of the Empire is that of its locally produced alcoholic products. Beers and Ales produced by the renowned Bergwald-Holstein brewing company has slowly been taking over the world. Triumphs such as “Kronenbier” and “Scheiẞenbräu” are considered both local and growing global hit products. The company’s Patron, Friederich von Bergwald-Holstein has quickly grown to become a successful merchant that wishes to honour the legacy of the legendary brewmaster, Boris Krüger.&lt;br /&gt;
[[File:BierV1.png|thumb|357x357px|A series of artistic depictions showing some of the Bergwald-Holstein's most prominent products.]]&lt;br /&gt;
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==== Celebrations and Holidays ====&lt;br /&gt;
*'''Day of the Squire'''&lt;br /&gt;
The Day of the Squire serves as a way for any willing Attian to prove themselves worthy of being Squire to a Knight by going through a series of tests and challenges. Local farmhands, workers, serfs, and all other citizens can participate freely in the trials. A chosen jury of Knights will accompany the Kaiser and will judge the trials, deciding who may proceed through the rounds. The winner of the Day of the Squire is granted a hand-written recommendation from the Kaiser himself to bring to a Knight of their choice, in an attempt to serve them as their Squire. The Kaiser also grants them a so-called ‘Golden Griffin’, which is a coin that serves as memorabilia and as proof of authenticity. Each rendition of the event offers its own new set of challenges and trials, ranging from jousts to melees or battles of wit, as all aspects that make a Knight must be put to the test.&lt;br /&gt;
*'''The Gryphite Victory Tourney'''&lt;br /&gt;
Once every four years, a tournament is held at the Imperial capital, Adelsburg. At this renowned tourney, people from all over the continent are invited to witness the various knights and soldiers of the Hadrian realm compete for honour and glory in their most prestigious armours decorated with colourful clothes and large plumes. The tourney’s content is vaguely based on the events of the heroic victory achieved at the battle of the Heartland pass. Here knights of the Order of the Griffin hold a parade through the streets of the capital followed by their personal retinues, bearing the banners of their houses. After this show, all attendants gather at the tourney ground where they will simulate great duels from the battle. These go paired with jousts, archery contests and single combat duels between the lower Knights. The tourney is intensely followed by people all around the world, and bards usually take much inspiration from its happenings for their songs and tales.*'''Festival of the Ashes'''&lt;br /&gt;
Originating from the day the Attians founded the first Kingdom of Hadriana after the great collapse of the Attian Empire, followed by the journey south led by Kaiser Onnodrith. On this day, the Empire celebrates by dressing up in the old garments and cultural styles of their ancestors. The Attians do this as a way to remember the olden days before the downfall. Here they play songs, dance, and feast in the capital for the entire day. Certain people who are often referred to as street actors and jesters, wear monstrous masks to play the role of terrors and demonic beings. These actors try to emulate the happenings of that fated day, as the festival doubles as a day of remembrance as well as celebration&lt;br /&gt;
*'''Krügerfest'''&lt;br /&gt;
It is a tradition within Attian societies to celebrate when the first leaves drop from the trees, which they call Krügerfest. During the day and the following night, all public drinking laws in Attian settlements are lifted, and people celebrate in unison all through the streets. It is customary that drinking competitions are held, eventually crowning someone ‘King Krüger’ for the night. The holiday originates from the tale that a man bearing the name Krüger visited a northern village on the first day of the Amber Dawn, dragging a cart filled with ale, mead and whiskey. The villagers drank deep into the night as the celebrations carried on, this northern tale has now been accepted as fact by most of the Attian population and is celebrated every year.&lt;br /&gt;
* '''Geistertag'''&lt;br /&gt;
Geistertag, commonly known as the ‘Day of the Dead’, is a special day on every Attian’s calendar, for it is the day the Eseron and Lilith cross one another. There have even been sightings of Lilith itself, clear in the night sky on this day. Lilith’s influence over the mortal realm is believed to be at its highest point, which has many unforeseen consequences. Attians believe that if you were to step outside during this day, deceased relatives would come back from the dead to get a hold of their potential host. Every year, unforeseen disappearances are reported to happen commonly on this night in particular, fueling the legend of this day. A common countermeasure against these spirits used by the Attian populace is to surround one’s house with carved pumpkins and keep all doors and windows tightly shut. If one were to possess any portraits or paintings which depict a deceased relative, all of them must be turned around so that they cannot be seen, seeing as they are witnessed as portals the entities from Lilith use. After the conclusion of this night, all of the Attians come together in their respective communities for a shared breakfast, along with a ritual pumpkin burning to rid the last of the spirits, sending them back to the realm of the dead.&lt;br /&gt;
*'''Hexensnacht'''&lt;br /&gt;
The Hexensnacht is the celebration of the commencement of the new year in Eden, this night is usually filled with drinking and eating the signature dish of the evening: the Oliebal, a ball of fried dough with raisins imported from Anjyarr. For the occasion, special balls of coloured powder are produced that can be mounted on arrows. Attians shoot these balls into the night sky, watching them explode into a colourful explosion which lights up the grim winter night. These celebrations go all through the night, as the Attians believe anyone that sleeps shall be tortured by terrible nightmares depicting their own demise, or that of their loved ones.&lt;br /&gt;
==Religious Beliefs==&lt;br /&gt;
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=== [[Alderism]] ===&lt;br /&gt;
[[File:Adelskerk.png|thumb|363x363px|The Grand Cathedral of Alder in [[Adelsburg]]]]&lt;br /&gt;
The primary, and official state religion of the Hadrian Empire 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. An order of the universe that suggests that all that is, was, and ever will be is pre-determined. Yet there is a duality in this prophecy for where there is light, there also must exist darkness. These are the two pre-determined paths of the Order of the Greater Pre-Determination. Alder was the first mortal to be enlightened by the path of the light and used this knowledge granted to him to guide his people, the Attian Humans of the North to greater heights, for when one can be shown the path that will lead to glory and success, it is a given that it should be followed. Alder was an inspiring figure that through years of preaching and gathering support rose through the ranks of Attian society and eventually became their guiding shepherd.&lt;br /&gt;
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Yet not all was bright for Alder was without an heir, and when he died, his ideological children, the Attian people, were without the guidance of the Greater Pre-Determination. Alder knew this and through his faith, he was able to in a desperate move, preserve his essence by shrugging off shards of his soul and creating nine beings that each represent a piece of his enlightened form that contained knowledge of the Greater Pre-Determination. These nine beings, the nine points of Alder’s star, are the Sentinels. Angelic beings that though fragmented, each represent aspects of Alder’s guidance. Bishops and the Vater, who represents a sort of reincarnated Alder, work tirelessly to decipher the visions given by the sentinels, combined with the legends and scriptures of Alder, to reforge the path to his guidance and through that, Enlightenment in the afterlife.&lt;br /&gt;
&lt;br /&gt;
This ideological quest, though noble, is plagued by the same duality that represents Alder’s Sentinels and the Greater Pre-Determination, for we as mortals possess the cardinal flaw that is free will. A gift given to us for existing in the exact middle of the duality of the Greater Pre-Determination. A purgatory where our souls are doomed to forever wander on the thread of Enlightenment of damnation. A hellscape where we are nothing but prey for false Gods and Manifestations of Damnation to drag us into a deathless life in eternal slavery service of these Demons. Yet, the free will we are granted can also be a blessing, for we can only fall to this eternal damnation if we allow ourselves to do so. By following Alder’s guidance we can stay clear of damnation and allow our souls to move on towards the great halls of Alder after passing. There are two Pre-determined paths, and it is up to us mortals to choose which one we wish to wander on.&lt;br /&gt;
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==== The Nine Fragments of Alder, the Sentinels: ====&lt;br /&gt;
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* Rosatia | Sentinel of Wisdom and acquiring knowledge&lt;br /&gt;
* Salvor | Sentinel of War and Honour&lt;br /&gt;
* Elric | Sentinel of Judgement and Justice&lt;br /&gt;
* Alda | Sentinel of Love and Beauty&lt;br /&gt;
* Aristea | Sentinel of Fertility and Decay&lt;br /&gt;
* Reimar | Sentinel of Creation and Craftsmanship&lt;br /&gt;
* Volker | Sentinel of Change and Destiny&lt;br /&gt;
* Mortius | Sentinel of Death and Dreams&lt;br /&gt;
* Dolus | Sentinel of Deceit and Corruption&lt;br /&gt;
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==Military==&lt;br /&gt;
&lt;br /&gt;
=== The Hadrian Armed Forces ===&lt;br /&gt;
To call the state army of the Hadrian Empire a unified body would be a grave misconception. After the fall of the empire in the aftermath of Sine’s coup, the empire’s unified army was in shambles and deemed too dangerous to be left under one commanding body. It was therefore by decree of Kaiser [[Diederick-Gobel von Lichtenfelts]] that every province of the empire must maintain its own provincial army at its own expense. These state armies mostly comprise of citizen militias and knightly orders from across the realm that each distinguish themselves by wearing the colors of the province they hail from, making the united Hadrian army a colorful parade of banners, heraldry, and weapons when fighting on the field.&lt;br /&gt;
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When observing any imperial army on the field, it is as if one was looking down on a life-sized version of Imperial Chess where individual units from across the field coordinate their movements to outmaneuver and destroy the enemy forces by cutting them off from their support. Meanwhile, all imperial units move across the battlefield flanked by supporting detachments of cavalry or archers to cover their advancement. This level of coordination and organization has made the Imperial Army, even in its fragmented force, one of the most feared military forces of the continent that when focussing all their might into a singular earth-shattering campaign cannot be halted by any opposing force.&lt;br /&gt;
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The supreme commander of the united imperial army on the field is the Reichsmarshall. A general personally picked by the ruling Emperor. Often the Reichsmarshalls of the Empire are hardened veterans who have had years of training as general’s staff or supporting officers of the previous Reichsmarshall. When the army is not on the move, it is the Reichsmarshall’s task to ensure each of the provinces is carrying its weight and maintains a sizeable force that can be called upon in times of need.&lt;br /&gt;
[[File:UniformsV2.png|thumb|659x659px|An example of Hadrian Provincial, knightly, and clerical uniforms. From left to right: Soldier of [[Hertzland]], Soldier of [[Brandenhafen]], Soldier of [[Dörne]], Soldier of [[Avalheim]], Imperial Kapitän, Imperial Knight, Gravewarden of Mortius, [[The Cult of Mortius|Cultist of Mortius]].]]&lt;br /&gt;
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==== Imperial Infantry ====&lt;br /&gt;
The core of the Imperial Army is its infantry. They are the most numerous and are mostly made up of militiamen, men at arms, archer battalions, and foot knights. All infantry units are organized by province and are led by a captain of the provincial army the unit hails from. Captains are accompanied by a pair of banner bearers, one bearing the provincial banner and the other bearing the imperial banner, and a hornblower that signals commands to supporting units. The bulk of the Imperial infantry marches into battle bearing swords, spears, and polearms. Specialized units have either a hand or crossbow and usually follow the infantry as small support detachments, covering the infantry’s advance or unleashing a hellish barrage of arrows upon approaching foes.&lt;br /&gt;
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==== Imperial Knights ====&lt;br /&gt;
Knights make up the bulk of the Hadrian Cavalry troops. Many knights ride across the fields of battle proudly wearing their noble household or provincial colors. Besides those provincial knights, there are the Order knights, those who have sworn their service to one of the greater knightly orders of the Empire. These orders do technically not answer to the province they are situated in, yet most maintain a strong bond with their provincial lords. In exchange for access to provincial lands, donations, wealth, and tax exemptions, these knights serve the provinces they exist in and fight for them as if they were part of them. Most knights ride into battle bearing a shield displaying a piece of heraldry, a sword, and a lance. The knights of the Empire often go accompanied by their squires who support their masters as best as they can and through their tireless efforts are also equally respected.&lt;br /&gt;
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==== Imperial Artillery ====&lt;br /&gt;
[[File:Reichsmarshall.png|thumb|253x253px|The Reichsmarshall's office crest]]&lt;br /&gt;
The core of the Imperial Armed Forces made up of infantry and cavalry is supported by artillery from behind. Massive war machines such as field trebuchets, field scorpions, and small easily re-deployable catapults make up the bulk of the Imperial Artillery Core. These complex machines are built and maintained at the Brandenhafen artillery school, the only place within the empire where the production of such weapons is permitted. This is both a way to ensure the quality and consistency of each war machine and also ensures that none of the imperial provinces could ever create its own arsenal to turn on the capital.&lt;br /&gt;
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==== Alderist Clerical Units ====&lt;br /&gt;
Supporting the army are the clergymen and women of the Alderist Temple and its cults. The most prominent of these is the cult of Mortius, who chant death rites at the enemy forces before battle before charging into them on horseback, wearing their pitch-black plate armor and using scythes and blades as their arms in battle. Those of the cult who thread on foot often prefer the crossbow loaded with silver bolts. After the battle is concluded, it are these same cultists that clear out the bodies of their fallen comrades and provide them with a proper burial after being transported back to their hometowns.&lt;br /&gt;
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==== The Kriegsmarine ====&lt;br /&gt;
The smallest army department is the marine force or the Kriegsmarine in official terms. The Empire only fields a small fleet of cogs that mostly operate from the Herzland area after the port of Lünburg was given away to Raevendrecht after the northern war. The marine forces see little action, only really sailing out when pirates are sighted or to patrol the Al’hadar deep for Anjyarri smugglers. The title of head of the Kriegsmarine has historically been that of the head of the Tzyrnowski family, a title they officially still hold, even after their exile from their homeland.&lt;br /&gt;
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==Laws and Judicial System==&lt;br /&gt;
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=== A Divided Court ===&lt;br /&gt;
[[File:Pardon.png|thumb|[[Cedric Reinhardt]] requesting a royal pardon from Kaiser [[Philipp Wilhelm II|Philipp]] for the crimes he committed in the past.]]&lt;br /&gt;
The justicial body of the Hadrian Empire is just as fractured as its politics and military. Though there is a central court in the Imperial Capital, most cases are handled by local courts often run by the local nobility and their enforcers. The only case where the central imperial court in [[Adelsburg]], or simply called the High Imperial Court, is being used is when two greater houses of the empire are unable to settle their disputes or have gone to war within the empire. Those cases are handled by the Kaiser together with the Erzsteward together with a council of nobles. &lt;br /&gt;
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As one could have guessed, a divided system such as this has resulted in an enormous web of local laws, alterations, or auditions to central Imperial Law, and numerous religious technicalities based on the wishes of the local Erzbishop or settled cults. In theory, any Herzog is free to shape the laws of their provinces to their own wishes and desire, yet the only thing that cannot be ignored is a small set of base fundamentals that have been agreed upon within the Imperial Diet that acts as a foundation for any local law set. Altering this fundamental set is strictly forbidden and can only be done through a majority vote in the Imperial Diet.&lt;br /&gt;
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=== The Fundamentals ===&lt;br /&gt;
&lt;br /&gt;
* '''Article I.''' Every citizen of the Empire is considered one of Alder’s children and is thus expected to be treated as such. They have the right to housing, food, water, access to an Alderist religious site, and have the right to a fair trial in which they are represented by an Imperial Lawyer who is knowledgeable with local regulations.&lt;br /&gt;
* '''Article II.''' Alder is the father and guide of the empire and only temples that follow his guidance may be presented as a patron place of worship within the province.&lt;br /&gt;
* '''Article III.''' In light of Alder’s guidance, everyone is expected to promote the formation of a stable family unit that brings forth a new generation of Alder’s children. In addition, one may not pry within established family units or seduce a married citizen to cheat in marriage.&lt;br /&gt;
* '''Article IV.''' Every citizen of the empire is to respect the property of another and the state and thus shall not fall for the sin of greed or barbarism by damaging the property of another or stealing what is not theirs.&lt;br /&gt;
* '''Article V.''' No citizen shall lay a hand on another without their permission. Any act of violence, intimacy, or other unwanted contact is therefore not allowed. Exceptions to this law may be requested for military organizations.&lt;br /&gt;
* '''Article VI.''' Performing any magical art within imperial borders is to be reported to local authorities where approval needs to be given to the individual before they may practice it publicly. Additionally, performing arts that are described as “voidal” or “chaotic” and thus are against the guidance of Alder and the Greater Pre-Determination are strictly forbidden.&lt;br /&gt;
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=== Punishment ===&lt;br /&gt;
Punishments for committed crimes, similar to lawmaking differ greatly between provinces. Whereas some of the richer provinces with vast prison complexes prefer to simply put their criminals in these prisons, other, usually smaller provinces ruled by knightly orders do uphold an order closer to that of the Imperial chivalric code, and therefore feel little compassion for criminals and are often swiftly put to the sword if found guilty.&lt;br /&gt;
&lt;br /&gt;
Punishments given out by the central Imperial Court often focuses more on punishing the province found guilty of a crime as a whole. This usually comes down to a province losing minor bits of land to compensate the other, or a loss of their vote in the Imperial Diet for a period of time. Very rarely is the Herzog of a province itself punished directly. This is both due to their status and to prevent any sort of possible rebellion against the crown as a result of any direct punishment.&lt;br /&gt;
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Breaking the fundamental laws often results in death for whoever breaks them. This is the only case where there is absolutely no tolerance for any criminal, no matter their standing within the Empire. The only way to escape capital punishment is by receiving an imperial pardon by the Kaiser himself, though this almost never happens.&lt;br /&gt;
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==History==&lt;br /&gt;
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=== Founding of the Hadrian Empire (1524 AFS) ===&lt;br /&gt;
[[File:Matthias.png|thumb|327x327px|Emperor [[Matthias Joseph Withmond|Matthias-Joseph Withmond]] meeting up with Sultan [[Sigvyl Al-Buthara]] while then Lord-Commander [[Philipp Wilhelm II|Philipp]] stood besides him. (left)]]&lt;br /&gt;
The Hadrian Empire was established in the year 1524 under the guidance of the first Emperor, Matthias Joseph I of House Withmond after the collapse of the kingdom of Veronia. The Hadrian Empire thanks its name due to it being the nation that unified the fractured human realm left behind in the wake of the second Hadrian civil war. The first Hinterlander republic was absorbed first after it collapsed in on itself, and the Nordic realm of Królestwo Ràdymie followed shortly after. Shortly after Matthias united the loose kingdoms he was officially crowned Emperor by the Vater of the Alderist Church, Vater Ferdinand. A golden crown decorated with two great stallions inherited from his relative and last Hadrian King, Roderick Withmond, was placed on his head. The new Emperor was gifted an ivory staff inscribed with the crests of all the great houses through which his rule was cemented.&lt;br /&gt;
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The rule of Matthias was one of peace and growing unity within the new empire. Though this upcoming new age for the empire would be brutally disrupted after only three hundred days as one day, Matthias opened his eyes and found himself terribly weakened without any clear explanation as to why and was swiftly bedridden. The only one allowed by the Emperor’s side during these days was a young prince and ward from the old von Lichtenfelts dynasty, Philipp. The people of the Empire prayed to Alder and Mortius to spare the young Emperor yet behind closed doors, Matthias’ condition only worsened, eventually making it clear to all around him that the new young Emperor would die childless and incredibly soon. It was only when Matthias himself realized this that he turned to Philipp and according to Philipp named him heir of the Hadrian Empire. Matthias would die peacefully two nights later. He was buried after a week of mourning in the Grand Cathedral of Alder in Adelsburg. His body remains in the Adelsburg crypts to this day.&lt;br /&gt;
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=== Restoration of the Von Lichtenfelts Dynasty &amp;amp; the First Luminion Crisis (1525 - 1526 AFS) ===&lt;br /&gt;
Shortly after Matthias died and was buried the self-proclaimed heir to the throne, Philipp Wilhelm von Lichtenfelts, ascended with the help of the army he was the commander of through his position that was equivalent to the modern Reichsmarshall. Though his claim based on Matthias’ last words can easily be questioned, his bloodline’s claim is one that cannot, for it was House von Lichtenfelts that was overthrown by House Withmond during the first Hadrian Civil War. It was through this claim that he met very little resistance when taking the throne for it felt more like a restoration than a coup or hostile take-over. Though his ascend did not go entirely without trouble. As Philipp took the throne he was quickly informed of rising tensions in the east as Lord Arnoud van Leuveren of Wakkerdam called the wrath of the High Elves of Luminion upon himself by insulting and threatening the crown princess, Cirlia Zaithrall, and disrespecting the royal family as a whole during a meeting in an attempt to resolve the matter. The Elves claimed that Arnoud lost his patience during that meeting and threw a chair through the meeting room, destroying it in the process.&lt;br /&gt;
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The Elves threatened with war if justice was not served and upon this threat, Arnoud requested that the Emperor mustered his forces to face the Elves on the field of battle. The Elven armies rallied to Luminion, patiently awaiting the Emperor’s response to the chaos. The forces of the Hinterlander duchy of Wakkerdam did the same, resulting in a standoff between the two sides that would result in an all-out war if the Emperor would not intervene, and intervene he would. Kaiser Philipp openly denounced the actions of Arnoud in an effort to ease tensions and ordered Arnoud’s arrest to have him stand trial in the capital to find out if the Elven claims were true. When this grim news reached Arnoud through his spies, instead of facing the Imperial High Court, he decided to not become an Elven martyr through that trial and he fled to the court of Sultan Sig’vyl Al-Buthara in the Empire of Anjyarr where he was accepted with open arm by the Dark Elves who ruled those lands. The Sultan, a former ally of the Hadrian nations since the rule of Roderick Withmond, seemingly out of nowhere accepting political refugees was seen as a betrayal by the Emperor and relations quickly soured while relations with Luminion increased, the Therri’cill, Aldir’tor Zaithrall ordered the forces to stand down and a meeting was organized between the parties to resolve the issue. During this meeting between the leaders, Kaiser Philipp swore to find and capture the now-branded traitor, Arnoud, and bring him to justice for attempting to provoke conflict between the empire and Luminion.&lt;br /&gt;
&lt;br /&gt;
Lord Arnoud remained in exile for the remainder of 1525, hiding from agents sent by Kaiser Philipp to retrieve him and take him back to Adelsburg and attempting to block any attempt by the empire to retrieve him through diplomatic means with Anjyarr. Arnoud was surprisingly effective within the Anjyarri court as his friendship with the Sultan grew quickly throughout his exile, though the entire ordeal had a rough mental toll on Arnoud who was now cut off from his home, family, friends, and people started to feel terribly homesick, tired of the constant game of cat and mouse between him and the Hadrian government. This prompted him to send a missive to the Hadrian Empire requesting safe passage into the empire and to the capital where he would stand trial in exchange for the promise that Philipp would spare his life. The Emperor swiftly accepted this offer and protected by an Anjyarr escort led by the sultan himself did Arnoud make his way to the capital through the passage of Al-Jabrid and Ceril’s Keep. As he arrived he was swiftly arrested by the Emperor’s men and brought to the courthouse to await his trial. The sultan who wished to be present at the trial was denied entry into the courthouse, enraging him and his troops. After continuous efforts by the Sultan to negotiate his way inside he lost his temper and Sig’vyl who was also a Pyromancer shot a fireball at the courthouse, burning part of the entrance before he ordered his men to stand down and make camp outside the city.&lt;br /&gt;
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==== Arnoud's Trial ====&lt;br /&gt;
[[File:Arnouds execution.png|thumb|[[Arnoud van Leuveren|Arnoud]]'s Execution]]&lt;br /&gt;
[[Arnoud van Leuveren|Arnoud]]’s trial was led by Lady Judicar Ma Belov and was attended by Emperor [[Philipp Wilhelm II|Philipp]] and his retinue personally. [[Arnoud van Leuveren|Arnoud]] denied any legal aid offered by the Hadrian state, instead choosing to lead his defense himself. Arnoud held a long speech in which he ridiculed the treatment of Hadrian nobles, the weak response to the Elves, and how he believed him standing trial proved that the Hadrian Empire has devolved into little more than Elven puppets. Sadly for him, his words fell on deaf ears and [[Ma Belov]] who was said to have a personal grudge against Arnoud quickly found him guilty of treason, evading trial, and inciting a war between the Hadrian Empire and [[Luminion]], and against Philipp’s promise, he was sentenced to death by hanging. The moment this sentence was spoken, guards emerged from behind [[Arnoud van Leuveren|Arnoud]] and quickly restrained him. Arnoud was quickly dragged from the courtroom as he screamed for Philipp to stop this madness and allow him to live, though his pleas remained unheard and the Emperor sat by as he was taken away. The guards took Arnoud to the eastern gate, opposite of where the Anjyarri escort was camped, and quickly carried out his sentence, hanging him by the neck just outside the city walls. Royal knight [[Cedric Reinhardt]] decapitated the corpse shortly after Arnoud was assumed dead, though it was unclear if the noose or Cedric’s blade ended Lord Arnoud. The last words uttered by the lord were recorded as being “Alicia..” followed by Emperor Philipp stating “Maker guide du, sweet fool.” before returning to the palace, leaving Arnoud’s headless body by the side of the road for all to see.&lt;br /&gt;
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=== An Empire Forged Through Blood (1526 - 1528 AFS) ===&lt;br /&gt;
After peaceful relations were restored with the High Elves of Luminion and Arnoud’s death, an era of peace seemed to be on the horizon for the Attians for the first time since the civil war ended. There were no direct threats on the borders, trade was flourishing, and the voidal powers were kept at bay or destroyed wherever found. The new Kaiser, Philipp, cemented his power throughout the realm and pacified Arnoud’s last few supporters around Wakkerdam. As the year 1526 came to a close, the Kaiser married the commoner Anzhelika Rozhdestvenskij after meeting her at one of his Kaiser’s Courts, having children shortly after, and the Imperial Duma was established to involve imperial citizens more in the ruling of the Empire. Under Philipp, Hadriana no longer solely relied on a government only made up of Imperial Nobles and Clergymen, but the citizens of the Empire were both workers and rulers besides the nobility and clergy. Naturally, this sparked some unrest within the upper class of Hadrian society, yet it was nothing worth addressing yet. Philipp and his newly formed Alderian Council, a body of imperial advisors to the crown, relentlessly continued on the path of tightening the grip on the Empire, devoting themselves to ending the feudalistic society the Empire has been in and transforming it into a modern nation-state such as many of their neighbors. Since Matthias formally achieved unification in 1524, many of the provinces of the empire were still mostly ruled locally or influenced by bishops of both the Makerist and Alderist temples through Vater Factorius. Philipp ensured the Duma got more power on a national level and disbanded the Holy Legion of the Alderist Church, while simultaneously reducing the civil rights of Makerists to besides national unification, also promote religious unification through these reforms. Those who opposed these reforms were swiftly dealt with through either banishment or the sword. The refugee waves coming from banished citizens, mostly Makerist Hinterlanders, greatly aided Arnoud’s nephew, Silas, to form a second independent Hinterlander Republic in the northern reaches of Eden to oppose the empire which would formally become a recognized authority in 1529.&lt;br /&gt;
&lt;br /&gt;
==== Leod's Betrayal ====&lt;br /&gt;
The first real challenge to Philipp’s rule came in the form of a thrust from within, as the general of the Hadrian armed forces, Leod Iomharach, was rumoured to have an affair with the Hadrian Empress.  When the rumours reached the kaiser's court, the empress spoke to Emperor Philipp and explained where the rumours hailed from, though strongly rejected any of their truth. The Kaiser was enraged by this news and immediately summoned Leod to the Imperial Palace for questioning under the guise of a simple meeting regarding defensive matters. General Leod came to the palace as he had done many times before for he was considered a friend of the Imperial Family and of Emperor Philipp in particular. As Leod entered, he was led to the eastern balcony where Philipp after briefly playing as if they had a simple meeting and confronted Leod with the matter at hand. Leod attempted to deny any claims of having slept with the empress and simply expressed they were good friends. These words fell on deaf ears and Philipp had tremendous trouble controlling his anger towards his former best friend. Leod noticed that things were swiftly moving south and he decided to act first, in an act of impulse, he drew his sword on the Emperor and challenged him to single combat to resolve the matter. Philipp replied by drawing his own sword and the two were quickly clashing their swords on this balcony. The two friends both had lots of military experience, yet Leod was the better swordsman and as the fight went on, Philipp started to tire, leaving openings in his defense that were exploited by Leod, he slashed Philipp across the face, hitting his right eye and hacked him in the leg, rendering it useless. As the Emperor collapsed, the imperial guard led by Lady Judicar Ma Belov who heard the struggle outside finally broke down the door to the balcony that Philipp locked and saw the onslaught caused by the struggle. The entire balcony lay covered in blood and the Emperor sat blooded and beaten in the corner, yet still having his sword raised in defense against Leod. Ma and the Imperial Guards swiftly came to Philipp’s defense and cut down Leod, not killing him, but leaving him to die after a slash to the throat that made him collapse. This slash was delivered by Ma, who Leod refused to fight due to their personal relations. Ma though did not hesitate to put the man down, and as a single tear rolled down his cheek, Leod was beaten.&lt;br /&gt;
&lt;br /&gt;
Philipp was swiftly taken care of by imperial medics who were able to save his life, though at great cost. The Emperor was now without a leg and missing an eye, crippled and weakened for the remainder of his life. This had a heavy mental toll on the Emperor for not only was the always agile Emperor now chairbound and missing his half his eyesight, he was also betrayed by those closest to him, his best friend and his wife. Most of the ambitious projects that the empire was working on came to almost a complete standstill as without the Emperor’s guidance and direct involvement, it was incredibly difficult to get the nobility and clergy to live by the new reforms. Leod never truly faced justice for his crimes as he was abandoned after being cut down. Yet, he was not mortally wounded and when he saw the opportunity, he lunged off the low-hanging balcony and fled Adelsburg, never to be seen again besides rumors of him having settled down in Anjyarr like many traitors of the Hadrian Crown before him.&lt;br /&gt;
&lt;br /&gt;
=== The Second Luminion Crisis (1528 - 1529 AFS) ===&lt;br /&gt;
The years directly following Leod’s betrayal were relatively quiet by Imperial standards. The Kaiser was slowly but surely recovering from his trauma and the empire as a whole kept on moving steadily for there were no real threats to disturb it. The one noteworthy event of early 1528 was the coup attempt by Herzog Janczyck-Mariusz Tzyrnowski who deemed the Emperor weak in his current state and wanted to take his place, though sadly for him he had no support so his plan quickly fell apart and he asked for an imperial pardon for his actions against the crown, which was granted by Philipp. This relative peace was occasionally disturbed by the rise of the so-called Lord of Bones, a voidal entity that was sending his emissary, Mordazan around the human states, seeking support for his cause of rebuilding the bridge of souls to allow passage for the dead onto the afterlife once more. A cause the imperials did not trust at all, they rejected the creature and dug in against some minor undead incursions after.&lt;br /&gt;
&lt;br /&gt;
==== Cedric's Expedition ====&lt;br /&gt;
It was only when Eden’s Shine came around that the peace was roughly disturbed again. This time the knight and professor Cedric Reinhardt, who was of the Imperial College wished to organize an excursion to the Glade of Dragons to seek out magical creatures and study them. A request was sent out to the Enlightened Kingdom of Luminion to enter with the study group, this request was granted on the condition that the humans only went into the wilderness with Elven guides with them to ensure their and the local wildlife’s safety. As the two sides were attempting to arrange a date on which the excursion was to take place, Cedric ran out of patience and organized a second secret excursion by himself. Cedric alongside a class of students crossed the eastern border in secret and traveled to the glade, avoiding any High Elven patrols or border guards as best he could. Eventually, his party found itself in the vast magical forests just south of the Elven capital city of Luminion. The party prowled the forests for a few days, marveling at the creatures, structures, and beauty in the region. The mission seemed to be a success until on the way back to the border, the party ran into an ominous-looking ritual site just south of the city of Luminion. Against better instincts, Cedric wished to investigate this site and found a mysterious necromantic artifact. Upon closer inspection, it seemed like a magically charged item, and Cedric tried using it to see if it did anything. This naive mindset quickly resulted in disaster as the artifact suddenly awoke and possessed one in the party, this person started chanting voidal gibberish that awoke those buried underneath the ritual site. Skeletons and specters arose from the depths of the soil and relentlessly attacked the party. The lightly armed group stood no chance against this onslaught and many were slain and wounded. This went on until the group somehow managed to disarm the voidal artifact, making the undead crumble back into the ground once more. The battered remnants of the party quickly collected their wounded and made way for Luminion City in the hope that the Elven medics would be able to save their wounded.&lt;br /&gt;
&lt;br /&gt;
The Elves did everything in their might to save as many people as they could while the Therri’cill, Aldir’tor Zaithrall was summoned to assess the situation and figure out what led to this disaster. When asked, Cedric claimed they were ambushed by a voidal creature on the road as they traveled, and when asked what triggered the attack itself, Cedric claimed innocence and that nothing, in particular, seemed to have attracted any voidal activity. Cedric’s party was sent on their way home after a few days of recovery while the most severely wounded stayed behind for further treatment. The party received a signed letter from the Therri’cill requesting an audience with Kaiser Philipp to discuss a proper punishment for the trespasses of the Imperial students. When the meeting was eventually held in Adelsburg, Philipp accidentally told the Therri’cill about the voidal artifact that Cedric instead of leaving behind, decided to hide and take with him back to Adelsburg. Aldir’tor was furious at this remark as he was lied to by Cedric and claimed that withholding crucial information like this severely endangered the Enlightened Kingdom. Philipp too was baffled for Cedric told him that the Therri’cill was made aware of the whole incident, including the fact that it was triggered when investigating a necromantic artifact. As this lie was uncovered it was swiftly decided that Cedric deserved severe punishment, the Therri’cill demanded death, yet Philipp was unwilling to execute one of his knights for in his eyes a minor incident and ordered him to be whipped fifty times instead. The punishment was carried out before the dissatisfied Therri’cill’s eyes and he went home swearing he would serve justice in his own way for no one lies and endangers the Enlightened Kingdom and gets away with it.&lt;br /&gt;
&lt;br /&gt;
The High Elves swiftly took action after this as they hired a group of mercenary orcs to abduct Cedric and return him to Luminion to stand trial in the Elven court. It then did not take long before Cedric was ruthlessly taken from a feast in Norbüren and taken to the Orcish holdout of Zadh-Nadrozz. It was here where the nature of the abduction was revealed as when Cedric was brought forth to be tortured, he found an elven party led by Aldir’tor himself present to collect him after the faulskins were done with him. The chieftain of the hold, Gaerth, took Cedric’s hand as a trophy after degrading and torturing him for a while and then handed him over to the Elves who swiftly rode him to Luminion, patched him up, and brought him before the citizen council to stand trial publicly for his transgressions. The elves, demanding justice to be served ordered that Cedric’s eyes are to be ripped out before being sent back to Adelsburg as a warning. A horrific fate, yet he could call himself lucky as the elf in charge of carrying out his sentence outside the city felt pity for the already severely wounded Cedric and only took a singular eye before releasing him back into the empire.&lt;br /&gt;
&lt;br /&gt;
==== On the Brink of War ====&lt;br /&gt;
When Cedric was found and brought before the Emperor, he was horrified at the sight and almost couldn’t fathom how this could be the so-called divine justice the Therri’cill was looking for. Cedric’s wounds were festering and would start to infect during his recovery, making him lose half his face and develop a terrible condition known as leprosy as a result. The Emperor was enraged by the sight and sent an ultimatum to the Enlightened Kingdom, demanding they repay the damage done, or face war so the empire will serve justice itself. This ultimatum was met with the usual pompous derogatory speech that was to be expected from the High Elves of Luminion and after this brief exchange, war seemed inevitable. Both sides started mustering their forces and the occasional skirmishes at the border were reported swiftly after. A company of knights who crossed into Luminion were captured and high elven border patrols were snatched off the road by imperial ambushes and put into captivity. While this was going on, Emperor Philipp had drafted the war declaration on the High Elves and was about to send a bird to deliver the formal declaration as the conflict was abruptly halted by the sudden rise of the armies of the Lord of Bones to their south. This new and far more dangerous foe that appeared all over their lands out of nowhere turned the two rallied armies into uneasy allies for the time being. The two sides managed to put aside their differences and eventually, the situation calmed as the need for a unified mortal stand against the rising forces of the undead greatly overshadowed the need to fight for the pride against one another. The unified war against the undead scourge came to a head towards the end of 1529 when the forces of life led by Emperor Philipp and A’mos Zaithrall of Luminion clashed with the undead armies of Mordazan in the battle of the black obelisk where they after a long and grueling battle failed to stop the summoning of this so-called Lord of Bones to the mortal plain. A defeat that would haunt them for years to come.&lt;br /&gt;
&lt;br /&gt;
Another thing that would haunt the empire for years to come was the establishment of the new Hinterlander Republic of Raevendrecht in the north. A process that was sped up immensely as during the tension of 1528 and 1529, the High Elves allied themselves with the scattered Hintish forces led by Silas Moetiour- van Leuveren, aiding them to establish the new republic to make a stand against the Empire.&lt;br /&gt;
&lt;br /&gt;
=== The Hadrian-Raevendrecht War (1530 - 1532 AFS) ===&lt;br /&gt;
After a shaky peace was established with the Elves after the battle of the Black Obelisk, Emperor Philipp turned his attention northwards to the newly established Hinterlander Republic. Raevendrecht branded itself as a free state where every man was a king and equal rights for everyone is kept in high regard. A pathetic structure from an Imperial perspective. Emperor Philipp devised a plan with his council to absorb the hinterlanders back into the empire as they had done many times before and through that realize the vision of rebuilding in his words “Großhadriana”. An empire stretching from the sandy borders of Anjyarr in the south to the icy gates of Dar-ach Denur in the north. All that stood in the way of this vision was the new Hintish Republic. Philipp’s government led by the new head of the Imperial Duma, Sine Verrador, a refugee from the republic, presented a plan to realize the imperial vision of the Emperor and send an ultimatum, demanding the Hinterlanders to rejoin the empire, to the Stadtholder’s office. The proposal was presented at the perfect moment for only weeks before, the northern border bridge had allegedly been attacked and vandalized by the Republic’s forces, enraging the public and local nobility. The proposal of forced annexation was one many voted in favor of in a day and age where nationalism was a strong factor as a result of Philipp’s early reforms. And so it was done, the ultimatum was sent out the next week.&lt;br /&gt;
&lt;br /&gt;
A reply followed quickly in which the Hinterlanders, as expected, rejected the ultimatum. This prompted the Hadrian government to send a second ultimatum, asking them to either reconsider the offer presented or face conquest. While this diplomatic back and forth was going on, Emperor Philipp employed the aid of a feared mercenary company known as the Order of Lazarus hailing from Castle Helstein. They were to act as the fist of the Imperial armed forces against the Republic’s defenses. The second ultimatum was turned down as well and when that final republican reply reached the imperial court, both sides prepared for war. The Hadrian government officially [[The Hadrian-Raevendrecht War|declared war]] on Saintsday the 1st of Firstseed, 1532.&lt;br /&gt;
&lt;br /&gt;
==== The raid of Raevendrecht (Moonday 30, Highbloom, 1532) ====&lt;br /&gt;
[[File:Raid.png|thumb|400x400px|The Hadrian raiders entering Raevendrecht through the unguarded western gate]]&lt;br /&gt;
The first strike of the war followed soon as the “fists” of the war, the Helstein company aided by troops from the Imperial Army under the command of Siegfried od Albion opened a surprise assault on the Republic’s capital, Raevendrecht, on the 30th of Highbloom, 1532. The attackers had been lurking in the forest around the capital for some time, patiently awaiting the perfect moment to strike. This moment presented itself at nightfall on the 30th when most sentries returned to their barracks, leaving the western gate completely undefended. A war horn was blown as the troops poured from the forests beside the gate, overwhelming the few active troops sent to defend the gate. When the Hadrians poured into the capital proper, Stadtholder Silas ordered a retreat to the city castle in the hope to make a stand against the attackers there. Many lone soldiers were stranded outside the closed castle gates as the attackers relentlessly cut their way through the city. When the Hadrian force eventually reached the castle gates, they contemplated if it was possible to attack the castle to achieve their goal of capturing the Stadtholder. After counting their troops, Commander Siegfried came to the conclusion that an assault is in fact possible and should be attempted. And so it was done, the forces of the Hadrian Army attacked Silas’ castle in the heart of Raevendrecht and managed to breach it by lockpicking through the side doors of the main castle gate which were not locked properly. &lt;br /&gt;
&lt;br /&gt;
The castle was breached and the once quiet halls of the Stadtholder's personal headquarters were now filled with the sound of clashing swords and the screams of men, slain by the swords of the Hadrian Army. The castle was occupied shortly after. The raiders now searched in any nook and cranny of the castle in search of the Stadtholder. They had little time to complete this mission as the uncle of Silas, Johann, was outside in the city, rallying the Raevendrecht garrison properly and prepared to assault the castle to retake it and capture the Hadrian military command. Siegfried’s company eventually reached the highest tower of the castle where behind a locked door, Silas was hiding. When the Stadtholder knew he was found, he opened the door and made a valiant last stand against Siegfried and his two guards, killing one and wounding Siegfried before being taken out and captured. Silas was put in iron cuffs and quickly smuggled out of the city alongside the remainder of the raiders, they escaped Johann’s main force just in time as they swiftly rode back to Adelsburg carrying their prize.&lt;br /&gt;
&lt;br /&gt;
===== A stadtholder in chains =====&lt;br /&gt;
[[File:FlipxSilas.png|thumb|Stadtholder [[Silas van Leuveren|Silas]] was brought before Emperor [[Philipp Wilhelm II|Philipp]] in the Imperial Palace after his capture.]]&lt;br /&gt;
[[File:Silas in prison.png|thumb|Silas in prison]]&lt;br /&gt;
Back in Adelsburg, Silas faced Emperor Philipp as he was once again offered to surrender and join the greater empire as its vassal, Silas refused and was tortured for a week, losing an ear and a finger in the process before being sent home by orders of Emperor Philipp. Why this was done is not particularly clear, but the general consensus is that it was an act of generosity and a way to induce fear when the Republicans saw their leader come home, beaten and battered like that. This sudden release greatly annoyed Lord-Commander Siegfried for Silas’ release felt as if all his work and the blood he spilled to achieve his goals were for nothing.&lt;br /&gt;
&lt;br /&gt;
==== Der Fluss Landing (Marketday 6, Greenfall, 1532) ====&lt;br /&gt;
After the release of Silas, both sides knew that the next major engagement would decide the fate of this war. The Republic’s army crossed into Flussland and besieged lord Janczyck’s castle Lunburg, while the Hadrian army made a landing on the northern side of the river. When news of the siege of Lunburg castle reached the Hadrian army command, a choice was made that before marching for the capital city of Raevendrecht once more, they should first turn back and rid their lands of the Republic’s army whose way to Adelsburg would be open if they managed to take castle Lunburg. The long march back south came to an end at the river Veine’s shores as on the other side, the banners of the Republic’s army dominated the field. The entire province had by this time been occupied and the last Hadrian holdout remained in Castle Lunburg itself.&lt;br /&gt;
[[File:Flusslanding.png|thumb|Troops of the [[The Hadrian Empire|Hadrian Empire]] (front) skirmishing with soldiers of the [[Republic of Raevendrecht]] (back) during Der Fluss Landing]]&lt;br /&gt;
A long stalemate ensued, only broken when the Lazarus mercenary company under the command of Mordrael Morosov convinced the Hadrian command to conduct a landing operation. The Hadrian army managed to land on the southern shores of the Veine just outside Castle Lunburg. The Republic’s cavalry who prowled the area declined to engage the landing force for they were extremely outnumbered and decided to retreat to the main fighting force, making the Hadrian landing go completely unopposed. Proper fighting started in the thick vegetation of the Flussland hills outside the castle. The Hadrian infantry was briefly surprised as the enemy levymen soared over the hill and engaged the Hadrian army frontally. The Hadrians were forced to retreat after suffering heavy losses until a counterattack was ordered after the army managed to rally itself. This counterattack managed to capitalize on the Republic’s army overstretching itself after its initial victory, isolating small pockets of Raevendrecht’s troops from the main force and eliminating them. Through this tactic, the Republic’s army started to disintegrate quickly. The remnants of the Republic’s army, after losing its capability to fight the Hadrians directly, engaged in hit-and-run attacks for a few more hours before a retreat was called by the republic’s central military command.&lt;br /&gt;
&lt;br /&gt;
The day ended in a decisive Hadrian victory, paving the way for the siege of Raevendrecht and the end of the Republic.&lt;br /&gt;
&lt;br /&gt;
=== Sine Verrador’s Betrayal (1532 AFS) ===&lt;br /&gt;
The war was an astonishing success in the eyes of the Hadrian Empire, Emperor Philipp’s vision of a greater Hadriana would soon be realized. To celebrate the victory in Flüssland, the Emperor organized a medal ceremony to honor those who fought in the battle and led the Hadrian army to victory. The ceremony was to be held in the Imperial Palace of Adelsburg. Both Hadrian officials and Helstein’s men were invited to take part in the celebration and ponder over the world that was to come after the war. Though in reality, the fate of both the war and Hadriana as a whole took a terrifying turn during this event.&lt;br /&gt;
&lt;br /&gt;
Not long before the celebration, Siegfried od Albion, Lord-Commander of the Hadrian army, and Sine Verrader, Head of the Imperial Duma, met with the leadership of Helstein’s order, convincing them that the Emperor was low on Andros and ordered the two to not pay the mercenaries for their hard work on the battlefield. A promise was made that if the mercenaries assisted the two in overtaking the reigns of the Empire, they would pay them double for their efforts, an offer the order gladly agreed to. In reality, both Sine and Siegfried had been conspiring to take the throne ever since the Emperor allowed Silas to walk free after his capture, resulting in many more lives lost for in their eyes nothing but personal glory for Philipp. They wished to rid themselves of Philipp, whose health had been declining for some time as both his old wounds and ever-increasing age started to catch up with him, crown-prince Karl, who they deemed weak and unfit to rule the empire, and the remainder of the living royal family, and so it was settled. The mercenaries and Imperial Army positioned themselves in the throne room where the ceremony was to be held and after Sine’s opening speech, all involved drew their swords. Sine was the first to strike and with a single thrust into Philipp’s chest, his life was ended. In his last moment, a singular tear rolled down his cheek as he realized that he was once again betrayed by his closest friends and allies, yet this time, the only way out was death. Crown Prince Karl, frightened by the sudden chaos, drew his sword in defense, this was then used to justify an attack against him. Siegfried approached the young prince from behind and with a singular blow to the neck, separated his head from his shoulders, leaving him dead as well.&lt;br /&gt;
[[File:Coup.png|thumb|The Helstein Mercenaries led by [[Sine Verrador]] and [[Siegfried od Albion]] draw their weapons on the Imperial Family.]]&lt;br /&gt;
The last man standing after the imperial guard was cut down was Ser Wyatt, a close friend and ally of the throne. While the imperial family and guard were cut down, he lunged himself at the traitors, cutting down eight of them before being overpowered and slain. The traitors moved quickly after they murdered everyone in the room and captured any loyalist noble and knight present in Adelsburg. Helstein’s armies rode out to the estates of said loyal nobles and knights and occupied their holdings. Most of the Imperial provinces were swiftly brought under Sine’s control, yet his search for the remaining Lichtenfelts was far from successful. While he managed to place Empress Anzhelika under house arrest in the imperial palace, the remaining three children were smuggled out of the city by loyalists, Helena and Hugo were brought to Luminion, while Katherina was smuggled into the Republic of Raevendrecht. Meanwhile, Philipp’s brother, Diederick-Gobel, was stationed in Castle Lunburg together with Lord Janczyck-Mariusz Tzyrnowski and did not attend the ceremony. When news reached them of what happened, Janczyck cursed at the usurper’s envoy who came to demand Janczyck’s loyalty and Diederick’s delivery to the capital. In response to the chaos, the last bastion of the loyalist faction split off from Hadriana, standing defiant against Sine’s new imperium.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of the Electoral Imperium of Hadriana (1533 AFS) ===&lt;br /&gt;
As the imperial provinces were being consolidated by Sine’s usurper armies, they sent a Helstein company to besiege Castle Lunburg to force them into submission. Though they greatly underestimated the strength of the northern bastion. Any attack launched at the castle did not even manage to breach even the outer walls. The frustration of failure combined with pressure from a reforming Republic’s army that was rumored to have aligned with Janczyck's remaining forces eventually forced the traitor legions to retreat from the province. Sine quickly opened peace negotiations with the Republic and now that he had pretty much lost his entire dominant negotiation position through this action and instead of a grand conquest, the empire was forced to give up the rebellious province and accept a meagre white peace besides that. The imperial province officially joined the republic officially shortly after the Peace of Luminion was signed.&lt;br /&gt;
&lt;br /&gt;
The months following this peace were relatively quiet, yet very stressful for the new so-called Supreme Chancellor of Hadriana. Many of the populous and the established nobility and clergy did not support his rule so most of the year 1533 was spent ridding the empire of every relevant person who had any sort of criticism towards the regime. Even the Vater of the Alderist temple was replaced with who would be known as the false shepherd after he was driven out. &lt;br /&gt;
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Another subject plaguing the Imperium is the complete lack of any foreign relations due to them going unrecognized by anyone. The Enlightened Kingdom of Luminion against everyone’s expectations refused to recognize the rule of Sine and saw Diederick or Hugo as the rightful ruler of the empire. This may naturally be fueled by the fact they held two of Philip’s children in Luminion. This blockade on the international playing field placed the Imperium practically in isolation together with the Helstein mercenary company, whose only employer from that point on would be Sine and the Hadrian usurper government.&lt;br /&gt;
&lt;br /&gt;
=== The Rise of Diederick and the Restoration of The Hadrian Empire (1534 - 1535 AFS) ===&lt;br /&gt;
While Sine’s government was struggling to settle itself as a legitimate political body on the content, an army was gathering in the separated province of Flussland. [[Diederick-Gobel von Lichtenfelts]] unveiled himself and placed himself as a rallying point for any old loyalist to flow to. And throughout the year, many citizens, soldiers, clergymen, and exiled noble families rallied behind [[Diederick-Gobel von Lichtenfelts|Diederick]] and joined his liberation front. This naturally did not go unnoticed and many of Sine’s agents attempted to infiltrate [[Diederick-Gobel von Lichtenfelts|Diederick]]’s forces to sabotage the cause, this had limited effect. Besides these infiltration missions, Helstein’s forces often patrolled the region and attacked isolated loyalists to widdle down Diederick’s numbers. This initially was a successful strategy, yet as more raids happened, the loyalist forces adapted and captured and executed more and more of Helstein’s mercenaries, drastically reducing the already dwindling numbers of Sine’s army even further.&lt;br /&gt;
[[File:Diederick.png|thumb|[[Diederick-Gobel von Lichtenfelts|Diederick]] in [[Adelsburg]] shortly after entering it for the first time since his exile.]]&lt;br /&gt;
The loyalist front was growing quickly, yet with that came an increasing difficulty to be allowed to remain within Lunburg. Not because lord Tzyrnowski was against the cause, but because housing “rebel groups” went directly against the treaty of Luminion and therefore could be used as a casus belli to attack the Republic who currently ruled over Lunburg. Diederick pulled on all political strings he could find within the republic in an attempt to extend his stay for as long as he could. This time was used to grow his loyalist group into a formidable army and when the time came to strike, a message was delivered by Cain Eldrick, one of Sine’s government officials who had flirted with the idea of defecting before, stating that Sine’s government and Helstein had abandoned Adelsburg in the wake of the invasion and vanished south, never to be seen again. Internal division and the lack of a standing army prompted Sine’s government to flee with all the wealth they could get their hands on and leave this broken empire behind.&lt;br /&gt;
&lt;br /&gt;
Diederick would soon after reach Adelsburg and find only but a shadow of its former self. The streets were empty, stores plundered and ruined, the palace was in ruins and the Grand Cathedral of Alder stood defiled as its centerpiece. A lot of work had yet to be done, but with his newly acquired loyalists by Diederick’s side, there was hope for a bright future. Diederick’s first action would be to clean the streets of the capital in an effort he called “the great sweep” to return the capital to a somewhat decent state. Next, Diederick would appoint a handful of officials to start rebuilding the empire. The later months of 1534 were marked by great reform as the noble houses in exile were reinstated, and a functioning body of government in the form of the Imperial Diet was created. This Diet did somewhat return to a style of government akin to what Matthias created back in 1524, with the noble class ruling the empire together while the commoners were only involved in local politics. Diederick knew that this new empire was too big for a single council of nobles to rule, and therefore also undid many of Philipp’s national unity reforms and returned much autonomy to the provinces in return for a regular tribute to rebuild the treasury. Political channels were reopened with the surrounding states, including the newly established Kingdom of Eisarnknoth, another break-away imperial state created by Lady Aleksandra. The two swiftly formed an alliance and all seemed well in the empire for a little while. Yet this was ruthlessly disturbed by one of the last lurking members of Helstein’s mercenaries, Argyle, who attempted to assassinate the Emperor during a public feast to celebrate the liberation of the empire. Argyle ruthlessly hacked in on the Emperor but was unable to kill him. Diederick, through his many years in service on the frontier in the north, had become a powerful warrior and was not plagued by the handicaps his brother suffered from. As the guards and guests joined in and attacked Argyle from behind, Diederick took up his sword and fought the assassin head-on, eventually knocking him off his feet before plunging his sword through the man’s visor and skull, ending the last of Helstein’s rabble.&lt;br /&gt;
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Diederick would be coronated at the dawn of 1535 and started a small-scale military campaign to occupy Castle Helstein, ending the last reminder of the usurpers and their reign of terror. It was truly the beginning of a new era, an era that has yet to be written.&lt;br /&gt;
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== Useful Links ==&lt;br /&gt;
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* [[Heraldry of the Hadrian Empire]]&lt;br /&gt;
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{{Navtable_Nations|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Adelsburg&amp;diff=6976</id>
		<title>Adelsburg</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Adelsburg&amp;diff=6976"/>
		<updated>2025-03-21T06:02:10Z</updated>

		<summary type="html">&lt;p&gt;Erik: &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;
|+Reichshaubtstad, Adelsburg&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:AdelsburgCrest.png|center|frameless|324x324px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|The Iron Bastion, The Imperial Jewel&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 1522 by [[Roderick Withmond]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Governing'''&lt;br /&gt;
'''Body'''&lt;br /&gt;
|The Imperial Diet&lt;br /&gt;
The Imperial Council&lt;br /&gt;
|-&lt;br /&gt;
|'''Kaiser'''&lt;br /&gt;
'''Kaiserin'''&lt;br /&gt;
|[[Diederick-Gobel von Lichtenfelts]]&lt;br /&gt;
[[Veredra Kerstin Fischer]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Bürgermeister'''&lt;br /&gt;
|[[Friederich von Bergwald-Holstein]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Vater'''&lt;br /&gt;
|[[Vater Gregor I]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Language(s)''':&lt;br /&gt;
|Common, Attian dialect&lt;br /&gt;
|}&lt;br /&gt;
==Adelsburg==&lt;br /&gt;
The Imperial Capital of Adelsburg, better known as der Reichshaubtstad Adelsburg in low-Attian, is the Capital and largest city of the [[The Hadrian Empire|Hadrian Empire]]. It is located in the Grand Principality of Brandenhafen, with the spine of Eden’s western branch to its north, and the Al’Hadar deep to its south.&lt;br /&gt;
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== Founding ==&lt;br /&gt;
Founded by King [[Roderick Withmond]] in the year 1522, the city of Adelsburg has stood strong as the beacon of humanity ever since. To date, the city mostly houses a large population of [[The Attian Humans|Attians]], and a decently sized [[Hinterlanders|Hinterlander]] minority also settled within its walls.&lt;br /&gt;
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== Evolution of Adelsburg ==&lt;br /&gt;
These walls, which tower over the forests that surround the city can often be spotted from miles away. Originally, they were constructed as a simple barricade consisting of battlements and sparse towers. Yet this fortification, designed with only a primitive understanding of the coastal region it was built in, quickly fell into decay. This occurred chiefly on the southern side of the city, where the soil was much looser the closer you stepped toward the beach. Hence, during the reign of [[Philipp Wilhelm II|Kaiser Philipp Wilhelm II]], a revision of the city walls was ordered. Whilst the north, east, and west sides needed only to be strengthened, the south side had to be rebuilt as a whole. This time more attention was placed into a proper foundation. This rework also saw the addition of wooden ramparts to the city walls, an early prototype that would soon be used throughout the entire Empire. &lt;br /&gt;
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Yet it was during Kaiser [[Diederick-Gobel von Lichtenfelts|Diederick-Göbel von Lichtenfelts]]' reign that the Imperial Capital saw its biggest and most impactful changes. Soon after Kaiser Diederick ascended the throne he ordered the most esteemed architects he had gathered, to sit down at their drawing tables to redesign the city that had fallen into decay due to the poor ruling of the Supreme Chancellor.&lt;br /&gt;
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Under [[Sine Verrador|Sine Verradors]] reign the city had been left to rot and decay. Homes were pillaged and temples defiled. There was nothing left of the gem of the west. The Usurper had the [[Alderism|Temple of Alder]] fully stripped of its riches on the inside, no bench nor statue or had been left untouched. The widely popular and famous tavern had its colorful artworks and banners discarded, its silverware stolen and its workers killed. The streets were in ruin, as buildings, or what was left of them, crumbled, and nature slowly started to take over. Threatening to destroy the city and its legacy once and for all.&lt;br /&gt;
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''“I made my way inside and what I found was a pillaged and empty place that was once the seat of the holy imperial crown.'' &lt;br /&gt;
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''As I entered the throne room I saw the carpet still stained with the dry blood of those who stood to protect their home and liege”.'' &lt;br /&gt;
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''- Diederick-Göbel von Lichtenfelts after capturing Adelsburg, 1534''&lt;br /&gt;
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After a devastating reign of Predecessor [[Sine Verrador|Sine]], a rebuild was swiftly agreed upon and scheduled to begin in 1534. Construction began with a new Imperial Palace, one that would tower over the city, marking a new age for all Hadrians and its architecture. Soon after, the walls of Adelsburg were torn down ready to be reconstructed from the ground up from its ruins. Yet this time bigger, stronger, and taller than ever before. The architects had taken the original design of a brick wall with wooden ramparts and refined it. Not only did they make the walls taller to increase the sightline of the archers that would man the ramparts, but they also added another level in the wall itself, with additional arrow slits that offer sightlines closer to the wall itself, making it nearly impossible for a besieger to get close.&lt;br /&gt;
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Additionally, towers had been radically redesigned. Most towers appear as an extrusion on the wall, these extrusions that can be seen every approximately 100 meters are slightly taller than the wall itself and offer three levels of archery positions instead of two. On the four corners of the city, large round towers were placed that, like those extrusions, offer three layers of archery positions that have a 90-degree view of their surroundings.&lt;br /&gt;
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Additionally, this new and improved city wall also meant a drastic redesign of its gatehouses was needed. The eastern gatehouse, the Kaiser’s Tor, was swiftly torn down, and its materials were used to construct its replacement. Though grander, and generally larger in size, much of the old design, which consisted of 4 diorite towers in a square formation was carried over into the current rendition, Once completed a drawbridge was added, to provide additional protection. On the south side, the then dormant and barely used southern gate, the Schadel Tor, was changed into a large diorite tower, this tower would be connected to a drawbridge, which would eventually be connected to the port.&lt;br /&gt;
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Yet, before this port, which until then had consisted of only a few buildings, could be constructed, it was up to the architects and workers of the [[The Hadrian Empire|Hadrian Empire]] to finish everything within the city walls. As plans were made for reconstruction within city walls, chroniclers of the Empire delved into the archives to find descriptions of the city as it had been in the past.&lt;br /&gt;
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=== First rendition (1522 - 1525) ===&lt;br /&gt;
[[File:AdelsburgV1.png|thumb|The First Rendition of Adelsburg (1522 - 1525)]]&lt;br /&gt;
In the first rendition of Adelsburg, founded by [[Roderick Withmond]], the city mostly revolved around a major street that cut the city in half, a northern and southern district. On the south side of this street, the tavern of the legendary [[Boris Krüger]] could be found, as well as tall townhouses that mostly consisted of stepped gable facades, directly opposite this street stood the temple, a rather long diorite building with a protruding clocktower standing tall. Adjacent to the east of this temple was the school, within close proximity to the city stables. Further westbound, the southern city wall was connected to a larger building that had a small courtyard for military purposes, this west side of the city also housed the largest building of Adelsburg, a large council building that consisted of four small towers, each on every corner, and a large though not very tall tower sticking out it’s middle.&lt;br /&gt;
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=== Second rendition (1525 - 1534) ===&lt;br /&gt;
[[File:AdelsburgV2.png|thumb|The Second Rendition of Adelsburg (1525 - 1534)]]&lt;br /&gt;
The second rendition of Adelsburg was ordered under Kaiser [[Philipp Wilhelm II]], who after the revision of the walls and the addition of the ramparts, noticed a sudden growth of the Hadrian populace. [[The Hadrian Empire]] desired a greater capital, and so, plans were made. At the time, these plans felt ground-breaking. It appeared as if a whole new city was to be built, yet in reality, all that happened was a form of upgrading. As stated before, the wall had already been taken care of before the construction of the city inside those walls began. Most of the layout of the previous city was kept intact. The military courtyard remained in the same position, yet was expanded into a military fort of a decent size. Additionally, the gatehouse that parted the city in half, city stables, and [[Alderism|temple]] also remained in the same location. Of the buildings that remained, it was the temple that saw the biggest change, especially in external appearance. Most of the temple's interior remained the same, while the outside was changed to brick. Not only was the exterior changed to brick, but it also had its one sole tower torn down, and replaced for a larger facade. This grand facade within it a beautifully adorned stained glass art piece, had one spire protruding on the left of it, while the right side remained flattened. Adjacent to the temple was still the school building, though now swapped from the eastern side to the west. &lt;br /&gt;
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The temple sat in the same location as the previous one, though the area in front of it had been transfigured. Instead of a street that passed straight in front of it, the city now had its first city square. This square was surrounded by the facades of the many shops that Adelsburg owned, as well as the Imperial Library and the Adelsburg Tavern. Finally, after all that construction had been completed it was time for the soon-to-be crown jewel of the Imperial Capital,  the Imperial Palace.&lt;br /&gt;
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Located on the far north-west corner of the city the first Imperial Palace stood tall over the many smokestacks that filled the skyline. With a grand living tower rising from its middle it offered a great view over the city and the vast lands around it. Its grand halls served the nobility well, and many a feast was held there. At least, until the untimely assassination of Kaiser Philipp Wilhelm II in 1532, after which it fell into a quick decay under the rule of [[Sine Verrador]].&lt;br /&gt;
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=== Third rendition (1534 - Current) ===&lt;br /&gt;
Things bring us back to the third rendition, which as previously mentioned started with the build of an even grander Imperial Palace. At the end of [[Philipp Wilhelm II|Philipps]] rule, he had grown unhappy with the result the construction of his palace brought forward. The then Kaiser had new blueprints drawn up and the Hadrian stonemasons had been ordered to start their work. They refused, unhappy with the immediate rebuild of the former palace that had not been completed long ago, they went on strike. This strike lasted briefly until Philipp untimely passed away, after which the plans were decommissioned by his usurper [[Sine Verrador|Sine Verrado]]&amp;lt;nowiki/&amp;gt;r.&lt;br /&gt;
[[File:Adelsburg V3.png|thumb|The Third Rendition of Adelsburg (1534 - Current)]]&lt;br /&gt;
However, Kaiser [[Diederick-Gobel von Lichtenfelts|Diederick]] stumbled upon the plans for the new palace and immediately ordered its construction, as well as the deconstruction and upgrading of the city walls as previously mentioned. However, the rebuilding of the city that had fallen into decay would not be limited to such. Radical changes were going to be made. Instead of a long central street a square formed behind the main gate. This square, known as Wyatts Platz, acts as a buffer to the rest of the city during times of sieges and houses a smith, the [[Friederich von Bergwald-Holstein|Bergwald-Holstein]] brewery, and a gate towards the military area of the capital. &lt;br /&gt;
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Once on the Wyatts Platz, there are two possible directions of travel. Whereas one leads to the military area, the other leads deeper into the city. This military quarter, south of the square, had been totally relocated in relation to the second rendition. The castle that houses the Reichsarmee was deconstructed and is now moved towards the southeast corner of the city wall. This brick castle, which protrudes above the wall with four large corner towers, is strategically placed in between both gates, offering great additional protection to one of the most vulnerable areas of the city, as well as extra protection to the adjacent diet hall. Following the other street that goes west from Wyatts Platz through a gate below the tavern. One would make it onto the grand square of the Imperial Capital. Philipps Platz as it’s called, is the largest square of the Imperial Capital and the heart of the city. Adjacent to this square are large townhouses that carry an uncanny resemblance to the old step-gabled facades of the first and second Adelsburg renditions. In these townhouses that encircle Philipps square one is most likely to find shops, as well as the hospital, bank, tavern, and library. From this square, there are yet another two directions of travel, north and south.&lt;br /&gt;
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On the northern side, there is a large bronze statue of [[Alderism|Alder]] [[Alderism|Himmelschwert]] on horseback, this statue stands tall in front of the [[Alderism|Grand Temple of Alder]] which is roughly located in the same spot as the previous temple renditions. Reached by having to scale a few steps, the current temple stands tall over all other buildings in the capital, except for the Imperial Palace. This large diorite building consists of a large main dome, with eight towers around it. On the top of the dome is another statue of Alder, this time one where he is portrayed standing, with his sword towards the sky. Furthermore,, there is not much of worth in the north side of Adelsburg, except for the Temple Quarters east of the temple, which include the [[Gregor von Volker I|Vater's]] residence, clergy buildings, and the entry to the Imperial crypts. &lt;br /&gt;
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Going back to [[Philipp Wilhelm II|Philipps]] Platz, past the large statue of Alder, and the statue of Kaiser [[Philipp Wilhelm II]] there is a street to the south. This street, with on its left the taverns garden, and on its right the Imperial Bank and library, connects Philipps Platz to a square named after his son, [[Karl Philipp von Lichtenfelts|Karl Philipp I von Lichtenfelts]]. Karls Platz is mostly surrounded by regular residential townhouses, except for two buildings. These are the Imperial University of Adelsburg and the [[Friederich von Bergwald-Holstein|Bürgermeisters]] office, the latter being located above the second gateway that leads out of the south side of the city. &lt;br /&gt;
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Furthermore, there are a few gates that connect the eastern side of the city, which consists of Wyatt Square, Karls Square, and Philipps Square with the west side of the city. Whilst the east of the city mainly consists of shop fronts and other places for craftsmanship the west is almost only residential. The only thing that is noteworthy in this part of the city is the road that connects the city to the gates of the Imperial Palace.&lt;br /&gt;
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After the construction of all of this was completed, the last addition to the Imperial Capital was added. Traveling south through the gate below the Bürgermeisters office leads to the Imperial Port. This port, which is the largest of the Empire, is the main area of import and export and the Imperial center of trade.&lt;br /&gt;
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Besides the usual docks, workshops, and port houses there is one building that stands out, a massive crane and storage tower of brick, that stands tall over all other buildings in the port.&lt;br /&gt;
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== Historic Events ==&lt;br /&gt;
The Imperial capital has not only been home to the many residents it has had over the years. It has also proven itself to be quite the theatre for spectacle.  Over the years many great historical events have taken place in der Reichshaubtstad, some more important than others. The first major event that took place in the then-recently completed Adelsburg was the assassination of former King [[Roderick Withmond|Roderick Withmond.]]&lt;br /&gt;
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=== Assassination of Roderick Withmond (1522) ===&lt;br /&gt;
[[Roderick Withmond|Roderick]] had already been asked by [[Vivan De Augaussi]] to lay down his throne and rule in 1522, and had done so. He had given up his rule and instead took the position of Herzog of Hadriana, the town now known as [[Norbüren]]. Yet Vivan was unhappy with his rule of Hertzland province as he got word that Roderick had planned to give out crucial information to [[The Kingdom of Veronia|Veronia's]] enemy [[Wakkerdam]]. King Vivan swiftly responded to these rumors by inviting Roderick Withmond to a council meeting in the large council building that stood on the west side of Adelsburg. Roderick happily took the invitation as he rode onwards to the capital. Once he arrived he moved into the council room, where he was met by King Vivan de Augaussi, Queen [[Wendelin de Augaussi|Wendelin de Augauss]]&amp;lt;nowiki/&amp;gt;i, and some of their loyal servants. A fight ensued as the usurpers tried to end the life of Herzog, yet it was Roderick who managed to escape by jumping through a window. This however proved a leap too far for the fallen King. Once he jumped he landed on the cold hard street below, only to be finished by Vivan with a slow deep stab to his heart.&lt;br /&gt;
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=== The short rule &amp;amp; sudden death of Matthias  (1524-1525) ===&lt;br /&gt;
A few years passed, during which King [[Vivan De Augaussi|Vivan]] and his wife, Queen [[Wendelin de Augaussi|Wendelin]], got lost in the swamps of old Attia. The loss of the King and Queen created a power vacuum, in which the Hadrian people longed for a new leader. [[Matthias Joseph Withmond]] would be the chosen one. After his appointment, it was the young man who managed to bring the shattered human lands together. Under the newly united [[The Hadrian Empire|Hadrian Empire]], the rule of Matthias was one of peace and growing unity. Though this upcoming new age for the empire would be brutally disrupted after only three hundred days as one day, Matthias opened his eyes and found himself terribly weakened without any clear explanation as to why and was swiftly bedridden. The only one allowed by the Emperor’s side during these days was a young prince and ward from the old von Lichtenfelts dynasty, [[Philipp Wilhelm II|Philipp]]. The people of the Empire prayed to [[Alderism|Alder]] and Mortius to spare the young Emperor yet behind closed doors, Matthias’ condition only worsened, eventually making it clear to all around him that the new young Emperor would die childless and incredibly soon. It was only when Matthias himself realized this that he turned to Philipp and according to Philipp named him heir of the Hadrian Empire. Matthias would die peacefully two nights later. He was buried after a week of mourning in the [[Alderism|Grand Temple of Alder]] in Adelsburg. His body remains in the Adelsburg crypts to this day. &lt;br /&gt;
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=== Arnoud's Trial (1526) ===&lt;br /&gt;
[[File:ArnoudTrial.png|thumb|356x356px|Arnoud van Leuveren at his trial in Adelsburg that would determine if he would live or die.]]&lt;br /&gt;
[[Matthias Joseph Withmond|Matthias]] had just passed away when the [[The Hadrian Empire|Hadrian Empire]] was met with yet another problem. [[Arnoud van Leuveren]], Herzog of Wakkerdam had been to the [[Luminion]] court where he had thrown insults at [[Aldir’tor Zaithrall|Aldir’tor Zaithrall's]] daughter and had gravely upset them. Whilst the Luminious court was threatening war if a proper punishment was not handed out, it was Arnoud who fled to the [[The Empire of Anjyarr|Empire of Anjyarr]]. There, he spent a few months in which he quickly befriended the Anjyarri royalty, before eventually returning to the Hadrian Empire on the promise his life would be spared. [[Arnoud van Leuveren|Arnoud]]’s trial was led by Lady Judicar Ma Belov and was attended by Kaiser [[Philipp Wilhelm II|Philipp]] and his retinue personally. Arnoud denied any legal aid offered by the Hadrian state, instead choosing to lead his defense himself. Arnoud held a long speech in which he ridiculed the treatment of Hadrian nobles, the weak response to the Elves, and how he believed him standing trial proved that the Hadrian Empire had devolved into little more than Elven puppets. Sadly for him, his words fell on deaf ears and [[Ma Belov]] who was said to have a personal grudge against Arnoud quickly found him guilty of treason, evading trial, and inciting a war between the Hadrian Empire and Luminion, and against Philipp’s promise, he was sentenced to death by hanging. The moment this sentence was spoken, guards emerged from behind Arnoud and quickly restrained him. Arnoud was quickly dragged from the courtroom as he screamed for Philipp to stop this madness and allow him to live, though his pleas remained unheard and the Emperor sat by as he was taken away. The guards took Arnoud to the eastern gate, opposite of where the Anjyarri escort was camped, and quickly carried out his sentence, hanging him by the neck just outside the city walls. Royal knight [[Cedric Reinhardt]] decapitated the corpse shortly after Arnoud was assumed dead, though it was unclear if the noose or Cedric’s blade ended Lord Arnoud. The last words uttered by the lord were recorded as being “Alicia..” followed by Emperor Philipp stating “Maker guide du, sweet fool.” before returning to the palace, leaving Arnoud’s headless body by the side of the road for all to see.&lt;br /&gt;
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=== Leod's Betrayal (1528) ===&lt;br /&gt;
[[File:LeodBetrayal.png|thumb|352x352px|Ser Leod attacking Kaiser [[Philipp Wilhelm II]] in the Adelsburg palace the guards led by [[Diederick-Gobel von Lichtenfelts]] rush in to save the royal.]]&lt;br /&gt;
The first real challenge to [[Philipp Wilhelm II|Philipp’s]] rule came in the form of a thrust from within, as the general of the Hadrian armed forces, [[Leod Iomharach]], was rumoured to have an affair with the [[Anzhelika Rozhdestvenskij|Hadrian Empress]]. When the rumours reached the kaiser's court, the empress spoke to Emperor Philipp and explained where the rumours hailed from, though strongly rejected any of their truth. The Kaiser was enraged by this news and immediately summoned Leod to the Imperial Palace for questioning under the guise of a simple meeting regarding defensive matters. General Leod came to the palace as he had done many times before for he was considered a friend of the Imperial Family and of Emperor Philipp in particular. As Leod entered, he was led to the eastern balcony where Philipp after briefly playing as if they had a simple meeting and confronted Leod with the matter at hand. Leod attempted to deny any claims of having slept with the empress and simply expressed they were good friends. These words fell on deaf ears and Philipp had tremendous trouble controlling his anger towards his former best friend. Leod noticed that things were swiftly moving south and he decided to act first, in an act of impulse, he drew his sword on the Emperor and challenged him to single combat to resolve the matter. Philipp replied by drawing his own sword and the two were quickly clashing their swords on this balcony. The two friends both had lots of military experience, yet Leod was the better swordsman and as the fight went on, Philipp started to tire, leaving openings in his defense that were exploited by Leod, he slashed Philipp across the face, hitting his right eye and hacked him in the leg, rendering it useless. As the Emperor collapsed, the imperial guard led by Lady Judicar [[Ma Belov]] who heard the struggle outside finally broke down the door to the balcony that Philipp locked and saw the onslaught caused by the struggle. The entire balcony lay covered in blood and the Emperor sat blooded and beaten in the corner, yet still having his sword raised in defense against Leod. Ma and the Imperial Guards swiftly came to Philipp’s defense and cut down Leod, not killing him, but leaving him to die after a slash to the throat that made him collapse. This slash was delivered by Ma, who Leod refused to fight due to their personal relations. Ma though did not hesitate to put the man down, and as a single tear rolled down his cheek, Leod was beaten.&lt;br /&gt;
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Philipp was swiftly taken care of by imperial medics who were able to save his life, though at great cost. The Emperor was now without a leg and missing an eye, crippled and weakened for the remainder of his life. This had a heavy mental toll on the Emperor for not only was the always agile Emperor now chairbound and missing his half his eyesight, he was also betrayed by those closest to him, his best friend and his wife. Most of the ambitious projects that the empire was working on came to almost a complete standstill as without the Emperor’s guidance and direct involvement, it was incredibly difficult to get the nobility and clergy to live by the new reforms. Leod never truly faced justice for his crimes as he was abandoned after being cut down. Yet, he was not mortally wounded and when he saw the opportunity, he lunged off the low-hanging balcony and fled Adelsburg, never to be seen again besides rumors of him having settled down in [[The Empire of Anjyarr|Anjyarr]] like many [[Arnoud van Leuveren|traitors]] of the Hadrian Crown before him.&lt;br /&gt;
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=== Assassination of Philipp II (1532) ===&lt;br /&gt;
After Leod’s betrayel the [[The Hadrian Empire|Hadrian Empire]] had seen a relative time of peace within its borders. Yet otuside its borders it had taken up arms. Kaiser [[Philipp Wilhelm II|Philipp]] had ordered a war on [[Highland Freestate|Raevendrecht]], and Hadriana was progressively gaining territory. To celebrate the victory in Flüssland, the Emperor organized a medal ceremony to honour those who fought in the battle and led the Hadrian army to victory. The ceremony was to be held in the Imperial Palace of Adelsburg. Both Hadrian officials and Helstein’s men were invited to take part in the celebration and ponder over the world that was to come after the war. Though in reality, the fate of both the war and Hadriana as a whole took a terrifying turn during this event.&lt;br /&gt;
[[File:PhilippAssassination.png|thumb|349x349px|The Helstein Mercenary group draw their weapons on Kaiser [[Philipp Wilhelm II]] inside the Adelsburg Imperial Palace.]]&lt;br /&gt;
Not long before the celebration, [[Siegfried od Albion]], Lord-Commander of the Hadrian army, and [[Sine Verrador]], Head of the Imperial Duma, met with the leadership of Helstein’s order, convincing them that the Emperor was low on Andros and ordered the two to not pay the mercenaries for their hard work on the battlefield. A promise was made that if the mercenaries assisted the two in overtaking the reigns of the Empire, they would pay them double for their efforts, an offer the order gladly agreed to. In reality, both Sine and Siegfried had been conspiring to take the throne ever since the Emperor allowed [[Silas van Leuveren|Silas]] to walk free after his capture, resulting in many more lives lost for in their eyes nothing but personal glory for Philipp. They wished to rid themselves of Philipp, whose health had been declining for some time as both his old wounds and ever-increasing age started to catch up with him, crown-prince [[Karl Philipp von Lichtenfelts|Karl]], who they deemed weak and unfit to rule the empire, and the remainder of the living royal family, and so it was settled. The mercenaries and Imperial Army positioned themselves in the throne room where the ceremony was to be held and after Sine’s opening speech, all involved drew their swords. Sine was the first to strike and with a single thrust into Philipp’s chest, his life was ended. In his last moment, a singular tear rolled down his cheek as he realized that he was once again betrayed by his closest friends and allies, yet this time, the only way out was death. Crown Prince Karl, frightened by the sudden chaos, drew his sword in defense, this was then used to justify an attack against him. Siegfried approached the young prince from behind and with a singular blow to the neck, separated his head from his shoulders, leaving him dead as well.&lt;br /&gt;
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The last man standing after the imperial guard was cut down was [[Ser Wyatt]], a close friend and ally of the throne. While the imperial family and guard were cut down, he lunged himself at the traitors, cutting down eight of them before being overpowered and slain. The traitors moved quickly after they murdered everyone in the room and captured any loyalist noble and knight present in Adelsburg. Helstein’s armies rode out to the estates of said loyal nobles and knights and occupied their holdings. Most of the Imperial provinces were swiftly brought under Sine’s control, yet his search for the remaining Lichtenfelts was far from successful. While he managed to place Empress [[Anzhelika Rozhdestvenskij|Anzhelika]] under house arrest in the imperial palace, the remaining three children were smuggled out of the city by loyalists, [[Helena Theodosia von Lichtenfelts|Helena]] and [[Hugo Alekzander von Lichtenfelts|Hugo]] were brought to Luminion, while [[Katherina von Lichtenfelts|Katherina]] was smuggled into the Republic of Raevendrecht. Meanwhile, Philipp’s brother, [[Diederick-Gobel von Lichtenfelts|Diederick-Göbel]], was stationed in Castle [[Lünburg]] together with Lord [[Janczyck-Mariusz Tzyrnowski]] and did not attend the ceremony. When news reached them of what happened, Janczyck cursed at the usurper’s envoy who came to demand Janczyck’s loyalty and Diederick’s delivery to the capital. In response to the chaos, the last bastion of the loyalist faction split off from Hadriana, standing defiant against Sine’s new imperium.&lt;br /&gt;
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== Notable Buildings ==&lt;br /&gt;
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=== The Imperial Palace ===&lt;br /&gt;
[[File:ImperialPalace.png|thumb|The Imperial Palace in Adelsburg]]&lt;br /&gt;
The Imperial Palace of Adelsburg is the seat of the ruling von Lichtenfelts dynasty now led by Kaiser Diederick I. Its construction was ordered around 1528 AFS by Kaiser Philipp II but was only finished under Diederick for there was a worker’s strike that hindered its completion for years. Only after Sine’s rebel forces were driven out of Adelsburg in 1534 AFS was its construction completed. The newly completed palace has many facilities for public events such as a lavish ballroom, throne hall, and gardens surrounding its main construction. The palace has seven bedrooms, two bathrooms, a coaching house, a guardhouse, a raven tower, and a handful of smaller offices and living quarters. A separate side wing of the Imperial Palace is dedicated to housing servants and teachers of the Imperial Family, acting as a small village in and of itself within the palace’s thick walls.&lt;br /&gt;
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=== The Brandenburg ===&lt;br /&gt;
The castle on the southeastern corner of Adelsburg that towers over the area is known as the Brandenburg. The castle was constructed in 1534 - 1535 as part of Kaiser Diederick’s grand renovation of Adelsburg. The defensive structure holds a dungeon block, armory, many small offices, barracks, war horse stables, and a raven tower that doubles as the ErzCupbearer’s private office. The Brandenburg’s primary purpose is the house of the Reichsmarshall’s staff and acts as a base for the Reichsarmee.&lt;br /&gt;
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=== The Grand Cathedral of Alder ===&lt;br /&gt;
[[File:Cathedral.png|thumb|244x244px|The Grand Cathedral of Alder in Adelsburg]]&lt;br /&gt;
Towering over the northern reaches of the Imperial Capital is the Grand Cathedral of Alder and its surrounding clerical district. It is the epicenter of the Alderist faith and the base of operations of the Vater and his personal guards and inquisitors. The Cathedral acts as a refuge for all who seek Alder and his Sentinels. The building itself is a huge diorite stone building decorated with many pillars and elaborate architectural marvels. The building is circular and held up by eight towers, each representing a Sentinel. The only one unrepresented is Dolus. The top of the Cathedral is topped off by a massive copper statue of Alder holding his sword.&lt;br /&gt;
&lt;br /&gt;
=== The Imperial Crypts ===&lt;br /&gt;
Deep below the Grand Cathedral of Alder lie the Imperial Crypts where the remnants of the Imperial family members from Kaiser Matthias and on are buried. Their bodies are kept in crypts with fortified walls to keep any necromancer from using magic to manipulate them and a pair of specially assigned cultists of Mortius keep a constant eye on the graves.&lt;br /&gt;
&lt;br /&gt;
=== Höfbrauhaus Brandenhafen ===&lt;br /&gt;
Standing proudly in the middle of Adelsburg Höfbrauhaus Brandenhafen is the biggest tavern of the Hadrian Empire. Having three entrances connected to three different squares, the tavern is accessible from wherever you come from. Upon entering, the beer maidens run around you as the bustling brauhaus is always busy providing alcoholic beverages and food to its customers. Having a large menu that includes imported drinks as well as locally brewed ones, such as Kronenbier, Alders Weissener and Brandhafen tripel, it is the place to visit during a stay at the Imperial Capital. &lt;br /&gt;
&lt;br /&gt;
== Notable figures living in Adelsburg ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:Center; width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Birth&lt;br /&gt;
Parentage&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Spouse(s)&lt;br /&gt;
Issue&lt;br /&gt;
! style=&amp;quot;width:19%;&amp;quot; |Status&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
! width=&amp;quot;19%&amp;quot; |Title(s)&lt;br /&gt;
|-&lt;br /&gt;
|Kaiser Diederick I&lt;br /&gt;
[[Diederick-Gobel von Lichtenfelts|Diederick-Göbel von Lichtenfelts]]&lt;br /&gt;
|[[File:Diederick-Gobel von Lichtenfelts.png|212x212px]]&lt;br /&gt;
|1492 AFS&lt;br /&gt;
----Son of [[Wilhelm von Lichtenfelts]]&lt;br /&gt;
|Catherine✝, [[Veredra Kerstin Fischer|Veredra]]&lt;br /&gt;
----Wilhelm, Karl, Sylvia, Maximillian, Edda&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:Hadriana2.png|174x174px]]&lt;br /&gt;
|Kaiser of Hadriana, Imperator et Attia&lt;br /&gt;
and Protector of the Realm&lt;br /&gt;
|-&lt;br /&gt;
|Kaiserin Veredra I&lt;br /&gt;
[[Veredra Kerstin Fischer|Veredra Kerstin von Lichtenfelts]]&lt;br /&gt;
|[[File:VeredraSmall.png|190x190px]]&lt;br /&gt;
| 1514 AFS&lt;br /&gt;
----Daughter of [[Frank Fischer]]&lt;br /&gt;
|[[Diederick-Gobel von Lichtenfelts]]&lt;br /&gt;
----Wilhelm, Karl, Sylvia&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:Hadriana2.png|174x174px]]&lt;br /&gt;
| Kaiserin of Hadriana, ErzCupbearer&lt;br /&gt;
|-&lt;br /&gt;
|Vater Gregor I&lt;br /&gt;
[[Gregor von Volker]]&lt;br /&gt;
| [[File:Vater GregorV2.png|224x224px]]&lt;br /&gt;
|1501 AFS&lt;br /&gt;
----Unknown&lt;br /&gt;
|none&lt;br /&gt;
----none&lt;br /&gt;
|Deceased&lt;br /&gt;
✝ 1547 A.F.S.&lt;br /&gt;
|[[File:AlderismSidfriendly.png|174x174px]]&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Vater Gottfried I&lt;br /&gt;
[[Gottfried Fredric Von Wolfhard|Gottfried Fredric von Wolfhard]]&lt;br /&gt;
|[[File:Gottje.png|center|frameless|270x270px]]&lt;br /&gt;
|1510 AFS&lt;br /&gt;
----Son of Fredric Von Wolfhard&lt;br /&gt;
|Taffeta Blossom✝&lt;br /&gt;
----Theodor Von Wolfhard&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:AlderismSidfriendly.png|174x174px]]&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Graf Friederich&lt;br /&gt;
[[Friederich von Bergwald-Holstein]]&lt;br /&gt;
|[[File:Friederich.png|152x152px]]&lt;br /&gt;
|1490 AFS&lt;br /&gt;
----Unknown&lt;br /&gt;
|Helena&lt;br /&gt;
----Balthasar-Göbel&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:FriedjeCrest.png|174x174px]]&lt;br /&gt;
|Graf of Dörne neben das Schwarzwald&lt;br /&gt;
Bürgermeister of Adelsburg, ErzTreasurer&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6975</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6975"/>
		<updated>2025-03-21T06:00:51Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Spartan_180&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|''“To every child of the Order of Enlightenment reading this: Hold fast against the darkness; let your strength be a flicker of hope in the storm that is to come, like a shining star that glistens through the abyss. You will not hold alone forever; soon, others will see your strength and rally around you, and together, you will send evil reeling back into the Hell from which it came. So hold fast, warrior. [[Alderism|Alder]] sees you, and he will not let a Fighter like you go alone into that dark night. He will be with you, even when all seems to be the most lost.”''&lt;br /&gt;
&lt;br /&gt;
'''- Gottfried's first speech as Vater of [[Alderism]], 1550'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Gottfried Fredric Von Wolfhard&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the [[Alderism|Alderist Temple]] or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an [[Alderism|Alderist]] nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the [[Alderism|Alderist]] faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|''“Know why we try to keep the dead alive: we try to keep them alive in order to keep their memory with us. For no one deserves to be forgotten.”''&lt;br /&gt;
'''- Gottfried during a memorial ceremony of the fallen of the Friederich Wall of Flüssland.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first [[The Rotting Plague|Plague]] year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of [[Adelsburg]], witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
[[File:KeineAhnung.png|thumb|465x465px|The burning of a Demonically corrupted tree by Gottfried and the Alderist Clergy]]&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to [[Adelsburg]], where he knelt before the altar of the Oracle [[Alderism|Alder]] Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|''“I have always learned that the Demonic leads to two crimes. You turn away from the path of righteousness and the light, and you abandon [[Alderism|Alder]] as the object of your devotion. For the first, death is merely a just retribution. The second is a heresy so terrible that no punishment can be sufficient. Yet the search for an appropriate penalty continues and will be found!”''&lt;br /&gt;
'''- Gottfried as Black Abbot of the Cult of Mortius, 1545'''&lt;br /&gt;
|}&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to [[Alderism]] had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in [[Adelsburg]] and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of [[Alderism|Alder]] and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
Vater Gregor passed near the end of the revolt. A new Vater had to be elected, and with a fractured clergy, none were worthy enough to the ruling State of the Empire. Gottfried was called forth, be it with an opposing view from the nobility due to his past of breaking his oath in the Cult. In the end, as he was the only worthy candidate not tied to any connections of the rebels of Flüssland, Gottfried elected himself Vater in 1550, aiming to unite the clergy again and continue its spread and influence across the realm. The title of 'The Redeemed' was given to him by fellow followers due to his past. &lt;br /&gt;
&lt;br /&gt;
In the same year, he would lead groups of fanatics of the clergy in the battles against the Bone Lord in the Battle of the Friederich Line in Flüssland, where he would single-handedly slay a Bone Giant. He would fight on the front lines, preaching sermons to the Oracle and Mortius in the ruins of Raevendrecht. He even faced a demon in an assassination attempt in the great Cathedral of [[Alderism|Alder]] itself, only for it to flee and disappear into darkness once aid had arrived. Because of this, Gottfried brought the Imperial Hexenjägers back into service under the clergy thanks to support of the Imperial Diet. This only strengthened the influence and faith the clergy had over the land and caused numerous Chaotic Witches to be uncovered and executed in the following years. In 1553, he fought side-by-side with Crown Prince Wilhelm and many more figures in the Naval battle of Al-Jabrid against the undead fleet. In these opening years of his reign, he appointed new Erzbishops, canonized new and old saints, and reinforced the devotion and ceremonies of the [[Alderism|Alderist]] faith. Missionaries were sent to Anjyarr to promote [[Alderism]] beyond the borders, a significant effort that had not occurred in hundreds of years. And while all this took place, he would continue to raise Theodor as best he could, educating him and preparing him for the world he was yet to face. The clergy grew, slowly spreading its influence once more. &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the [[Alderism|Alderist]] Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6974</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6974"/>
		<updated>2025-03-19T16:55:08Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Spartan_180&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|''“To every child of the Order of Enlightenment reading this: Hold fast against the darkness; let your strength be a flicker of hope in the storm that is to come, like a shining star that glistens through the abyss. You will not hold alone forever; soon, others will see your strength and rally around you, and together, you will send evil reeling back into the Hell from which it came. So hold fast, warrior. Alder sees you, and he will not let a Fighter like you go alone into that dark night. He will be with you, even when all seems to be the most lost.”''&lt;br /&gt;
&lt;br /&gt;
'''- Gottfried's first speech as Vater of [[Alderism]], 1550'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Gottfried Fredric Von Wolfhard&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the Alderist Temple or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an Alderist nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the Alderist faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|''“Know why we try to keep the dead alive: we try to keep them alive in order to keep their memory with us. For no one deserves to be forgotten.”''&lt;br /&gt;
'''- Gottfried during a memorial ceremony of the fallen of the Friederich Wall of Flüssland.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first [[The Rotting Plague|Plague]] year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of Adelsburg, witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
[[File:KeineAhnung.png|thumb|465x465px|The burning of a Demonically corrupted tree by Gottfried and the Alderist Clergy]]&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to Adelsburg, where he knelt before the altar of the Oracle Alder Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|''“I have always learned that the Demonic leads to two crimes. You turn away from the path of righteousness and the light, and you abandon Alder as the object of your devotion. For the first, death is merely a just retribution. The second is a heresy so terrible that no punishment can be sufficient. Yet the search for an appropriate penalty continues and will be found!”''&lt;br /&gt;
'''- Gottfried as Black Abbot of the Cult of Mortius, 1545'''&lt;br /&gt;
|}&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to [[Alderism]] had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in Adelsburg and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of Alder and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
Vater Gregor passed near the end of the revolt. A new Vater had to be elected, and with a fractured clergy, none were worthy enough to the ruling State of the Empire. Gottfried was called forth, be it with an opposing view from the nobility due to his past of breaking his oath in the Cult. In the end, as he was the only worthy candidate not tied to any connections of the rebels of Flüssland, Gottfried elected himself Vater in 1550, aiming to unite the clergy again and continue its spread and influence across the realm. The title of 'The Redeemed' was given to him by fellow followers due to his past. &lt;br /&gt;
&lt;br /&gt;
In the same year, he would lead groups of fanatics of the clergy in the battles against the Bone Lord in the Battle of the Friederich Line in Flüssland, where he would single-handedly slay a Bone Giant. He would fight on the front lines, preaching sermons to the Oracle and Mortius in the ruins of Raevendrecht. He even faced a demon in an assassination attempt in the great Cathedral of Alder itself, only for it to flee and disappear into darkness once aid had arrived. Because of this, Gottfried brought the Imperial Hexenjägers back into service under the clergy thanks to support of the Imperial Diet. This only strengthened the influence and faith the clergy had over the land and caused numerous Chaotic Witches to be uncovered and executed in the following years. In 1553, he fought side-by-side with Crown Prince Wilhelm and many more figures in the Naval battle of Al-Jabrid against the undead fleet. In these opening years of his reign, he appointed new Erzbishops, canonized new and old saints, and reinforced the devotion and ceremonies of the Alderist faith. Missionaries were sent to Anjyarr to promote [[Alderism]] beyond the borders, a significant effort that had not occurred in hundreds of years. And while all this took place, he would continue to raise Theodor as best he could, educating him and preparing him for the world he was yet to face. The clergy grew, slowly spreading its influence once more. &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the Alderist Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Adelsburg&amp;diff=6973</id>
		<title>Adelsburg</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Adelsburg&amp;diff=6973"/>
		<updated>2025-03-19T16:47:25Z</updated>

		<summary type="html">&lt;p&gt;Erik: &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;
|+Reichshaubtstad, Adelsburg&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:AdelsburgCrest.png|center|frameless|324x324px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|The Iron Bastion, The Imperial Jewel&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 1522 by [[Roderick Withmond]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Governing'''&lt;br /&gt;
'''Body'''&lt;br /&gt;
|The Imperial Diet&lt;br /&gt;
The Imperial Council&lt;br /&gt;
|-&lt;br /&gt;
|'''Kaiser'''&lt;br /&gt;
'''Kaiserin'''&lt;br /&gt;
|[[Diederick-Gobel von Lichtenfelts]]&lt;br /&gt;
[[Veredra Kerstin Fischer]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Bürgermeister'''&lt;br /&gt;
|[[Friederich von Bergwald-Holstein]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Vater'''&lt;br /&gt;
|[[Vater Gregor I]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Language(s)''':&lt;br /&gt;
|Common, Attian dialect&lt;br /&gt;
|}&lt;br /&gt;
==Adelsburg==&lt;br /&gt;
The Imperial Capital of Adelsburg, better known as der Reichshaubtstad Adelsburg in low-Attian, is the Capital and largest city of the [[The Hadrian Empire|Hadrian Empire]]. It is located in the Grand Principality of Brandenhafen, with the spine of Eden’s western branch to its north, and the Al’Hadar deep to its south.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
Founded by King [[Roderick Withmond]] in the year 1522, the city of Adelsburg has stood strong as the beacon of humanity ever since. To date, the city mostly houses a large population of [[The Attian Humans|Attians]], and a decently sized [[Hinterlanders|Hinterlander]] minority also settled within its walls.&lt;br /&gt;
&lt;br /&gt;
== Evolution of Adelsburg ==&lt;br /&gt;
These walls, which tower over the forests that surround the city can often be spotted from miles away. Originally, they were constructed as a simple barricade consisting of battlements and sparse towers. Yet this fortification, designed with only a primitive understanding of the coastal region it was built in, quickly fell into decay. This occurred chiefly on the southern side of the city, where the soil was much looser the closer you stepped toward the beach. Hence, during the reign of [[Philipp Wilhelm II|Kaiser Philipp Wilhelm II]], a revision of the city walls was ordered. Whilst the north, east, and west sides needed only to be strengthened, the south side had to be rebuilt as a whole. This time more attention was placed into a proper foundation. This rework also saw the addition of wooden ramparts to the city walls, an early prototype that would soon be used throughout the entire Empire. &lt;br /&gt;
&lt;br /&gt;
Yet it was during Kaiser [[Diederick-Gobel von Lichtenfelts|Diederick-Göbel von Lichtenfelts]]' reign that the Imperial Capital saw its biggest and most impactful changes. Soon after Kaiser Diederick ascended the throne he ordered the most esteemed architects he had gathered, to sit down at their drawing tables to redesign the city that had fallen into decay due to the poor ruling of the Supreme Chancellor.&lt;br /&gt;
&lt;br /&gt;
Under [[Sine Verrador|Sine Verradors]] reign the city had been left to rot and decay. Homes were pillaged and temples defiled. There was nothing left of the gem of the west. The Usurper had the [[Alderism|Temple of Alder]] fully stripped of its riches on the inside, no bench nor statue or had been left untouched. The widely popular and famous tavern had its colorful artworks and banners discarded, its silverware stolen and its workers killed. The streets were in ruin, as buildings, or what was left of them, crumbled, and nature slowly started to take over. Threatening to destroy the city and its legacy once and for all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''“I made my way inside and what I found was a pillaged and empty place that was once the seat of the holy imperial crown.'' &lt;br /&gt;
&lt;br /&gt;
''As I entered the throne room I saw the carpet still stained with the dry blood of those who stood to protect their home and liege”.'' &lt;br /&gt;
&lt;br /&gt;
''- Diederick-Göbel von Lichtenfelts after capturing Adelsburg, 1534''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a devastating reign of Predecessor [[Sine Verrador|Sine]], a rebuild was swiftly agreed upon and scheduled to begin in 1534. Construction began with a new Imperial Palace, one that would tower over the city, marking a new age for all Hadrians and its architecture. Soon after, the walls of Adelsburg were torn down ready to be reconstructed from the ground up from its ruins. Yet this time bigger, stronger, and taller than ever before. The architects had taken the original design of a brick wall with wooden ramparts and refined it. Not only did they make the walls taller to increase the sightline of the archers that would man the ramparts, but they also added another level in the wall itself, with additional arrow slits that offer sightlines closer to the wall itself, making it nearly impossible for a besieger to get close.&lt;br /&gt;
&lt;br /&gt;
Additionally, towers had been radically redesigned. Most towers appear as an extrusion on the wall, these extrusions that can be seen every approximately 100 meters are slightly taller than the wall itself and offer three levels of archery positions instead of two. On the four corners of the city, large round towers were placed that, like those extrusions, offer three layers of archery positions that have a 90-degree view of their surroundings.&lt;br /&gt;
&lt;br /&gt;
Additionally, this new and improved city wall also meant a drastic redesign of its gatehouses was needed. The eastern gatehouse, the Kaiser’s Tor, was swiftly torn down, and its materials were used to construct its replacement. Though grander, and generally larger in size, much of the old design, which consisted of 4 diorite towers in a square formation was carried over into the current rendition, Once completed a drawbridge was added, to provide additional protection. On the south side, the then dormant and barely used southern gate, the Schadel Tor, was changed into a large diorite tower, this tower would be connected to a drawbridge, which would eventually be connected to the port.&lt;br /&gt;
&lt;br /&gt;
Yet, before this port, which until then had consisted of only a few buildings, could be constructed, it was up to the architects and workers of the [[The Hadrian Empire|Hadrian Empire]] to finish everything within the city walls. As plans were made for reconstruction within city walls, chroniclers of the Empire delved into the archives to find descriptions of the city as it had been in the past.&lt;br /&gt;
&lt;br /&gt;
=== First rendition (1522 - 1525) ===&lt;br /&gt;
[[File:AdelsburgV1.png|thumb|The First Rendition of Adelsburg (1522 - 1525)]]&lt;br /&gt;
In the first rendition of Adelsburg, founded by [[Roderick Withmond]], the city mostly revolved around a major street that cut the city in half, a northern and southern district. On the south side of this street, the tavern of the legendary [[Boris Krüger]] could be found, as well as tall townhouses that mostly consisted of stepped gable facades, directly opposite this street stood the temple, a rather long diorite building with a protruding clocktower standing tall. Adjacent to the east of this temple was the school, within close proximity to the city stables. Further westbound, the southern city wall was connected to a larger building that had a small courtyard for military purposes, this west side of the city also housed the largest building of Adelsburg, a large council building that consisted of four small towers, each on every corner, and a large though not very tall tower sticking out it’s middle.&lt;br /&gt;
&lt;br /&gt;
=== Second rendition (1525 - 1534) ===&lt;br /&gt;
[[File:AdelsburgV2.png|thumb|The Second Rendition of Adelsburg (1525 - 1534)]]&lt;br /&gt;
The second rendition of Adelsburg was ordered under Kaiser [[Philipp Wilhelm II]], who after the revision of the walls and the addition of the ramparts, noticed a sudden growth of the Hadrian populace. [[The Hadrian Empire]] desired a greater capital, and so, plans were made. At the time, these plans felt ground-breaking. It appeared as if a whole new city was to be built, yet in reality, all that happened was a form of upgrading. As stated before, the wall had already been taken care of before the construction of the city inside those walls began. Most of the layout of the previous city was kept intact. The military courtyard remained in the same position, yet was expanded into a military fort of a decent size. Additionally, the gatehouse that parted the city in half, city stables, and [[Alderism|temple]] also remained in the same location. Of the buildings that remained, it was the temple that saw the biggest change, especially in external appearance. Most of the temple's interior remained the same, while the outside was changed to brick. Not only was the exterior changed to brick, but it also had its one sole tower torn down, and replaced for a larger facade. This grand facade within it a beautifully adorned stained glass art piece, had one spire protruding on the left of it, while the right side remained flattened. Adjacent to the temple was still the school building, though now swapped from the eastern side to the west. &lt;br /&gt;
&lt;br /&gt;
The temple sat in the same location as the previous one, though the area in front of it had been transfigured. Instead of a street that passed straight in front of it, the city now had its first city square. This square was surrounded by the facades of the many shops that Adelsburg owned, as well as the Imperial Library and the Adelsburg Tavern. Finally, after all that construction had been completed it was time for the soon-to-be crown jewel of the Imperial Capital,  the Imperial Palace.&lt;br /&gt;
&lt;br /&gt;
Located on the far north-west corner of the city the first Imperial Palace stood tall over the many smokestacks that filled the skyline. With a grand living tower rising from its middle it offered a great view over the city and the vast lands around it. Its grand halls served the nobility well, and many a feast was held there. At least, until the untimely assassination of Kaiser Philipp Wilhelm II in 1532, after which it fell into a quick decay under the rule of [[Sine Verrador]].&lt;br /&gt;
&lt;br /&gt;
=== Third rendition (1534 - Current) ===&lt;br /&gt;
Things bring us back to the third rendition, which as previously mentioned started with the build of an even grander Imperial Palace. At the end of [[Philipp Wilhelm II|Philipps]] rule, he had grown unhappy with the result the construction of his palace brought forward. The then Kaiser had new blueprints drawn up and the Hadrian stonemasons had been ordered to start their work. They refused, unhappy with the immediate rebuild of the former palace that had not been completed long ago, they went on strike. This strike lasted briefly until Philipp untimely passed away, after which the plans were decommissioned by his usurper [[Sine Verrador|Sine Verrado]]&amp;lt;nowiki/&amp;gt;r.&lt;br /&gt;
[[File:Adelsburg V3.png|thumb|The Third Rendition of Adelsburg (1534 - Current)]]&lt;br /&gt;
However, Kaiser [[Diederick-Gobel von Lichtenfelts|Diederick]] stumbled upon the plans for the new palace and immediately ordered its construction, as well as the deconstruction and upgrading of the city walls as previously mentioned. However, the rebuilding of the city that had fallen into decay would not be limited to such. Radical changes were going to be made. Instead of a long central street a square formed behind the main gate. This square, known as Wyatts Platz, acts as a buffer to the rest of the city during times of sieges and houses a smith, the [[Friederich von Bergwald-Holstein|Bergwald-Holstein]] brewery, and a gate towards the military area of the capital. &lt;br /&gt;
&lt;br /&gt;
Once on the Wyatts Platz, there are two possible directions of travel. Whereas one leads to the military area, the other leads deeper into the city. This military quarter, south of the square, had been totally relocated in relation to the second rendition. The castle that houses the Reichsarmee was deconstructed and is now moved towards the southeast corner of the city wall. This brick castle, which protrudes above the wall with four large corner towers, is strategically placed in between both gates, offering great additional protection to one of the most vulnerable areas of the city, as well as extra protection to the adjacent diet hall. Following the other street that goes west from Wyatts Platz through a gate below the tavern. One would make it onto the grand square of the Imperial Capital. Philipps Platz as it’s called, is the largest square of the Imperial Capital and the heart of the city. Adjacent to this square are large townhouses that carry an uncanny resemblance to the old step-gabled facades of the first and second Adelsburg renditions. In these townhouses that encircle Philipps square one is most likely to find shops, as well as the hospital, bank, tavern, and library. From this square, there are yet another two directions of travel, north and south.&lt;br /&gt;
&lt;br /&gt;
On the northern side, there is a large bronze statue of [[Alderism|Alder]] [[Alderism|Himmelschwert]] on horseback, this statue stands tall in front of the [[Alderism|Grand Temple of Alder]] which is roughly located in the same spot as the previous temple renditions. Reached by having to scale a few steps, the current temple stands tall over all other buildings in the capital, except for the Imperial Palace. This large diorite building consists of a large main dome, with eight towers around it. On the top of the dome is another statue of Alder, this time one where he is portrayed standing, with his sword towards the sky. Furthermore,, there is not much of worth in the north side of Adelsburg, except for the Temple Quarters east of the temple, which include the [[Gregor von Volker I|Vater's]] residence, clergy buildings, and the entry to the Imperial crypts. &lt;br /&gt;
&lt;br /&gt;
Going back to [[Philipp Wilhelm II|Philipps]] Platz, past the large statue of Alder, and the statue of Kaiser [[Philipp Wilhelm II]] there is a street to the south. This street, with on its left the taverns garden, and on its right the Imperial Bank and library, connects Philipps Platz to a square named after his son, [[Karl Philipp von Lichtenfelts|Karl Philipp I von Lichtenfelts]]. Karls Platz is mostly surrounded by regular residential townhouses, except for two buildings. These are the Imperial University of Adelsburg and the [[Friederich von Bergwald-Holstein|Bürgermeisters]] office, the latter being located above the second gateway that leads out of the south side of the city. &lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few gates that connect the eastern side of the city, which consists of Wyatt Square, Karls Square, and Philipps Square with the west side of the city. Whilst the east of the city mainly consists of shop fronts and other places for craftsmanship the west is almost only residential. The only thing that is noteworthy in this part of the city is the road that connects the city to the gates of the Imperial Palace.&lt;br /&gt;
&lt;br /&gt;
After the construction of all of this was completed, the last addition to the Imperial Capital was added. Traveling south through the gate below the Bürgermeisters office leads to the Imperial Port. This port, which is the largest of the Empire, is the main area of import and export and the Imperial center of trade.&lt;br /&gt;
&lt;br /&gt;
Besides the usual docks, workshops, and port houses there is one building that stands out, a massive crane and storage tower of brick, that stands tall over all other buildings in the port.&lt;br /&gt;
&lt;br /&gt;
== Historic Events ==&lt;br /&gt;
The Imperial capital has not only been home to the many residents it has had over the years. It has also proven itself to be quite the theatre for spectacle.  Over the years many great historical events have taken place in der Reichshaubtstad, some more important than others. The first major event that took place in the then-recently completed Adelsburg was the assassination of former King [[Roderick Withmond|Roderick Withmond.]]&lt;br /&gt;
&lt;br /&gt;
=== Assassination of Roderick Withmond (1522) ===&lt;br /&gt;
[[Roderick Withmond|Roderick]] had already been asked by [[Vivan De Augaussi]] to lay down his throne and rule in 1522, and had done so. He had given up his rule and instead took the position of Herzog of Hadriana, the town now known as [[Norbüren]]. Yet Vivan was unhappy with his rule of Hertzland province as he got word that Roderick had planned to give out crucial information to [[The Kingdom of Veronia|Veronia's]] enemy [[Wakkerdam]]. King Vivan swiftly responded to these rumors by inviting Roderick Withmond to a council meeting in the large council building that stood on the west side of Adelsburg. Roderick happily took the invitation as he rode onwards to the capital. Once he arrived he moved into the council room, where he was met by King Vivan de Augaussi, Queen [[Wendelin de Augaussi|Wendelin de Augauss]]&amp;lt;nowiki/&amp;gt;i, and some of their loyal servants. A fight ensued as the usurpers tried to end the life of Herzog, yet it was Roderick who managed to escape by jumping through a window. This however proved a leap too far for the fallen King. Once he jumped he landed on the cold hard street below, only to be finished by Vivan with a slow deep stab to his heart.&lt;br /&gt;
&lt;br /&gt;
=== The short rule &amp;amp; sudden death of Matthias  (1524-1525) ===&lt;br /&gt;
A few years passed, during which King [[Vivan De Augaussi|Vivan]] and his wife, Queen [[Wendelin de Augaussi|Wendelin]], got lost in the swamps of old Attia. The loss of the King and Queen created a power vacuum, in which the Hadrian people longed for a new leader. [[Matthias Joseph Withmond]] would be the chosen one. After his appointment, it was the young man who managed to bring the shattered human lands together. Under the newly united [[The Hadrian Empire|Hadrian Empire]], the rule of Matthias was one of peace and growing unity. Though this upcoming new age for the empire would be brutally disrupted after only three hundred days as one day, Matthias opened his eyes and found himself terribly weakened without any clear explanation as to why and was swiftly bedridden. The only one allowed by the Emperor’s side during these days was a young prince and ward from the old von Lichtenfelts dynasty, [[Philipp Wilhelm II|Philipp]]. The people of the Empire prayed to [[Alderism|Alder]] and Mortius to spare the young Emperor yet behind closed doors, Matthias’ condition only worsened, eventually making it clear to all around him that the new young Emperor would die childless and incredibly soon. It was only when Matthias himself realized this that he turned to Philipp and according to Philipp named him heir of the Hadrian Empire. Matthias would die peacefully two nights later. He was buried after a week of mourning in the [[Alderism|Grand Temple of Alder]] in Adelsburg. His body remains in the Adelsburg crypts to this day. &lt;br /&gt;
&lt;br /&gt;
=== Arnoud's Trial (1526) ===&lt;br /&gt;
[[File:ArnoudTrial.png|thumb|356x356px|Arnoud van Leuveren at his trial in Adelsburg that would determine if he would live or die.]]&lt;br /&gt;
[[Matthias Joseph Withmond|Matthias]] had just passed away when the [[The Hadrian Empire|Hadrian Empire]] was met with yet another problem. [[Arnoud van Leuveren]], Herzog of Wakkerdam had been to the [[Luminion]] court where he had thrown insults at [[Aldir’tor Zaithrall|Aldir’tor Zaithrall's]] daughter and had gravely upset them. Whilst the Luminious court was threatening war if a proper punishment was not handed out, it was Arnoud who fled to the [[The Empire of Anjyarr|Empire of Anjyarr]]. There, he spent a few months in which he quickly befriended the Anjyarri royalty, before eventually returning to the Hadrian Empire on the promise his life would be spared. [[Arnoud van Leuveren|Arnoud]]’s trial was led by Lady Judicar Ma Belov and was attended by Kaiser [[Philipp Wilhelm II|Philipp]] and his retinue personally. Arnoud denied any legal aid offered by the Hadrian state, instead choosing to lead his defense himself. Arnoud held a long speech in which he ridiculed the treatment of Hadrian nobles, the weak response to the Elves, and how he believed him standing trial proved that the Hadrian Empire had devolved into little more than Elven puppets. Sadly for him, his words fell on deaf ears and [[Ma Belov]] who was said to have a personal grudge against Arnoud quickly found him guilty of treason, evading trial, and inciting a war between the Hadrian Empire and Luminion, and against Philipp’s promise, he was sentenced to death by hanging. The moment this sentence was spoken, guards emerged from behind Arnoud and quickly restrained him. Arnoud was quickly dragged from the courtroom as he screamed for Philipp to stop this madness and allow him to live, though his pleas remained unheard and the Emperor sat by as he was taken away. The guards took Arnoud to the eastern gate, opposite of where the Anjyarri escort was camped, and quickly carried out his sentence, hanging him by the neck just outside the city walls. Royal knight [[Cedric Reinhardt]] decapitated the corpse shortly after Arnoud was assumed dead, though it was unclear if the noose or Cedric’s blade ended Lord Arnoud. The last words uttered by the lord were recorded as being “Alicia..” followed by Emperor Philipp stating “Maker guide du, sweet fool.” before returning to the palace, leaving Arnoud’s headless body by the side of the road for all to see.&lt;br /&gt;
&lt;br /&gt;
=== Leod's Betrayal (1528) ===&lt;br /&gt;
[[File:LeodBetrayal.png|thumb|352x352px|Ser Leod attacking Kaiser [[Philipp Wilhelm II]] in the Adelsburg palace the guards led by [[Diederick-Gobel von Lichtenfelts]] rush in to save the royal.]]&lt;br /&gt;
The first real challenge to [[Philipp Wilhelm II|Philipp’s]] rule came in the form of a thrust from within, as the general of the Hadrian armed forces, [[Leod Iomharach]], was rumoured to have an affair with the [[Anzhelika Rozhdestvenskij|Hadrian Empress]]. When the rumours reached the kaiser's court, the empress spoke to Emperor Philipp and explained where the rumours hailed from, though strongly rejected any of their truth. The Kaiser was enraged by this news and immediately summoned Leod to the Imperial Palace for questioning under the guise of a simple meeting regarding defensive matters. General Leod came to the palace as he had done many times before for he was considered a friend of the Imperial Family and of Emperor Philipp in particular. As Leod entered, he was led to the eastern balcony where Philipp after briefly playing as if they had a simple meeting and confronted Leod with the matter at hand. Leod attempted to deny any claims of having slept with the empress and simply expressed they were good friends. These words fell on deaf ears and Philipp had tremendous trouble controlling his anger towards his former best friend. Leod noticed that things were swiftly moving south and he decided to act first, in an act of impulse, he drew his sword on the Emperor and challenged him to single combat to resolve the matter. Philipp replied by drawing his own sword and the two were quickly clashing their swords on this balcony. The two friends both had lots of military experience, yet Leod was the better swordsman and as the fight went on, Philipp started to tire, leaving openings in his defense that were exploited by Leod, he slashed Philipp across the face, hitting his right eye and hacked him in the leg, rendering it useless. As the Emperor collapsed, the imperial guard led by Lady Judicar [[Ma Belov]] who heard the struggle outside finally broke down the door to the balcony that Philipp locked and saw the onslaught caused by the struggle. The entire balcony lay covered in blood and the Emperor sat blooded and beaten in the corner, yet still having his sword raised in defense against Leod. Ma and the Imperial Guards swiftly came to Philipp’s defense and cut down Leod, not killing him, but leaving him to die after a slash to the throat that made him collapse. This slash was delivered by Ma, who Leod refused to fight due to their personal relations. Ma though did not hesitate to put the man down, and as a single tear rolled down his cheek, Leod was beaten.&lt;br /&gt;
&lt;br /&gt;
Philipp was swiftly taken care of by imperial medics who were able to save his life, though at great cost. The Emperor was now without a leg and missing an eye, crippled and weakened for the remainder of his life. This had a heavy mental toll on the Emperor for not only was the always agile Emperor now chairbound and missing his half his eyesight, he was also betrayed by those closest to him, his best friend and his wife. Most of the ambitious projects that the empire was working on came to almost a complete standstill as without the Emperor’s guidance and direct involvement, it was incredibly difficult to get the nobility and clergy to live by the new reforms. Leod never truly faced justice for his crimes as he was abandoned after being cut down. Yet, he was not mortally wounded and when he saw the opportunity, he lunged off the low-hanging balcony and fled Adelsburg, never to be seen again besides rumors of him having settled down in [[The Empire of Anjyarr|Anjyarr]] like many [[Arnoud van Leuveren|traitors]] of the Hadrian Crown before him.&lt;br /&gt;
&lt;br /&gt;
=== Assassination of Philipp II (1532) ===&lt;br /&gt;
After Leod’s betrayel the [[The Hadrian Empire|Hadrian Empire]] had seen a relative time of peace within its borders. Yet otuside its borders it had taken up arms. Kaiser [[Philipp Wilhelm II|Philipp]] had ordered a war on [[Highland Freestate|Raevendrecht]], and Hadriana was progressively gaining territory. To celebrate the victory in Flüssland, the Emperor organized a medal ceremony to honour those who fought in the battle and led the Hadrian army to victory. The ceremony was to be held in the Imperial Palace of Adelsburg. Both Hadrian officials and Helstein’s men were invited to take part in the celebration and ponder over the world that was to come after the war. Though in reality, the fate of both the war and Hadriana as a whole took a terrifying turn during this event.&lt;br /&gt;
[[File:PhilippAssassination.png|thumb|349x349px|The Helstein Mercenary group draw their weapons on Kaiser [[Philipp Wilhelm II]] inside the Adelsburg Imperial Palace.]]&lt;br /&gt;
Not long before the celebration, [[Siegfried od Albion]], Lord-Commander of the Hadrian army, and [[Sine Verrador]], Head of the Imperial Duma, met with the leadership of Helstein’s order, convincing them that the Emperor was low on Andros and ordered the two to not pay the mercenaries for their hard work on the battlefield. A promise was made that if the mercenaries assisted the two in overtaking the reigns of the Empire, they would pay them double for their efforts, an offer the order gladly agreed to. In reality, both Sine and Siegfried had been conspiring to take the throne ever since the Emperor allowed [[Silas van Leuveren|Silas]] to walk free after his capture, resulting in many more lives lost for in their eyes nothing but personal glory for Philipp. They wished to rid themselves of Philipp, whose health had been declining for some time as both his old wounds and ever-increasing age started to catch up with him, crown-prince [[Karl Philipp von Lichtenfelts|Karl]], who they deemed weak and unfit to rule the empire, and the remainder of the living royal family, and so it was settled. The mercenaries and Imperial Army positioned themselves in the throne room where the ceremony was to be held and after Sine’s opening speech, all involved drew their swords. Sine was the first to strike and with a single thrust into Philipp’s chest, his life was ended. In his last moment, a singular tear rolled down his cheek as he realized that he was once again betrayed by his closest friends and allies, yet this time, the only way out was death. Crown Prince Karl, frightened by the sudden chaos, drew his sword in defense, this was then used to justify an attack against him. Siegfried approached the young prince from behind and with a singular blow to the neck, separated his head from his shoulders, leaving him dead as well.&lt;br /&gt;
&lt;br /&gt;
The last man standing after the imperial guard was cut down was [[Ser Wyatt]], a close friend and ally of the throne. While the imperial family and guard were cut down, he lunged himself at the traitors, cutting down eight of them before being overpowered and slain. The traitors moved quickly after they murdered everyone in the room and captured any loyalist noble and knight present in Adelsburg. Helstein’s armies rode out to the estates of said loyal nobles and knights and occupied their holdings. Most of the Imperial provinces were swiftly brought under Sine’s control, yet his search for the remaining Lichtenfelts was far from successful. While he managed to place Empress [[Anzhelika Rozhdestvenskij|Anzhelika]] under house arrest in the imperial palace, the remaining three children were smuggled out of the city by loyalists, [[Helena Theodosia von Lichtenfelts|Helena]] and [[Hugo Alekzander von Lichtenfelts|Hugo]] were brought to Luminion, while [[Katherina von Lichtenfelts|Katherina]] was smuggled into the Republic of Raevendrecht. Meanwhile, Philipp’s brother, [[Diederick-Gobel von Lichtenfelts|Diederick-Göbel]], was stationed in Castle [[Lünburg]] together with Lord [[Janczyck-Mariusz Tzyrnowski]] and did not attend the ceremony. When news reached them of what happened, Janczyck cursed at the usurper’s envoy who came to demand Janczyck’s loyalty and Diederick’s delivery to the capital. In response to the chaos, the last bastion of the loyalist faction split off from Hadriana, standing defiant against Sine’s new imperium.&lt;br /&gt;
&lt;br /&gt;
== Notable Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== The Imperial Palace ===&lt;br /&gt;
[[File:ImperialPalace.png|thumb|The Imperial Palace in Adelsburg]]&lt;br /&gt;
The Imperial Palace of Adelsburg is the seat of the ruling von Lichtenfelts dynasty now led by Kaiser Diederick I. Its construction was ordered around 1528 AFS by Kaiser Philipp II but was only finished under Diederick for there was a worker’s strike that hindered its completion for years. Only after Sine’s rebel forces were driven out of Adelsburg in 1534 AFS was its construction completed. The newly completed palace has many facilities for public events such as a lavish ballroom, throne hall, and gardens surrounding its main construction. The palace has seven bedrooms, two bathrooms, a coaching house, a guardhouse, a raven tower, and a handful of smaller offices and living quarters. A separate side wing of the Imperial Palace is dedicated to housing servants and teachers of the Imperial Family, acting as a small village in and of itself within the palace’s thick walls.&lt;br /&gt;
&lt;br /&gt;
=== The Brandenburg ===&lt;br /&gt;
The castle on the southeastern corner of Adelsburg that towers over the area is known as the Brandenburg. The castle was constructed in 1534 - 1535 as part of Kaiser Diederick’s grand renovation of Adelsburg. The defensive structure holds a dungeon block, armory, many small offices, barracks, war horse stables, and a raven tower that doubles as the ErzCupbearer’s private office. The Brandenburg’s primary purpose is the house of the Reichsmarshall’s staff and acts as a base for the Reichsarmee.&lt;br /&gt;
&lt;br /&gt;
=== The Grand Cathedral of Alder ===&lt;br /&gt;
[[File:Cathedral.png|thumb|244x244px|The Grand Cathedral of Alder in Adelsburg]]&lt;br /&gt;
Towering over the northern reaches of the Imperial Capital is the Grand Cathedral of Alder and its surrounding clerical district. It is the epicenter of the Alderist faith and the base of operations of the Vater and his personal guards and inquisitors. The Cathedral acts as a refuge for all who seek Alder and his Sentinels. The building itself is a huge diorite stone building decorated with many pillars and elaborate architectural marvels. The building is circular and held up by eight towers, each representing a Sentinel. The only one unrepresented is Dolus. The top of the Cathedral is topped off by a massive copper statue of Alder holding his sword.&lt;br /&gt;
&lt;br /&gt;
=== The Imperial Crypts ===&lt;br /&gt;
Deep below the Grand Cathedral of Alder lie the Imperial Crypts where the remnants of the Imperial family members from Kaiser Matthias and on are buried. Their bodies are kept in crypts with fortified walls to keep any necromancer from using magic to manipulate them and a pair of specially assigned cultists of Mortius keep a constant eye on the graves.&lt;br /&gt;
&lt;br /&gt;
=== Höfbrauhaus Brandenhafen ===&lt;br /&gt;
Standing proudly in the middle of Adelsburg Höfbrauhaus Brandenhafen is the biggest tavern of the Hadrian Empire. Having three entrances connected to three different squares, the tavern is accessible from wherever you come from. Upon entering, the beer maidens run around you as the bustling brauhaus is always busy providing alcoholic beverages and food to its customers. Having a large menu that includes imported drinks as well as locally brewed ones, such as Kronenbier, Alders Weissener and Brandhafen tripel, it is the place to visit during a stay at the Imperial Capital. &lt;br /&gt;
&lt;br /&gt;
== Notable figures living in Adelsburg ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:Center; width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Birth&lt;br /&gt;
Parentage&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Spouse(s)&lt;br /&gt;
Issue&lt;br /&gt;
! style=&amp;quot;width:19%;&amp;quot; |Status&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
! width=&amp;quot;19%&amp;quot; |Title(s)&lt;br /&gt;
|-&lt;br /&gt;
|Kaiser Diederick I&lt;br /&gt;
[[Diederick-Gobel von Lichtenfelts|Diederick-Göbel von Lichtenfelts]]&lt;br /&gt;
|[[File:Diederick-Gobel von Lichtenfelts.png|212x212px]]&lt;br /&gt;
|1492 AFS&lt;br /&gt;
----Son of [[Wilhelm von Lichtenfelts]]&lt;br /&gt;
|Catherine✝, [[Veredra Kerstin Fischer|Veredra]]&lt;br /&gt;
----Wilhelm, Karl, Sylvia, Maximillian, Edda&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:Hadriana2.png|174x174px]]&lt;br /&gt;
|Kaiser of Hadriana, Imperator et Attia&lt;br /&gt;
and Protector of the Realm&lt;br /&gt;
|-&lt;br /&gt;
|Kaiserin Veredra I&lt;br /&gt;
[[Veredra Kerstin Fischer|Veredra Kerstin von Lichtenfelts]]&lt;br /&gt;
|[[File:VeredraSmall.png|190x190px]]&lt;br /&gt;
| 1514 AFS&lt;br /&gt;
----Daughter of [[Frank Fischer]]&lt;br /&gt;
|[[Diederick-Gobel von Lichtenfelts]]&lt;br /&gt;
----Wilhelm, Karl, Sylvia&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:Hadriana2.png|174x174px]]&lt;br /&gt;
| Kaiserin of Hadriana, ErzCupbearer&lt;br /&gt;
|-&lt;br /&gt;
|Vater Gregor I&lt;br /&gt;
[[Gregor von Volker]]&lt;br /&gt;
| [[File:Vater GregorV2.png|224x224px]]&lt;br /&gt;
|1501 AFS&lt;br /&gt;
----Unknown&lt;br /&gt;
|none&lt;br /&gt;
----none&lt;br /&gt;
|Deceased&lt;br /&gt;
✝ 1547 A.F.S.&lt;br /&gt;
|[[File:AlderismSidfriendly.png|174x174px]]&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Vater Gottfried I&lt;br /&gt;
[[Gottfried Fredric von Wolfhard]]&lt;br /&gt;
|[[File:Gottje.png|center|frameless|270x270px]]&lt;br /&gt;
|1510 AFS&lt;br /&gt;
----Son of Fredric Von Wolfhard&lt;br /&gt;
|Taffeta Blossom✝&lt;br /&gt;
----Theodor Von Wolfhard&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:AlderismSidfriendly.png|174x174px]]&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Graf Friederich&lt;br /&gt;
[[Friederich von Bergwald-Holstein]]&lt;br /&gt;
|[[File:Friederich.png|152x152px]]&lt;br /&gt;
|1490 AFS&lt;br /&gt;
----Unknown&lt;br /&gt;
|Helena&lt;br /&gt;
----Balthasar-Göbel&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:FriedjeCrest.png|174x174px]]&lt;br /&gt;
|Graf of Dörne neben das Schwarzwald&lt;br /&gt;
Bürgermeister of Adelsburg, ErzTreasurer&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6972</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6972"/>
		<updated>2025-03-19T16:45:43Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Spartan_180&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“To every child of the Order of Enlightenment reading this: Hold fast against the darkness; let your strength be a flicker of hope in the storm that is to come, like a shining star that glistens through the abyss. You will not hold alone forever; soon, others will see your strength and rally around you, and together, you will send evil reeling back into the Hell from which it came. So hold fast, warrior. Alder sees you, and he will not let a Fighter like you go alone into that dark night. He will be with you, even when all seems to be the most lost.”&lt;br /&gt;
&lt;br /&gt;
- Gottfried's first speech as Vater of Alderism, 1550&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Gottfried Fredric Von Wolfhard&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the Alderist Temple or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an Alderist nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the Alderist faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“Know why we try to keep the dead alive: we try to keep them alive in order to keep their memory with us. For no one deserves to be forgotten.”&lt;br /&gt;
- Gottfried during a memorial ceremony of the fallen of the Friederich Wall of Flüssland.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first Plague year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of Adelsburg, witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
[[File:KeineAhnung.png|thumb|465x465px|The burning of a Demonically corrupted tree by Gottfried and the Alderist Clergy]]&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to Adelsburg, where he knelt before the altar of the Oracle Alder Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“I have always learned that the Demonic leads to two crimes. You turn away from the path of righteousness and the light, and you abandon Alder as the object of your devotion. For the first, death is merely a just retribution. The second is a heresy so terrible that no punishment can be sufficient. Yet the search for an appropriate penalty continues and will be found!”&lt;br /&gt;
- Gottfried as Black Abbot of the Cult of Mortius, 1545&lt;br /&gt;
|}&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to Alderism had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in Adelsburg and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of Alder and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
Vater Gregor passed near the end of the revolt. A new Vater had to be elected, and with a fractured clergy, none were worthy enough to the ruling State of the Empire. Gottfried was called forth, be it with an opposing view from the nobility due to his past of breaking his oath in the Cult. In the end, as he was the only worthy candidate not tied to any connections of the rebels of Flüssland, Gottfried elected himself Vater in 1550, aiming to unite the clergy again and continue its spread and influence across the realm. The title of 'The Redeemed' was given to him by fellow followers due to his past. &lt;br /&gt;
&lt;br /&gt;
In the same year, he would lead groups of fanatics of the clergy in the battles against the Bone Lord in the Battle of the Friederich Line in Flüssland, where he would single-handedly slay a Bone Giant. He would fight on the front lines, preaching sermons to the Oracle and Mortius in the ruins of Raevendrecht. He even faced a demon in an assassination attempt in the great Cathedral of Alder itself, only for it to flee and disappear into darkness once aid had arrived. Because of this, Gottfried brought the Imperial Hexenjägers back into service under the clergy thanks to support of the Imperial Diet. This only strengthened the influence and faith the clergy had over the land and caused numerous Chaotic Witches to be uncovered and executed in the following years. In 1553, he fought side-by-side with Crown Prince Wilhelm and many more figures in the Naval battle of Al-Jabrid against the undead fleet. In these opening years of his reign, he appointed new Erzbishops, canonized new and old saints, and reinforced the devotion and ceremonies of the Alderist faith. Missionaries were sent to Anjyarr to promote Alderism beyond the borders, a significant effort that had not occurred in hundreds of years. And while all this took place, he would continue to raise Theodor as best he could, educating him and preparing him for the world he was yet to face. The clergy grew, slowly spreading its influence once more. &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the Alderist Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6971</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6971"/>
		<updated>2025-03-19T15:28:31Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
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| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Spartan_180&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“To every child of the Order of Enlightenment reading this: Hold fast against the darkness; let your strength be a flicker of hope in the storm that is to come, like a shining star that glistens through the abyss. You will not hold alone forever; soon, others will see your strength and rally around you, and together, you will send evil reeling back into the Hell from which it came. So hold fast, warrior. Alder sees you, and he will not let a Fighter like you go alone into that dark night. He will be with you, even when all seems to be the most lost.”&lt;br /&gt;
&lt;br /&gt;
- Gottfried's first speech as Vater of Alderism, 1550&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Gottfried Fredric Von Wolfhard&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the Alderist Temple or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an Alderist nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the Alderist faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“Know why we try to keep the dead alive: we try to keep them alive in order to keep their memory with us. For no one deserves to be forgotten.”&lt;br /&gt;
- Gottfried during a memorial ceremony of the fallen of the Friederich Wall of Flüssland.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first Plague year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of Adelsburg, witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
[[File:KeineAhnung.png|thumb|465x465px|The burning of a Demonically corrupted tree by Gottfried and the Alderist Clergy]]&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to Adelsburg, where he knelt before the altar of the Oracle Alder Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“I have always learned that the Demonic leads to two crimes. You turn away from the path of righteousness and the light, and you abandon Alder as the object of your devotion. For the first, death is merely a just retribution. The second is a heresy so terrible that no punishment can be sufficient. Yet the search for an appropriate penalty continues and will be found!”&lt;br /&gt;
- Gottfried as Black Abbot of the Cult of Mortius, 1545&lt;br /&gt;
|}&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to Alderism had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in Adelsburg and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of Alder and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
There was a relative period of peace after this, The Empire slowly returned to normal under Diederick’s rule and the capital ravaged by years of turmoil was renovated. It was at this time that he would properly reconnect with the last few surviving von Lichtenfelts family members. He welcomed them back in Adelsburg and the Imperial Palace and ensured they had a bright future ahead of them. Shortly after this, he would finally meet his first love interest. At another Adelsburg tavern night he would attend he was approached by a mysterious figure in simple clothes. After a brief interaction, Diederick would offer the woman a tour of the city and palace. As they reached the end of the tour in Diederick’s personal quarters, the mysterious woman unveiled herself as [[Catherine Vahlen]] and they would enter into a relationship shortly after, announcing their wedding not much later.&lt;br /&gt;
&lt;br /&gt;
It seems like there is a bright future ahead for the Emperor, yet that chapter is yet to be written.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the Alderist Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6970</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6970"/>
		<updated>2025-03-19T15:27:35Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Spartan_180&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“To every child of the Order of Enlightenment reading this: Hold fast against the darkness; let your strength be a flicker of hope in the storm that is to come, like a shining star that glistens through the abyss. You will not hold alone forever; soon, others will see your strength and rally around you, and together, you will send evil reeling back into the Hell from which it came. So hold fast, warrior. Alder sees you, and he will not let a Fighter like you go alone into that dark night. He will be with you, even when all seems to be the most lost.”&lt;br /&gt;
&lt;br /&gt;
- Gottfried's first speech as Vater of Alderism, 1550&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Diederick-Göbel I&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the Alderist Temple or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an Alderist nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the Alderist faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“Know why we try to keep the dead alive: we try to keep them alive in order to keep their memory with us. For no one deserves to be forgotten.”&lt;br /&gt;
- Gottfried during a memorial ceremony of the fallen of the Friederich Wall of Flüssland.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first Plague year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of Adelsburg, witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
[[File:KeineAhnung.png|thumb|465x465px|The burning of a Demonically corrupted tree by Gottfried and the Alderist Clergy]]&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to Adelsburg, where he knelt before the altar of the Oracle Alder Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“I have always learned that the Demonic leads to two crimes. You turn away from the path of righteousness and the light, and you abandon Alder as the object of your devotion. For the first, death is merely a just retribution. The second is a heresy so terrible that no punishment can be sufficient. Yet the search for an appropriate penalty continues and will be found!”&lt;br /&gt;
- Gottfried as Black Abbot of the Cult of Mortius, 1545&lt;br /&gt;
|}&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to Alderism had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in Adelsburg and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of Alder and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
There was a relative period of peace after this, The Empire slowly returned to normal under Diederick’s rule and the capital ravaged by years of turmoil was renovated. It was at this time that he would properly reconnect with the last few surviving von Lichtenfelts family members. He welcomed them back in Adelsburg and the Imperial Palace and ensured they had a bright future ahead of them. Shortly after this, he would finally meet his first love interest. At another Adelsburg tavern night he would attend he was approached by a mysterious figure in simple clothes. After a brief interaction, Diederick would offer the woman a tour of the city and palace. As they reached the end of the tour in Diederick’s personal quarters, the mysterious woman unveiled herself as [[Catherine Vahlen]] and they would enter into a relationship shortly after, announcing their wedding not much later.&lt;br /&gt;
&lt;br /&gt;
It seems like there is a bright future ahead for the Emperor, yet that chapter is yet to be written.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the Alderist Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6969</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6969"/>
		<updated>2025-03-19T15:24:45Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Spartan_180&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Diederick-Göbel I&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the Alderist Temple or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an Alderist nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the Alderist faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first Plague year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of Adelsburg, witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
[[File:KeineAhnung.png|thumb|465x465px|The burning of a Demonically corrupted tree by Gottfried and the Alderist Clergy]]&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to Adelsburg, where he knelt before the altar of the Oracle Alder Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to Alderism had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in Adelsburg and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of Alder and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
There was a relative period of peace after this, The Empire slowly returned to normal under Diederick’s rule and the capital ravaged by years of turmoil was renovated. It was at this time that he would properly reconnect with the last few surviving von Lichtenfelts family members. He welcomed them back in Adelsburg and the Imperial Palace and ensured they had a bright future ahead of them. Shortly after this, he would finally meet his first love interest. At another Adelsburg tavern night he would attend he was approached by a mysterious figure in simple clothes. After a brief interaction, Diederick would offer the woman a tour of the city and palace. As they reached the end of the tour in Diederick’s personal quarters, the mysterious woman unveiled herself as [[Catherine Vahlen]] and they would enter into a relationship shortly after, announcing their wedding not much later.&lt;br /&gt;
&lt;br /&gt;
It seems like there is a bright future ahead for the Emperor, yet that chapter is yet to be written.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the Alderist Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
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		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
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		<id>https://fablesfantasyrp.com/wiki/index.php?title=Adelsburg&amp;diff=6967</id>
		<title>Adelsburg</title>
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		<summary type="html">&lt;p&gt;Erik: Update Gottfried&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;
|+Reichshaubtstad, Adelsburg&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:AdelsburgCrest.png|center|frameless|324x324px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|The Iron Bastion, The Imperial Jewel&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 1522 by [[Roderick Withmond]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Governing'''&lt;br /&gt;
'''Body'''&lt;br /&gt;
|The Imperial Diet&lt;br /&gt;
The Imperial Council&lt;br /&gt;
|-&lt;br /&gt;
|'''Kaiser'''&lt;br /&gt;
'''Kaiserin'''&lt;br /&gt;
|[[Diederick-Gobel von Lichtenfelts]]&lt;br /&gt;
[[Veredra Kerstin Fischer]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Bürgermeister'''&lt;br /&gt;
|[[Friederich von Bergwald-Holstein]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Vater'''&lt;br /&gt;
|[[Vater Gregor I]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Language(s)''':&lt;br /&gt;
|Common, Attian dialect&lt;br /&gt;
|}&lt;br /&gt;
==Adelsburg==&lt;br /&gt;
The Imperial Capital of Adelsburg, better known as der Reichshaubtstad Adelsburg in low-Attian, is the Capital and largest city of the [[The Hadrian Empire|Hadrian Empire]]. It is located in the Grand Principality of Brandenhafen, with the spine of Eden’s western branch to its north, and the Al’Hadar deep to its south.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
Founded by King [[Roderick Withmond]] in the year 1522, the city of Adelsburg has stood strong as the beacon of humanity ever since. To date, the city mostly houses a large population of [[The Attian Humans|Attians]], and a decently sized [[Hinterlanders|Hinterlander]] minority also settled within its walls.&lt;br /&gt;
&lt;br /&gt;
== Evolution of Adelsburg ==&lt;br /&gt;
These walls, which tower over the forests that surround the city can often be spotted from miles away. Originally, they were constructed as a simple barricade consisting of battlements and sparse towers. Yet this fortification, designed with only a primitive understanding of the coastal region it was built in, quickly fell into decay. This occurred chiefly on the southern side of the city, where the soil was much looser the closer you stepped toward the beach. Hence, during the reign of [[Philipp Wilhelm II|Kaiser Philipp Wilhelm II]], a revision of the city walls was ordered. Whilst the north, east, and west sides needed only to be strengthened, the south side had to be rebuilt as a whole. This time more attention was placed into a proper foundation. This rework also saw the addition of wooden ramparts to the city walls, an early prototype that would soon be used throughout the entire Empire. &lt;br /&gt;
&lt;br /&gt;
Yet it was during Kaiser [[Diederick-Gobel von Lichtenfelts|Diederick-Göbel von Lichtenfelts]]' reign that the Imperial Capital saw its biggest and most impactful changes. Soon after Kaiser Diederick ascended the throne he ordered the most esteemed architects he had gathered, to sit down at their drawing tables to redesign the city that had fallen into decay due to the poor ruling of the Supreme Chancellor.&lt;br /&gt;
&lt;br /&gt;
Under [[Sine Verrador|Sine Verradors]] reign the city had been left to rot and decay. Homes were pillaged and temples defiled. There was nothing left of the gem of the west. The Usurper had the [[Alderism|Temple of Alder]] fully stripped of its riches on the inside, no bench nor statue or had been left untouched. The widely popular and famous tavern had its colorful artworks and banners discarded, its silverware stolen and its workers killed. The streets were in ruin, as buildings, or what was left of them, crumbled, and nature slowly started to take over. Threatening to destroy the city and its legacy once and for all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''“I made my way inside and what I found was a pillaged and empty place that was once the seat of the holy imperial crown.'' &lt;br /&gt;
&lt;br /&gt;
''As I entered the throne room I saw the carpet still stained with the dry blood of those who stood to protect their home and liege”.'' &lt;br /&gt;
&lt;br /&gt;
''- Diederick-Göbel von Lichtenfelts after capturing Adelsburg, 1534''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a devastating reign of Predecessor [[Sine Verrador|Sine]], a rebuild was swiftly agreed upon and scheduled to begin in 1534. Construction began with a new Imperial Palace, one that would tower over the city, marking a new age for all Hadrians and its architecture. Soon after, the walls of Adelsburg were torn down ready to be reconstructed from the ground up from its ruins. Yet this time bigger, stronger, and taller than ever before. The architects had taken the original design of a brick wall with wooden ramparts and refined it. Not only did they make the walls taller to increase the sightline of the archers that would man the ramparts, but they also added another level in the wall itself, with additional arrow slits that offer sightlines closer to the wall itself, making it nearly impossible for a besieger to get close.&lt;br /&gt;
&lt;br /&gt;
Additionally, towers had been radically redesigned. Most towers appear as an extrusion on the wall, these extrusions that can be seen every approximately 100 meters are slightly taller than the wall itself and offer three levels of archery positions instead of two. On the four corners of the city, large round towers were placed that, like those extrusions, offer three layers of archery positions that have a 90-degree view of their surroundings.&lt;br /&gt;
&lt;br /&gt;
Additionally, this new and improved city wall also meant a drastic redesign of its gatehouses was needed. The eastern gatehouse, the Kaiser’s Tor, was swiftly torn down, and its materials were used to construct its replacement. Though grander, and generally larger in size, much of the old design, which consisted of 4 diorite towers in a square formation was carried over into the current rendition, Once completed a drawbridge was added, to provide additional protection. On the south side, the then dormant and barely used southern gate, the Schadel Tor, was changed into a large diorite tower, this tower would be connected to a drawbridge, which would eventually be connected to the port.&lt;br /&gt;
&lt;br /&gt;
Yet, before this port, which until then had consisted of only a few buildings, could be constructed, it was up to the architects and workers of the [[The Hadrian Empire|Hadrian Empire]] to finish everything within the city walls. As plans were made for reconstruction within city walls, chroniclers of the Empire delved into the archives to find descriptions of the city as it had been in the past.&lt;br /&gt;
&lt;br /&gt;
=== First rendition (1522 - 1525) ===&lt;br /&gt;
[[File:AdelsburgV1.png|thumb|The First Rendition of Adelsburg (1522 - 1525)]]&lt;br /&gt;
In the first rendition of Adelsburg, founded by [[Roderick Withmond]], the city mostly revolved around a major street that cut the city in half, a northern and southern district. On the south side of this street, the tavern of the legendary [[Boris Krüger]] could be found, as well as tall townhouses that mostly consisted of stepped gable facades, directly opposite this street stood the temple, a rather long diorite building with a protruding clocktower standing tall. Adjacent to the east of this temple was the school, within close proximity to the city stables. Further westbound, the southern city wall was connected to a larger building that had a small courtyard for military purposes, this west side of the city also housed the largest building of Adelsburg, a large council building that consisted of four small towers, each on every corner, and a large though not very tall tower sticking out it’s middle.&lt;br /&gt;
&lt;br /&gt;
=== Second rendition (1525 - 1534) ===&lt;br /&gt;
[[File:AdelsburgV2.png|thumb|The Second Rendition of Adelsburg (1525 - 1534)]]&lt;br /&gt;
The second rendition of Adelsburg was ordered under Kaiser [[Philipp Wilhelm II]], who after the revision of the walls and the addition of the ramparts, noticed a sudden growth of the Hadrian populace. [[The Hadrian Empire]] desired a greater capital, and so, plans were made. At the time, these plans felt ground-breaking. It appeared as if a whole new city was to be built, yet in reality, all that happened was a form of upgrading. As stated before, the wall had already been taken care of before the construction of the city inside those walls began. Most of the layout of the previous city was kept intact. The military courtyard remained in the same position, yet was expanded into a military fort of a decent size. Additionally, the gatehouse that parted the city in half, city stables, and [[Alderism|temple]] also remained in the same location. Of the buildings that remained, it was the temple that saw the biggest change, especially in external appearance. Most of the temple's interior remained the same, while the outside was changed to brick. Not only was the exterior changed to brick, but it also had its one sole tower torn down, and replaced for a larger facade. This grand facade within it a beautifully adorned stained glass art piece, had one spire protruding on the left of it, while the right side remained flattened. Adjacent to the temple was still the school building, though now swapped from the eastern side to the west. &lt;br /&gt;
&lt;br /&gt;
The temple sat in the same location as the previous one, though the area in front of it had been transfigured. Instead of a street that passed straight in front of it, the city now had its first city square. This square was surrounded by the facades of the many shops that Adelsburg owned, as well as the Imperial Library and the Adelsburg Tavern. Finally, after all that construction had been completed it was time for the soon-to-be crown jewel of the Imperial Capital,  the Imperial Palace.&lt;br /&gt;
&lt;br /&gt;
Located on the far north-west corner of the city the first Imperial Palace stood tall over the many smokestacks that filled the skyline. With a grand living tower rising from its middle it offered a great view over the city and the vast lands around it. Its grand halls served the nobility well, and many a feast was held there. At least, until the untimely assassination of Kaiser Philipp Wilhelm II in 1532, after which it fell into a quick decay under the rule of [[Sine Verrador]].&lt;br /&gt;
&lt;br /&gt;
=== Third rendition (1534 - Current) ===&lt;br /&gt;
Things bring us back to the third rendition, which as previously mentioned started with the build of an even grander Imperial Palace. At the end of [[Philipp Wilhelm II|Philipps]] rule, he had grown unhappy with the result the construction of his palace brought forward. The then Kaiser had new blueprints drawn up and the Hadrian stonemasons had been ordered to start their work. They refused, unhappy with the immediate rebuild of the former palace that had not been completed long ago, they went on strike. This strike lasted briefly until Philipp untimely passed away, after which the plans were decommissioned by his usurper [[Sine Verrador|Sine Verrado]]&amp;lt;nowiki/&amp;gt;r.&lt;br /&gt;
[[File:Adelsburg V3.png|thumb|The Third Rendition of Adelsburg (1534 - Current)]]&lt;br /&gt;
However, Kaiser [[Diederick-Gobel von Lichtenfelts|Diederick]] stumbled upon the plans for the new palace and immediately ordered its construction, as well as the deconstruction and upgrading of the city walls as previously mentioned. However, the rebuilding of the city that had fallen into decay would not be limited to such. Radical changes were going to be made. Instead of a long central street a square formed behind the main gate. This square, known as Wyatts Platz, acts as a buffer to the rest of the city during times of sieges and houses a smith, the [[Friederich von Bergwald-Holstein|Bergwald-Holstein]] brewery, and a gate towards the military area of the capital. &lt;br /&gt;
&lt;br /&gt;
Once on the Wyatts Platz, there are two possible directions of travel. Whereas one leads to the military area, the other leads deeper into the city. This military quarter, south of the square, had been totally relocated in relation to the second rendition. The castle that houses the Reichsarmee was deconstructed and is now moved towards the southeast corner of the city wall. This brick castle, which protrudes above the wall with four large corner towers, is strategically placed in between both gates, offering great additional protection to one of the most vulnerable areas of the city, as well as extra protection to the adjacent diet hall. Following the other street that goes west from Wyatts Platz through a gate below the tavern. One would make it onto the grand square of the Imperial Capital. Philipps Platz as it’s called, is the largest square of the Imperial Capital and the heart of the city. Adjacent to this square are large townhouses that carry an uncanny resemblance to the old step-gabled facades of the first and second Adelsburg renditions. In these townhouses that encircle Philipps square one is most likely to find shops, as well as the hospital, bank, tavern, and library. From this square, there are yet another two directions of travel, north and south.&lt;br /&gt;
&lt;br /&gt;
On the northern side, there is a large bronze statue of [[Alderism|Alder]] [[Alderism|Himmelschwert]] on horseback, this statue stands tall in front of the [[Alderism|Grand Temple of Alder]] which is roughly located in the same spot as the previous temple renditions. Reached by having to scale a few steps, the current temple stands tall over all other buildings in the capital, except for the Imperial Palace. This large diorite building consists of a large main dome, with eight towers around it. On the top of the dome is another statue of Alder, this time one where he is portrayed standing, with his sword towards the sky. Furthermore,, there is not much of worth in the north side of Adelsburg, except for the Temple Quarters east of the temple, which include the [[Gregor von Volker I|Vater's]] residence, clergy buildings, and the entry to the Imperial crypts. &lt;br /&gt;
&lt;br /&gt;
Going back to [[Philipp Wilhelm II|Philipps]] Platz, past the large statue of Alder, and the statue of Kaiser [[Philipp Wilhelm II]] there is a street to the south. This street, with on its left the taverns garden, and on its right the Imperial Bank and library, connects Philipps Platz to a square named after his son, [[Karl Philipp von Lichtenfelts|Karl Philipp I von Lichtenfelts]]. Karls Platz is mostly surrounded by regular residential townhouses, except for two buildings. These are the Imperial University of Adelsburg and the [[Friederich von Bergwald-Holstein|Bürgermeisters]] office, the latter being located above the second gateway that leads out of the south side of the city. &lt;br /&gt;
&lt;br /&gt;
Furthermore, there are a few gates that connect the eastern side of the city, which consists of Wyatt Square, Karls Square, and Philipps Square with the west side of the city. Whilst the east of the city mainly consists of shop fronts and other places for craftsmanship the west is almost only residential. The only thing that is noteworthy in this part of the city is the road that connects the city to the gates of the Imperial Palace.&lt;br /&gt;
&lt;br /&gt;
After the construction of all of this was completed, the last addition to the Imperial Capital was added. Traveling south through the gate below the Bürgermeisters office leads to the Imperial Port. This port, which is the largest of the Empire, is the main area of import and export and the Imperial center of trade.&lt;br /&gt;
&lt;br /&gt;
Besides the usual docks, workshops, and port houses there is one building that stands out, a massive crane and storage tower of brick, that stands tall over all other buildings in the port.&lt;br /&gt;
&lt;br /&gt;
== Historic Events ==&lt;br /&gt;
The Imperial capital has not only been home to the many residents it has had over the years. It has also proven itself to be quite the theatre for spectacle.  Over the years many great historical events have taken place in der Reichshaubtstad, some more important than others. The first major event that took place in the then-recently completed Adelsburg was the assassination of former King [[Roderick Withmond|Roderick Withmond.]]&lt;br /&gt;
&lt;br /&gt;
=== Assassination of Roderick Withmond (1522) ===&lt;br /&gt;
[[Roderick Withmond|Roderick]] had already been asked by [[Vivan De Augaussi]] to lay down his throne and rule in 1522, and had done so. He had given up his rule and instead took the position of Herzog of Hadriana, the town now known as [[Norbüren]]. Yet Vivan was unhappy with his rule of Hertzland province as he got word that Roderick had planned to give out crucial information to [[The Kingdom of Veronia|Veronia's]] enemy [[Wakkerdam]]. King Vivan swiftly responded to these rumors by inviting Roderick Withmond to a council meeting in the large council building that stood on the west side of Adelsburg. Roderick happily took the invitation as he rode onwards to the capital. Once he arrived he moved into the council room, where he was met by King Vivan de Augaussi, Queen [[Wendelin de Augaussi|Wendelin de Augauss]]&amp;lt;nowiki/&amp;gt;i, and some of their loyal servants. A fight ensued as the usurpers tried to end the life of Herzog, yet it was Roderick who managed to escape by jumping through a window. This however proved a leap too far for the fallen King. Once he jumped he landed on the cold hard street below, only to be finished by Vivan with a slow deep stab to his heart.&lt;br /&gt;
&lt;br /&gt;
=== The short rule &amp;amp; sudden death of Matthias  (1524-1525) ===&lt;br /&gt;
A few years passed, during which King [[Vivan De Augaussi|Vivan]] and his wife, Queen [[Wendelin de Augaussi|Wendelin]], got lost in the swamps of old Attia. The loss of the King and Queen created a power vacuum, in which the Hadrian people longed for a new leader. [[Matthias Joseph Withmond]] would be the chosen one. After his appointment, it was the young man who managed to bring the shattered human lands together. Under the newly united [[The Hadrian Empire|Hadrian Empire]], the rule of Matthias was one of peace and growing unity. Though this upcoming new age for the empire would be brutally disrupted after only three hundred days as one day, Matthias opened his eyes and found himself terribly weakened without any clear explanation as to why and was swiftly bedridden. The only one allowed by the Emperor’s side during these days was a young prince and ward from the old von Lichtenfelts dynasty, [[Philipp Wilhelm II|Philipp]]. The people of the Empire prayed to [[Alderism|Alder]] and Mortius to spare the young Emperor yet behind closed doors, Matthias’ condition only worsened, eventually making it clear to all around him that the new young Emperor would die childless and incredibly soon. It was only when Matthias himself realized this that he turned to Philipp and according to Philipp named him heir of the Hadrian Empire. Matthias would die peacefully two nights later. He was buried after a week of mourning in the [[Alderism|Grand Temple of Alder]] in Adelsburg. His body remains in the Adelsburg crypts to this day. &lt;br /&gt;
&lt;br /&gt;
=== Arnoud's Trial (1526) ===&lt;br /&gt;
[[File:ArnoudTrial.png|thumb|356x356px|Arnoud van Leuveren at his trial in Adelsburg that would determine if he would live or die.]]&lt;br /&gt;
[[Matthias Joseph Withmond|Matthias]] had just passed away when the [[The Hadrian Empire|Hadrian Empire]] was met with yet another problem. [[Arnoud van Leuveren]], Herzog of Wakkerdam had been to the [[Luminion]] court where he had thrown insults at [[Aldir’tor Zaithrall|Aldir’tor Zaithrall's]] daughter and had gravely upset them. Whilst the Luminious court was threatening war if a proper punishment was not handed out, it was Arnoud who fled to the [[The Empire of Anjyarr|Empire of Anjyarr]]. There, he spent a few months in which he quickly befriended the Anjyarri royalty, before eventually returning to the Hadrian Empire on the promise his life would be spared. [[Arnoud van Leuveren|Arnoud]]’s trial was led by Lady Judicar Ma Belov and was attended by Kaiser [[Philipp Wilhelm II|Philipp]] and his retinue personally. Arnoud denied any legal aid offered by the Hadrian state, instead choosing to lead his defense himself. Arnoud held a long speech in which he ridiculed the treatment of Hadrian nobles, the weak response to the Elves, and how he believed him standing trial proved that the Hadrian Empire had devolved into little more than Elven puppets. Sadly for him, his words fell on deaf ears and [[Ma Belov]] who was said to have a personal grudge against Arnoud quickly found him guilty of treason, evading trial, and inciting a war between the Hadrian Empire and Luminion, and against Philipp’s promise, he was sentenced to death by hanging. The moment this sentence was spoken, guards emerged from behind Arnoud and quickly restrained him. Arnoud was quickly dragged from the courtroom as he screamed for Philipp to stop this madness and allow him to live, though his pleas remained unheard and the Emperor sat by as he was taken away. The guards took Arnoud to the eastern gate, opposite of where the Anjyarri escort was camped, and quickly carried out his sentence, hanging him by the neck just outside the city walls. Royal knight [[Cedric Reinhardt]] decapitated the corpse shortly after Arnoud was assumed dead, though it was unclear if the noose or Cedric’s blade ended Lord Arnoud. The last words uttered by the lord were recorded as being “Alicia..” followed by Emperor Philipp stating “Maker guide du, sweet fool.” before returning to the palace, leaving Arnoud’s headless body by the side of the road for all to see.&lt;br /&gt;
&lt;br /&gt;
=== Leod's Betrayal (1528) ===&lt;br /&gt;
[[File:LeodBetrayal.png|thumb|352x352px|Ser Leod attacking Kaiser [[Philipp Wilhelm II]] in the Adelsburg palace the guards led by [[Diederick-Gobel von Lichtenfelts]] rush in to save the royal.]]&lt;br /&gt;
The first real challenge to [[Philipp Wilhelm II|Philipp’s]] rule came in the form of a thrust from within, as the general of the Hadrian armed forces, [[Leod Iomharach]], was rumoured to have an affair with the [[Anzhelika Rozhdestvenskij|Hadrian Empress]]. When the rumours reached the kaiser's court, the empress spoke to Emperor Philipp and explained where the rumours hailed from, though strongly rejected any of their truth. The Kaiser was enraged by this news and immediately summoned Leod to the Imperial Palace for questioning under the guise of a simple meeting regarding defensive matters. General Leod came to the palace as he had done many times before for he was considered a friend of the Imperial Family and of Emperor Philipp in particular. As Leod entered, he was led to the eastern balcony where Philipp after briefly playing as if they had a simple meeting and confronted Leod with the matter at hand. Leod attempted to deny any claims of having slept with the empress and simply expressed they were good friends. These words fell on deaf ears and Philipp had tremendous trouble controlling his anger towards his former best friend. Leod noticed that things were swiftly moving south and he decided to act first, in an act of impulse, he drew his sword on the Emperor and challenged him to single combat to resolve the matter. Philipp replied by drawing his own sword and the two were quickly clashing their swords on this balcony. The two friends both had lots of military experience, yet Leod was the better swordsman and as the fight went on, Philipp started to tire, leaving openings in his defense that were exploited by Leod, he slashed Philipp across the face, hitting his right eye and hacked him in the leg, rendering it useless. As the Emperor collapsed, the imperial guard led by Lady Judicar [[Ma Belov]] who heard the struggle outside finally broke down the door to the balcony that Philipp locked and saw the onslaught caused by the struggle. The entire balcony lay covered in blood and the Emperor sat blooded and beaten in the corner, yet still having his sword raised in defense against Leod. Ma and the Imperial Guards swiftly came to Philipp’s defense and cut down Leod, not killing him, but leaving him to die after a slash to the throat that made him collapse. This slash was delivered by Ma, who Leod refused to fight due to their personal relations. Ma though did not hesitate to put the man down, and as a single tear rolled down his cheek, Leod was beaten.&lt;br /&gt;
&lt;br /&gt;
Philipp was swiftly taken care of by imperial medics who were able to save his life, though at great cost. The Emperor was now without a leg and missing an eye, crippled and weakened for the remainder of his life. This had a heavy mental toll on the Emperor for not only was the always agile Emperor now chairbound and missing his half his eyesight, he was also betrayed by those closest to him, his best friend and his wife. Most of the ambitious projects that the empire was working on came to almost a complete standstill as without the Emperor’s guidance and direct involvement, it was incredibly difficult to get the nobility and clergy to live by the new reforms. Leod never truly faced justice for his crimes as he was abandoned after being cut down. Yet, he was not mortally wounded and when he saw the opportunity, he lunged off the low-hanging balcony and fled Adelsburg, never to be seen again besides rumors of him having settled down in [[The Empire of Anjyarr|Anjyarr]] like many [[Arnoud van Leuveren|traitors]] of the Hadrian Crown before him.&lt;br /&gt;
&lt;br /&gt;
=== Assassination of Philipp II (1532) ===&lt;br /&gt;
After Leod’s betrayel the [[The Hadrian Empire|Hadrian Empire]] had seen a relative time of peace within its borders. Yet otuside its borders it had taken up arms. Kaiser [[Philipp Wilhelm II|Philipp]] had ordered a war on [[Highland Freestate|Raevendrecht]], and Hadriana was progressively gaining territory. To celebrate the victory in Flüssland, the Emperor organized a medal ceremony to honour those who fought in the battle and led the Hadrian army to victory. The ceremony was to be held in the Imperial Palace of Adelsburg. Both Hadrian officials and Helstein’s men were invited to take part in the celebration and ponder over the world that was to come after the war. Though in reality, the fate of both the war and Hadriana as a whole took a terrifying turn during this event.&lt;br /&gt;
[[File:PhilippAssassination.png|thumb|349x349px|The Helstein Mercenary group draw their weapons on Kaiser [[Philipp Wilhelm II]] inside the Adelsburg Imperial Palace.]]&lt;br /&gt;
Not long before the celebration, [[Siegfried od Albion]], Lord-Commander of the Hadrian army, and [[Sine Verrador]], Head of the Imperial Duma, met with the leadership of Helstein’s order, convincing them that the Emperor was low on Andros and ordered the two to not pay the mercenaries for their hard work on the battlefield. A promise was made that if the mercenaries assisted the two in overtaking the reigns of the Empire, they would pay them double for their efforts, an offer the order gladly agreed to. In reality, both Sine and Siegfried had been conspiring to take the throne ever since the Emperor allowed [[Silas van Leuveren|Silas]] to walk free after his capture, resulting in many more lives lost for in their eyes nothing but personal glory for Philipp. They wished to rid themselves of Philipp, whose health had been declining for some time as both his old wounds and ever-increasing age started to catch up with him, crown-prince [[Karl Philipp von Lichtenfelts|Karl]], who they deemed weak and unfit to rule the empire, and the remainder of the living royal family, and so it was settled. The mercenaries and Imperial Army positioned themselves in the throne room where the ceremony was to be held and after Sine’s opening speech, all involved drew their swords. Sine was the first to strike and with a single thrust into Philipp’s chest, his life was ended. In his last moment, a singular tear rolled down his cheek as he realized that he was once again betrayed by his closest friends and allies, yet this time, the only way out was death. Crown Prince Karl, frightened by the sudden chaos, drew his sword in defense, this was then used to justify an attack against him. Siegfried approached the young prince from behind and with a singular blow to the neck, separated his head from his shoulders, leaving him dead as well.&lt;br /&gt;
&lt;br /&gt;
The last man standing after the imperial guard was cut down was [[Ser Wyatt]], a close friend and ally of the throne. While the imperial family and guard were cut down, he lunged himself at the traitors, cutting down eight of them before being overpowered and slain. The traitors moved quickly after they murdered everyone in the room and captured any loyalist noble and knight present in Adelsburg. Helstein’s armies rode out to the estates of said loyal nobles and knights and occupied their holdings. Most of the Imperial provinces were swiftly brought under Sine’s control, yet his search for the remaining Lichtenfelts was far from successful. While he managed to place Empress [[Anzhelika Rozhdestvenskij|Anzhelika]] under house arrest in the imperial palace, the remaining three children were smuggled out of the city by loyalists, [[Helena Theodosia von Lichtenfelts|Helena]] and [[Hugo Alekzander von Lichtenfelts|Hugo]] were brought to Luminion, while [[Katherina von Lichtenfelts|Katherina]] was smuggled into the Republic of Raevendrecht. Meanwhile, Philipp’s brother, [[Diederick-Gobel von Lichtenfelts|Diederick-Göbel]], was stationed in Castle [[Lünburg]] together with Lord [[Janczyck-Mariusz Tzyrnowski]] and did not attend the ceremony. When news reached them of what happened, Janczyck cursed at the usurper’s envoy who came to demand Janczyck’s loyalty and Diederick’s delivery to the capital. In response to the chaos, the last bastion of the loyalist faction split off from Hadriana, standing defiant against Sine’s new imperium.&lt;br /&gt;
&lt;br /&gt;
== Notable Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== The Imperial Palace ===&lt;br /&gt;
[[File:ImperialPalace.png|thumb|The Imperial Palace in Adelsburg]]&lt;br /&gt;
The Imperial Palace of Adelsburg is the seat of the ruling von Lichtenfelts dynasty now led by Kaiser Diederick I. Its construction was ordered around 1528 AFS by Kaiser Philipp II but was only finished under Diederick for there was a worker’s strike that hindered its completion for years. Only after Sine’s rebel forces were driven out of Adelsburg in 1534 AFS was its construction completed. The newly completed palace has many facilities for public events such as a lavish ballroom, throne hall, and gardens surrounding its main construction. The palace has seven bedrooms, two bathrooms, a coaching house, a guardhouse, a raven tower, and a handful of smaller offices and living quarters. A separate side wing of the Imperial Palace is dedicated to housing servants and teachers of the Imperial Family, acting as a small village in and of itself within the palace’s thick walls.&lt;br /&gt;
&lt;br /&gt;
=== The Brandenburg ===&lt;br /&gt;
The castle on the southeastern corner of Adelsburg that towers over the area is known as the Brandenburg. The castle was constructed in 1534 - 1535 as part of Kaiser Diederick’s grand renovation of Adelsburg. The defensive structure holds a dungeon block, armory, many small offices, barracks, war horse stables, and a raven tower that doubles as the ErzCupbearer’s private office. The Brandenburg’s primary purpose is the house of the Reichsmarshall’s staff and acts as a base for the Reichsarmee.&lt;br /&gt;
&lt;br /&gt;
=== The Grand Cathedral of Alder ===&lt;br /&gt;
[[File:Cathedral.png|thumb|244x244px|The Grand Cathedral of Alder in Adelsburg]]&lt;br /&gt;
Towering over the northern reaches of the Imperial Capital is the Grand Cathedral of Alder and its surrounding clerical district. It is the epicenter of the Alderist faith and the base of operations of the Vater and his personal guards and inquisitors. The Cathedral acts as a refuge for all who seek Alder and his Sentinels. The building itself is a huge diorite stone building decorated with many pillars and elaborate architectural marvels. The building is circular and held up by eight towers, each representing a Sentinel. The only one unrepresented is Dolus. The top of the Cathedral is topped off by a massive copper statue of Alder holding his sword.&lt;br /&gt;
&lt;br /&gt;
=== The Imperial Crypts ===&lt;br /&gt;
Deep below the Grand Cathedral of Alder lie the Imperial Crypts where the remnants of the Imperial family members from Kaiser Matthias and on are buried. Their bodies are kept in crypts with fortified walls to keep any necromancer from using magic to manipulate them and a pair of specially assigned cultists of Mortius keep a constant eye on the graves.&lt;br /&gt;
&lt;br /&gt;
=== Höfbrauhaus Brandenhafen ===&lt;br /&gt;
Standing proudly in the middle of Adelsburg Höfbrauhaus Brandenhafen is the biggest tavern of the Hadrian Empire. Having three entrances connected to three different squares, the tavern is accessible from wherever you come from. Upon entering, the beer maidens run around you as the bustling brauhaus is always busy providing alcoholic beverages and food to its customers. Having a large menu that includes imported drinks as well as locally brewed ones, such as Kronenbier, Alders Weissener and Brandhafen tripel, it is the place to visit during a stay at the Imperial Capital. &lt;br /&gt;
&lt;br /&gt;
== Notable figures living in Adelsburg ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:Center; width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width:15px;&amp;quot; |Portrait&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Birth&lt;br /&gt;
Parentage&lt;br /&gt;
! style=&amp;quot;width:20%;&amp;quot; |Spouse(s)&lt;br /&gt;
Issue&lt;br /&gt;
! style=&amp;quot;width:19%;&amp;quot; |Status&lt;br /&gt;
! style=&amp;quot;width:105px;&amp;quot; |Coat of Arms&lt;br /&gt;
! width=&amp;quot;19%&amp;quot; |Title(s)&lt;br /&gt;
|-&lt;br /&gt;
|Kaiser Diederick I&lt;br /&gt;
[[Diederick-Gobel von Lichtenfelts|Diederick-Göbel von Lichtenfelts]]&lt;br /&gt;
|[[File:Diederick-Gobel von Lichtenfelts.png|212x212px]]&lt;br /&gt;
|1492 AFS&lt;br /&gt;
----Son of [[Wilhelm von Lichtenfelts]]&lt;br /&gt;
|Catherine✝, [[Veredra Kerstin Fischer|Veredra]]&lt;br /&gt;
----Wilhelm, Karl, Sylvia, Maximillian, Edda&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:Hadriana2.png|174x174px]]&lt;br /&gt;
|Kaiser of Hadriana, Imperator et Attia&lt;br /&gt;
and Protector of the Realm&lt;br /&gt;
|-&lt;br /&gt;
|Kaiserin Veredra I&lt;br /&gt;
[[Veredra Kerstin Fischer|Veredra Kerstin von Lichtenfelts]]&lt;br /&gt;
|[[File:VeredraSmall.png|190x190px]]&lt;br /&gt;
| 1514 AFS&lt;br /&gt;
----Daughter of [[Frank Fischer]]&lt;br /&gt;
|[[Diederick-Gobel von Lichtenfelts]]&lt;br /&gt;
----Wilhelm, Karl, Sylvia&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:Hadriana2.png|174x174px]]&lt;br /&gt;
| Kaiserin of Hadriana, ErzCupbearer&lt;br /&gt;
|-&lt;br /&gt;
|Vater Gregor I&lt;br /&gt;
[[Gregor von Volker]]&lt;br /&gt;
| [[File:Vater GregorV2.png|224x224px]]&lt;br /&gt;
|1501 AFS&lt;br /&gt;
----Unknown&lt;br /&gt;
|none&lt;br /&gt;
----none&lt;br /&gt;
|Deceased&lt;br /&gt;
✝ 1547 A.F.S.&lt;br /&gt;
|[[File:AlderismSidfriendly.png|174x174px]]&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Vater Gottfried I&lt;br /&gt;
[[Gottfried Fredric von Wolfhard]]&lt;br /&gt;
|[[File:Gottje.png|center|frameless|270x270px]]&lt;br /&gt;
|1510 AFS&lt;br /&gt;
----Unknown&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
----Theodor Von Wolfhard&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:AlderismSidfriendly.png|174x174px]]&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Graf Friederich&lt;br /&gt;
[[Friederich von Bergwald-Holstein]]&lt;br /&gt;
|[[File:Friederich.png|152x152px]]&lt;br /&gt;
|1490 AFS&lt;br /&gt;
----Unknown&lt;br /&gt;
|Helena&lt;br /&gt;
----Balthasar-Göbel&lt;br /&gt;
|Alive&lt;br /&gt;
|[[File:FriedjeCrest.png|174x174px]]&lt;br /&gt;
|Graf of Dörne neben das Schwarzwald&lt;br /&gt;
Bürgermeister of Adelsburg, ErzTreasurer&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6966</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6966"/>
		<updated>2025-03-19T15:19:53Z</updated>

		<summary type="html">&lt;p&gt;Erik: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Spartan_180&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Diederick-Göbel I&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the Alderist Temple or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an Alderist nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the Alderist faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first Plague year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of Adelsburg, witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to Adelsburg, where he knelt before the altar of the Oracle Alder Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to Alderism had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in Adelsburg and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of Alder and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
There was a relative period of peace after this, The Empire slowly returned to normal under Diederick’s rule and the capital ravaged by years of turmoil was renovated. It was at this time that he would properly reconnect with the last few surviving von Lichtenfelts family members. He welcomed them back in Adelsburg and the Imperial Palace and ensured they had a bright future ahead of them. Shortly after this, he would finally meet his first love interest. At another Adelsburg tavern night he would attend he was approached by a mysterious figure in simple clothes. After a brief interaction, Diederick would offer the woman a tour of the city and palace. As they reached the end of the tour in Diederick’s personal quarters, the mysterious woman unveiled herself as [[Catherine Vahlen]] and they would enter into a relationship shortly after, announcing their wedding not much later.&lt;br /&gt;
&lt;br /&gt;
It seems like there is a bright future ahead for the Emperor, yet that chapter is yet to be written.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the Alderist Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6965</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6965"/>
		<updated>2025-03-19T15:18:00Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Spartan_180&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Diederick-Göbel I&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the Alderist Temple or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an Alderist nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the Alderist faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first Plague year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of Adelsburg, witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to Adelsburg, where he knelt before the altar of the Oracle Alder Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to Alderism had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in Adelsburg and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of Alder and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
Diederick’s campaign was a swift but bloody one. His loyalist armies easily swept away the disorganized remnants of the rebels and [[Adelsburg]] was taken without a fight. From there Diederick would proclaim himself Emperor and hosted a coronation swiftly after. Not much later was the last bastion of the rebels, Schloss Helstein, taken and brought under imperial rule. The last retaliatory strike from the rebels came in the form of an assassination attempt carried out by one of the last few Helstein elites that were still around. The mercenary in question, Argyle, would attack Diederick in the Adelsburg tavern in a suicidal charge during a victory celebration. Argyle failed to strike the Emperor down with his opening blows and was quickly cut down by the Kaiser’s bodyguards and bystanders. In retaliation, Diederick ordered the execution of all remaining Helstein mercenaries in captivity and had them displayed in cages outside of Adelsburg to ensure everyone would know that Diederick was not one who tolerated any disloyalty to the Hadrian crown.&lt;br /&gt;
&lt;br /&gt;
There was a relative period of peace after this, The Empire slowly returned to normal under Diederick’s rule and the capital ravaged by years of turmoil was renovated. It was at this time that he would properly reconnect with the last few surviving von Lichtenfelts family members. He welcomed them back in Adelsburg and the Imperial Palace and ensured they had a bright future ahead of them. Shortly after this, he would finally meet his first love interest. At another Adelsburg tavern night he would attend he was approached by a mysterious figure in simple clothes. After a brief interaction, Diederick would offer the woman a tour of the city and palace. As they reached the end of the tour in Diederick’s personal quarters, the mysterious woman unveiled herself as [[Catherine Vahlen]] and they would enter into a relationship shortly after, announcing their wedding not much later.&lt;br /&gt;
&lt;br /&gt;
It seems like there is a bright future ahead for the Emperor, yet that chapter is yet to be written.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the Alderist Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6964</id>
		<title>Gottfried Fredric Von Wolfhard</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gottfried_Fredric_Von_Wolfhard&amp;diff=6964"/>
		<updated>2025-03-19T15:16:46Z</updated>

		<summary type="html">&lt;p&gt;Erik: New&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Arkhun&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Diederick-Göbel I&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Gottje.png|center|frameless|515x515px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist]] Faith&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Redeemed&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1506 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|Taffeta Blossom 1545 - 1547&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|Theodor Von Wolfhard&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Attian Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Standing at an average height of 183cm (6 feet), Gottfried Fredric Von Wolfhard has the appearance of a broad-shouldered brunette, having grown himself a stubble beard combined with a well-kept extended goatee and mustache. The man is known for his kind blue eyes and deep, calm voice that characterizes him as a suited storyteller. However, during moments that require sternness, a pious and aggressive presence overwhelms the man, displaying his devotion to his goals and duties. His physique embodies the characteristics of a hard-working man, having endured physical labor at a young age. His robust build is further enhanced by his military background, where he has trained and fought while wearing various types of light, medium, and heavy plate armor. &lt;br /&gt;
&lt;br /&gt;
When seen by onlookers, Gottfried is seen wearing religious robes tied to the Alderist Temple or his Sentinel of devotion: Mortius. Throughout his life, he has worn priestly robes of the Cult of Mortius and, in his current role, holy robes fitting the position of Holy Vater. His attire includes various jewelry and trinkets befitting a member of the clergy, from a Rosarius, an Alderist nine-pointed-star necklace, to a silver ring with engraved High-Attian symbols on the middle finger of his left hand.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gottfried is a pious and foreboding man who is utterly devoted to the Alderist faith and the destruction of the Order of Chaos in all its forms. He is a man who sees himself as an essential figure of guidance, wanting the best for the people of the Hadrian realm. Those who meet him experience the characteristics of a father figure, a man who displays kindness, care, and empathy to everyone who seeks his help. Yet, within him is a deeply rooted zeal that, when the time is needed, turns him into a fanatic like none has ever seen. In combat, he is hot-headed, aiming to seek and destroy the enemies of the faith and those defined by the Sentinel himself, screaming the litanies of death while fighting or supporting the troops. &lt;br /&gt;
&lt;br /&gt;
He sees the world as gray, having experienced both the worst and the best in humanity and the world at large. As a father, he is often overprotective, hoping to have his son avoid the same mistakes he once made throughout his life. Despite all this and his role as Vater, he is not a man of words but actions. Wanting to bring further change for the sake of humanity instead of discussing it with the nobility and leading figures of the Hadrian State, as he is not a fan of politics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Early life===&lt;br /&gt;
Gottfried Fredric Von Wolfhard, son of Fredric Von Wolfhard and Ida Von Wolfhard, was born on the 7th Sunday of Edensrest, in the countryside of Hertzland, during the first Plague year of 1506. Born as the second child and only son, Gottfried grew up having to take care as the man of the household after his father had passed away in the final months of the Rotting Plague in 1511. Taught how to take care of the farm by their neighbor, who he grew close with, Gottfried learned how to work with sheep, horses, and goats, the farm's livestock, and rebuilt the farm after the damages caused by the plague. &lt;br /&gt;
&lt;br /&gt;
During his life at the house, he had to take care of his three sisters, Erika, the oldest, Anna, and Rosaline, the youngest. But also a grief-stricken mother, which caused Gottfried to be confined on the farm, never able to travel far other than Norbüren- which was known as Hadriana at the time . He experienced from a young age what nobility was capable of when their desire for power took the better of them, witnessing the First Hadrian Civil War from up close. However, his desire to do more intensified after he met a knight adorned in green and white colors, displaying a wolf's crest on his chest, who traveled past Gottfried's home accompanied by a retinue of men-at-arms. It was then that Gottfried knew what he wanted to do as soon as he came of age.&lt;br /&gt;
&lt;br /&gt;
===Blood and regret:===&lt;br /&gt;
The same neighbor brought him into contact with a local hunter, who taught Gottfried how to wield a bow and arrow. Roughly around the year 1520, when Gottfried turned 16, he signed up as a levy in service of House De Augaussi in Veronia. While his goodbye at the farm was hard and emotional, he taught his sisters what he knew, knowing they would be safe and able to now take care of themselves with the assistance of his neighbor. It would officially be the last time Gottfried would ever see them in person, as all three would eventually decide to travel the world as well.&lt;br /&gt;
&lt;br /&gt;
During his time in Veronia, he was placed in a legion known as The First Company, composed of levy men and mercenaries. He was taught the ways of the sword, with one of Count Vivans' brothers often leading the training sessions himself. When the years faded into memory and the Second Hadrian Civil War passed in 1522, Gottfried stood at the side of the usurpers in front of Adelsburg, witnessing the meeting between King Roderick Withmond and Count Vivan De Augaussi in front of the gate. It was then that Gottfried knew what he truly signed up for, but he was too naive to admit the dark path he was stepping onto. &lt;br /&gt;
&lt;br /&gt;
The years went by under the rule of King Vivan. The murder of King Roderick, together with the fracturing of the realm, caused instability and chaos within the Hadrian lands, now known as the Kingdom of Veronia. Gottfried's military experience went on with fighting loyalists of the Withmond dynasty and Hinterlanders in the Hintish Republic under the rule of Arnoud Van Leuveren, who openly proclaimed to be against the Augaussi usurpers of Hadriana. However, when at the beginning of the year 1524, King Vivan decided to reclaim the Swamp of the Magna Attia and disappeared with his whole army, most of the Kingdom fractured. With Queen Wendelin attempting to hold power, many of the nobles turned on each other, trying to lay claim to now lawless lands. The First Company fractured into bands of raiders and looters, Gottfried among them. With no one to pay them, the men, including Gottfried, turned to greed and desire for gold and riches.&lt;br /&gt;
&lt;br /&gt;
Gottfried's life spiraled down into the darkness, being taken over by the same greed and desire as the rest of the roaming looters. None of the nobles stopped them as they were too busy with their own quarrels. Queen Wendelin had taken a small army, attempting to find her husband and king in the swamp, and died in the attempt. The Kingdom of Veronia was no more, and Gottfried used this to his advantage. Motivated by a few men to plunder a large farm, Gottfried entered a homestead and found only a farmer's wife and two children begging to be spared. Gottfried, not desiring to hurt them, located a cabinet with riches and religious trinkets. One of the children stopped him, standing between him and the family's riches Gottfried wished to take with him. Without batting an eye, Gottfried attempted to swat the child aside, using his mace and striking the child in the head, killing the boy instantly. The entire experience led Gottfried to have a crisis as he reevaluated his life choices and reflected on what he had become. Murdering a child in cold blood for profit was a line he thought he would never cross, and it filled him with profound sorrow. For weeks, he wept and mourned the actions he had taken.&lt;br /&gt;
&lt;br /&gt;
It is said that during these weeks, wandering the land like a broken man, a voice called to him. Guided by this soothing voice, he followed it to Adelsburg, where he knelt before the altar of the Oracle Alder Himmelschwert. Gottfried decided to embark on a new life dedicated to his chosen Sentinel, Mortius, the Sentinel of Death. He resolved to join the Cult and atone for the sins he had committed. For him, serving in the clergy was the only path to redemption. This commitment sparked a zealous nature in Gottfried, shaping him into the man he is today.&lt;br /&gt;
&lt;br /&gt;
===From Acolyte to Black Abbot:===&lt;br /&gt;
[[File:Abot.png|thumb|465x465px|Gottfried as Black Abbot in 1545]]&lt;br /&gt;
From 1525 to 1535, during the Hadrian-Raevendrecht War, Gottfried devoted his life to reconstructing the Cult of Mortius as a need to strengthen the clergy's role in the newly formed Empire grew. Finding new members proved difficult, as devotion to Alderism had weakened over decades of conflict and political struggles which only amplified after the coup and murder of Kaiser Philipp Von Lichtenfelts. Gottfried gathered the relics of Saint Marcilius ‘The Pious’ from the Cathedral in Adelsburg and reburied them in the newly built monastery on the hills of Schwarzwald in Veronia. The monastery was named the Schwarze Abtei (The Black Abbey), which directly suggested the stone's color used in the construction. Eventually, Gottfried rose through the ranks of Acolyte to Custodian. When the first members finally joined to continue the duties bestowed upon them by the Sentinel of Death, the rank of Black Abbot was granted to him by Vater Gregor I for his devotion to his duties and the loyalty he displayed towards both the clergy and his Sentinel.&lt;br /&gt;
&lt;br /&gt;
Gottfried spent time traveling the realm for 5 years, taking the time to spread the word of Alder and Mortius to the common folk. Eventually, he met the young lady Taffeta, a baker from Norbüren. Swayed by his words and a wish to do more for the people, Taffeta joined the clergy and, soon enough, would work side-by-side with Gottfried in the Cult. The Fields of Mortius grew, and secretly inside the monastery walls, the two grew closer, eventually forming a romantic attachment to one another. This eventually caused the secretive birth of their son, Theodor, in 1545. Angered by Gottfried for breaking his oath of celibacy, Vater Gregor punished him by forcing him on another pilgrimage and a vow of silence for 2 years, and Taffeta to join the Sisters of Alda. There, she would raise their son, who would never be allowed to know that Gottfried was his father, never allowed to see him until he came of age. After two years had passed, Gottfried would still meet with her in secret, attempting to give clues to their son by giving him a personal stuffed animal toy to sleep with. From the sidelines, Gottfried would watch his son grow up, which would also cause fractions and a distance to form between him and Taffeta. She abandoned the clergy and moved to Lünburg during The Flüssland Peasant Revolt in 1547, siding with the rebel Markgraf Zladimir and revealing the details of the scandal of Gottfried to the public in order to shame him and the loyalist side of the clergy. Many of these acts of slander were lies, causing Gottfried to take action and actively partake in the conflict as the Vater was bedridden due to an illness. The Mortius Cult actively fought against any rebels found in Hadrian territory, attempting to convert some of the population of the north with minimal success. Eventually, without Gottfried knowing, Taffeta's love for their son caused her to make decisions that conflicted with her duties and faith. Gottfried would find out after many years that Taffeta had turned to foul arts of the Demonic in order to protect their son due to a rise in demonic activity of the Bone Lord. In the end, she sought redemption, feeling sorry for what she had done. She was magically cleansed by Lunarmancers in Luminion, overseen by Aeri'cill Cirlia herself. She said her final goodbyes to Gottfried, revealing the truth just before her death by the arcane powers in 1553.&lt;br /&gt;
&lt;br /&gt;
===Vater Gottfried I:===&lt;br /&gt;
[[File:Vater.png|thumb|465x465px|Gottfrieds' first sermon held as Vater]]&lt;br /&gt;
Diederick’s campaign was a swift but bloody one. His loyalist armies easily swept away the disorganized remnants of the rebels and [[Adelsburg]] was taken without a fight. From there Diederick would proclaim himself Emperor and hosted a coronation swiftly after. Not much later was the last bastion of the rebels, Schloss Helstein, taken and brought under imperial rule. The last retaliatory strike from the rebels came in the form of an assassination attempt carried out by one of the last few Helstein elites that were still around. The mercenary in question, Argyle, would attack Diederick in the Adelsburg tavern in a suicidal charge during a victory celebration. Argyle failed to strike the Emperor down with his opening blows and was quickly cut down by the Kaiser’s bodyguards and bystanders. In retaliation, Diederick ordered the execution of all remaining Helstein mercenaries in captivity and had them displayed in cages outside of Adelsburg to ensure everyone would know that Diederick was not one who tolerated any disloyalty to the Hadrian crown.&lt;br /&gt;
&lt;br /&gt;
There was a relative period of peace after this, The Empire slowly returned to normal under Diederick’s rule and the capital ravaged by years of turmoil was renovated. It was at this time that he would properly reconnect with the last few surviving von Lichtenfelts family members. He welcomed them back in Adelsburg and the Imperial Palace and ensured they had a bright future ahead of them. Shortly after this, he would finally meet his first love interest. At another Adelsburg tavern night he would attend he was approached by a mysterious figure in simple clothes. After a brief interaction, Diederick would offer the woman a tour of the city and palace. As they reached the end of the tour in Diederick’s personal quarters, the mysterious woman unveiled herself as [[Catherine Vahlen]] and they would enter into a relationship shortly after, announcing their wedding not much later.&lt;br /&gt;
&lt;br /&gt;
It seems like there is a bright future ahead for the Emperor, yet that chapter is yet to be written.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Gottfried is an avid fan of history, often delving for days at a time in old scrolls and recordings of recent and ancient history&lt;br /&gt;
*A personal desire for a beverage for Gottfried is alcohol. Fruity drinks such as wine are a favorite.&lt;br /&gt;
*During his time growing up on the farm, Gottfried had a pet sheep named Bertha, whom he helped raise. Unfortunately, he had to say goodbye to her when he signed up as a levy and left the farm&lt;br /&gt;
*Gottfried is fluent in the language of the Alderist Temple: High-Attian. A language now long since forgotten by the majority of the Attian population.&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Abot.png&amp;diff=6963</id>
		<title>File:Abot.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Abot.png&amp;diff=6963"/>
		<updated>2025-03-19T15:15:09Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Abot&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Vater.png&amp;diff=6962</id>
		<title>File:Vater.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Vater.png&amp;diff=6962"/>
		<updated>2025-03-19T15:12:51Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vater&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6955</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6955"/>
		<updated>2025-02-24T07:13:43Z</updated>

		<summary type="html">&lt;p&gt;Erik: Added Terrifying und Arcane Might&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RGM&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)'''&lt;br /&gt;
#* Adjust the '''Grip (G)''', '''Attacks (A)''', '''Damage (D)''', '''Weight (W)''' and '''Range (R)''' of the '''Standard Profile''': G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: - accordingly.&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|Does not need a tag&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|-&lt;br /&gt;
|Torch&lt;br /&gt;
|Torch&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1d2&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|BLD&lt;br /&gt;
|G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
|Fist&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Does not need a tag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|When the player uses this weapon on their first attack in CRP, they gain +2 to hit and deal an additional 1d3+1 damage.&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20.&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled. Weapons with an entity in a grapple cannot be used to attack until the grapple is released. (Exception is COM, where only the grapple profile can no longer be used.)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15.&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7.&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5.&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5.&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1.&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required.)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons (i.e. not with RGS, RGM, RGL) and can only be used with one DWL weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Might&lt;br /&gt;
|AMx&lt;br /&gt;
|Applies a bonus to damage rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Terrifying&lt;br /&gt;
|TRF&lt;br /&gt;
|On an attack roll of 18+, the target is Frightened&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6954</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6954"/>
		<updated>2025-02-20T10:00:54Z</updated>

		<summary type="html">&lt;p&gt;Erik: Formulated AMB a little more clearly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RGM&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)'''&lt;br /&gt;
#* Adjust the '''Grip (G)''', '''Attacks (A)''', '''Damage (D)''', '''Weight (W)''' and '''Range (R)''' of the '''Standard Profile''': G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: - accordingly.&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|Does not need a tag&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|-&lt;br /&gt;
|Torch&lt;br /&gt;
|Torch&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1d2&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|BLD&lt;br /&gt;
|G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
|Fist&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Does not need a tag&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|When the player uses this weapon on their first attack in CRP, they gain +2 to hit and deal an additional 1d3+1 damage.&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20.&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled. Weapons with an entity in a grapple cannot be used to attack until the grapple is released. (Exception is COM, where only the grapple profile can no longer be used.)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15.&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7.&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5.&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5.&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1.&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required.)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons (i.e. not with RGS, RGM, RGL) and can only be used with one DWL weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6953</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6953"/>
		<updated>2025-02-18T12:30:30Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RGM&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)'''&lt;br /&gt;
#* Adjust the '''Grip (G)''', '''Attacks (A)''', '''Damage (D)''', '''Weight (W)''' and '''Range (R)''' of the '''Standard Profile''': G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: - accordingly.&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|-&lt;br /&gt;
|Torch&lt;br /&gt;
|Torch&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1d2&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|BLD&lt;br /&gt;
|G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled. Weapons with an entity in a grapple cannot be used to attack until the grapple is released. (Exception is COM, where only the grapple profile can no longer be used.)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons (i.e. not with RGS, RGM, RGL) and can only be used with one DWL weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6952</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6952"/>
		<updated>2025-02-18T12:29:08Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RGM&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)'''&lt;br /&gt;
#* Adjust the '''Grip (G)''', '''Attacks (A)''', '''Damage (D)''', '''Weight (W)''' and '''Range (R)''' of the '''Standard Profile''': G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: - accordingly.&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|-&lt;br /&gt;
|Torch&lt;br /&gt;
|Torch&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1d2&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|BLD&lt;br /&gt;
|G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled. Weapons with an active entity in a grapple cannot be used to attack until the grapple is released. (Exception is COM, where only the grapple profile can no longer be used.)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons (i.e. not with RGS, RGM, RGL) and can only be used with one DWL weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6951</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6951"/>
		<updated>2025-02-18T12:24:37Z</updated>

		<summary type="html">&lt;p&gt;Erik: Grappler specification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RGM&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)'''&lt;br /&gt;
#* Adjust the '''Grip (G)''', '''Attacks (A)''', '''Damage (D)''', '''Weight (W)''' and '''Range (R)''' of the '''Standard Profile''': G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: - accordingly.&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|-&lt;br /&gt;
|Torch&lt;br /&gt;
|Torch&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1d2&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|BLD&lt;br /&gt;
|G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled. Weapons with an active entity in a grapple cannot be used to attack until the grapple is released.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons (i.e. not with RGS, RGM, RGL) and can only be used with one DWL weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6950</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6950"/>
		<updated>2025-02-18T05:29:36Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RGM&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)'''&lt;br /&gt;
#* Adjust the '''Grip (G)''', '''Attacks (A)''', '''Damage (D)''', '''Weight (W)''' and '''Range (R)''' of the '''Standard Profile''': G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: - accordingly.&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|-&lt;br /&gt;
|Torch&lt;br /&gt;
|Torch&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1d2&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|BLD&lt;br /&gt;
|G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons (i.e. not with RGS, RGM, RGL) and can only be used with one DWL weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6949</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6949"/>
		<updated>2025-02-17T21:23:17Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RGM&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)''' and adjust '''Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R)''' accordingly'''.'''&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|-&lt;br /&gt;
|Torch&lt;br /&gt;
|Torch&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1d2&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|BLD&lt;br /&gt;
|G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons. (i.e. not with RGS, RGM, RGL)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=6948</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=6948"/>
		<updated>2025-02-17T21:22:11Z</updated>

		<summary type="html">&lt;p&gt;Erik: Added Weapons&lt;/p&gt;
&lt;hr /&gt;
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*[[Weapons|Weapon Builder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6947</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6947"/>
		<updated>2025-02-17T21:05:53Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RLD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)''' and adjust '''Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R)''' accordingly'''.'''&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|-&lt;br /&gt;
|Torch&lt;br /&gt;
|Torch&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1d2&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|BLD&lt;br /&gt;
|G: 1h, A: 1, D: 1d2, W: 15, R: 1, SR: BLD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking. This SR can only be used with melee weapons. (i.e. not with RGS, RGM, RGL)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6946</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6946"/>
		<updated>2025-02-16T16:02:40Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special conditions, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RLD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)''' and adjust '''Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R)''' accordingly'''.'''&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6945</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6945"/>
		<updated>2025-02-16T16:01:49Z</updated>

		<summary type="html">&lt;p&gt;Erik: Fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
For special condition, see: [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RLD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)''' and adjust '''Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R)''' accordingly'''.'''&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Magic_and_becoming_a_Spellcaster&amp;diff=6944</id>
		<title>Magic and becoming a Spellcaster</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Magic_and_becoming_a_Spellcaster&amp;diff=6944"/>
		<updated>2025-02-16T15:58:19Z</updated>

		<summary type="html">&lt;p&gt;Erik: Error corrected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Spellcasters ==&lt;br /&gt;
A spellcaster is an individual who has bound their soul to one of the realms from which they draw power. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and its powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancers can be found meditating within a burning forest or a charred building. Spellcasters are influenced by the season and have a deep connection to the magical power sources that exist within Eden. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Becoming a Mage ==&lt;br /&gt;
Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm. If one wishes to achieve mage hood, they will always have to explore the principles of the realm with their master and be accepted by the realm as they have accepted it. The initial mutual acceptance stage occurs when a mage sets out to find their casting crystal and have it empowered by the realm. The elemental realms have a deep connection with Eden and its brilliance, therefore avoiding those that might seek harm to Eden. Magic powers that stem from other realms or places are more fickle and unpredictable, not having much of a preference but equally dangerous to all who wish to pursue this path.&lt;br /&gt;
== Strengthening the Bond ==&lt;br /&gt;
&lt;br /&gt;
After having found a casting crystal and a teacher, the mage embarks on their journey and bonds with the realm. The beginning for a mage are fast-paced as they are guided by their teacher. Upon reaching a threshold where the master has to let their student go, a mage will start to focus on and study their realm and power on their own. Causing them to slowly but steadily become more used to utilizing their magical powers as well as connecting with the realm.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For elemental mages strengthening the bond is only possible when mages travel to the hallowed grounds scattered around the continent. These hallowed grounds are the places where the primordial energy of the moon, the oceans, the mountains and the sun is closest to Eden or places of extreme ties to the elemental realm such as comets from the Ignos or a pond filled with water from Aros. Elemental mages have to partake in a series of trials by the realm which count as milestones for their progression. But the majority of a mage's time is filled with self-studying their realm to deepen their connection. Once the time is right, the mage travels to the Hallowed Grounds and tests their innate bond. If the realm acknowledges their efforts, the mage feels their bond strengthened even further as they take another step further into their pursuit of becoming one with the realm. If the eason is the mage's primal season, they find that their innate ability to comprehend the deeper structures of their realm quicken and they could sometimes even strengthen the bond twice during this time.&lt;br /&gt;
&lt;br /&gt;
For voidal mages strengthening the bond is a much more simplistic but dark undertaking. Voidal mages spend time developing their powers, further corrupting their bodies and minds, only to gain additional power. The process might be faster than that of an elemental mage but it is also much more dangerous due to the volatile nature of the voidal energy that is corrupting the mages slowly. Voidal mages might find themselves unable to resist sudden urges that arise within the deepest of their beings and won’t be able to act rationally upon them. Some voidal mages have been observed to change indefinitely upon strengthening their bond to a high enough degree. Voidal mages too, have to indulge in self-study. However, this is often done through sinister experiments that defy the common laws of the just nations of Eden. A voidal mage strengthens their bond by gaining the approval of the entity which they host or serve. Be it a demon, the Aristocrasy, or even more sinister lords. &lt;br /&gt;
== Catalysts and Ingredients ==&lt;br /&gt;
&lt;br /&gt;
The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels, the apprentice will most often receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves and embed the crystal inside. &lt;br /&gt;
&lt;br /&gt;
These catalysts have a deep connection to Eden and are able to perform minor acts of magic like slightly moving rocks or lighting a candle if the stone is held close to it. If a mage wishes to use the catalyst for advanced forms of casting and opening tears, they have to get the approval of the realm by travelling to a hallowed ground that corresponds with their catalyst. When the mage is approved by the realm, that is when their journey as a mage officially takes off. &lt;br /&gt;
&lt;br /&gt;
While catalysts are most commonly used, a few selected forms of magic are using naturalistic ingredients on top of that. Such ingredients can vary from blood to herbs and more. Due to such, some forms of magic are described as more sinister than others, because the requirements to cast a spell are often seen as unorthodox or inhumane. These additional ingredients are key aspects for certain spells to perform properly. There are catalysts that have the capability to hold such ingredients and can perform sinister rituals using them. &lt;br /&gt;
== Learning Magic / Spells ==&lt;br /&gt;
&lt;br /&gt;
When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from ancient tomes left behind by predecessors or direct teaching from their master. The mage intrinsically knows what spells they may cast whenever their powers are increased and the energy of their realm envelops them. &lt;br /&gt;
&lt;br /&gt;
But that does not mean that all magical knowledge has been discovered yet, mages are able to grasp the concepts of their magical abilities and train with them. Once they are officially mages they may attempt to ponder magic and create their own spells which will add to the knowledge of all mages practising the arts. &lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A bleeding target takes 1 additional damage from any damage source up to a maximum of 2 bleed damage per round.&lt;br /&gt;
This effect can last up to a maximum of 3 rounds and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Blindness / Blinded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A blinded target rolls both their attack and defensive rolls with an additional -3 and cannot target anyone outside of 4m around them.&lt;br /&gt;
This effect can be stacked/refreshed up to a maximum of 3 rounds.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Burning&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A burning target will take 1 damage at the end of their turn. &lt;br /&gt;
This effect can be stacked/refreshed up to a maximum of 3 rounds.&lt;br /&gt;
An affected target can remove the burning effect by standing in at least half a block deep water, standing in rain or using an action to empty a container of non-flammable liquid on themselves.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Burrowed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A burrowed target is not visible as they are encased in rubble or the ground, meaning they can’t be targeted unless the attack comes from underneath them. They cannot attack and take 1 damage per turn they are burrowed. &lt;br /&gt;
This effect can only last a maximum of 2 rounds unless stated otherwise and cannot be applied again for 1 turn after it has ended and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A frozen target has their movement reduced to 0 for the duration of the effect.&lt;br /&gt;
This effect can be stacked/refreshed up to a maximum of 3 rounds.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Grappled&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A grappled target has its movement speed reduced to 0 and gains a -5 penalty to defensive rolls against melee attacks from the creature which grappled them. To escape the grapple, the target may roll Strength, contested by the grappler and getting an equal value or higher, at the end of its turn.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A paralyzed target needs to roll a d5 at the start of their turn, on a 3 or lower their turn is skipped. This effect can only last for a maximum of 2 rounds unless stated otherwise, cannot be applied again for 1 round after it has ended and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Poisoned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A poisoned target gains a -1 penalty on all rolls while being poisoned. This effect increases each round the target stays poisoned to a maximum of -5. This effect can last up to a maximum of 5 rounds, and cannot be refreshed. If it is applied again, its duration is increased by one round.&lt;br /&gt;
|} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Prone&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A prone target is lying down on the ground, gaining a -4 penalty on movement. They get -2 to Defense and Agility rolls while prone. A prone target can spend 4 meters of movement (after the already lost 4 from the effect) to end the condition and stand up again.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Shocked / Jolted / Frightened&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A jolted/frightened/shocked target cannot attack the source of its fear or move closer to it.&lt;br /&gt;
This effect can only last a maximum of 2 turns, cannot be applied again for 1 turn after it has ended and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A stunned target has their turn skipped, cannot use their reaction until their turn has passed and roll all their defensive rolls with a -6. This effect can only last for a maximum of 1 round unless stated otherwise, cannot be applied again for 1 round after it has ended and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Wounded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A wounded target takes 1 damage at the end of their turn and only has half of their total movement (rounded up).&lt;br /&gt;
This effect can last up to a maximum of 3 rounds and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&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>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Magic_and_becoming_a_Spellcaster&amp;diff=6943</id>
		<title>Magic and becoming a Spellcaster</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Magic_and_becoming_a_Spellcaster&amp;diff=6943"/>
		<updated>2025-02-16T15:54:07Z</updated>

		<summary type="html">&lt;p&gt;Erik: New status updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Spellcasters ==&lt;br /&gt;
A spellcaster is an individual who has bound their soul to one of the realms from which they draw power. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and its powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancers can be found meditating within a burning forest or a charred building. Spellcasters are influenced by the season and have a deep connection to the magical power sources that exist within Eden. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Becoming a Mage ==&lt;br /&gt;
Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm. If one wishes to achieve mage hood, they will always have to explore the principles of the realm with their master and be accepted by the realm as they have accepted it. The initial mutual acceptance stage occurs when a mage sets out to find their casting crystal and have it empowered by the realm. The elemental realms have a deep connection with Eden and its brilliance, therefore avoiding those that might seek harm to Eden. Magic powers that stem from other realms or places are more fickle and unpredictable, not having much of a preference but equally dangerous to all who wish to pursue this path.&lt;br /&gt;
== Strengthening the Bond ==&lt;br /&gt;
&lt;br /&gt;
After having found a casting crystal and a teacher, the mage embarks on their journey and bonds with the realm. The beginning for a mage are fast-paced as they are guided by their teacher. Upon reaching a threshold where the master has to let their student go, a mage will start to focus on and study their realm and power on their own. Causing them to slowly but steadily become more used to utilizing their magical powers as well as connecting with the realm.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For elemental mages strengthening the bond is only possible when mages travel to the hallowed grounds scattered around the continent. These hallowed grounds are the places where the primordial energy of the moon, the oceans, the mountains and the sun is closest to Eden or places of extreme ties to the elemental realm such as comets from the Ignos or a pond filled with water from Aros. Elemental mages have to partake in a series of trials by the realm which count as milestones for their progression. But the majority of a mage's time is filled with self-studying their realm to deepen their connection. Once the time is right, the mage travels to the Hallowed Grounds and tests their innate bond. If the realm acknowledges their efforts, the mage feels their bond strengthened even further as they take another step further into their pursuit of becoming one with the realm. If the eason is the mage's primal season, they find that their innate ability to comprehend the deeper structures of their realm quicken and they could sometimes even strengthen the bond twice during this time.&lt;br /&gt;
&lt;br /&gt;
For voidal mages strengthening the bond is a much more simplistic but dark undertaking. Voidal mages spend time developing their powers, further corrupting their bodies and minds, only to gain additional power. The process might be faster than that of an elemental mage but it is also much more dangerous due to the volatile nature of the voidal energy that is corrupting the mages slowly. Voidal mages might find themselves unable to resist sudden urges that arise within the deepest of their beings and won’t be able to act rationally upon them. Some voidal mages have been observed to change indefinitely upon strengthening their bond to a high enough degree. Voidal mages too, have to indulge in self-study. However, this is often done through sinister experiments that defy the common laws of the just nations of Eden. A voidal mage strengthens their bond by gaining the approval of the entity which they host or serve. Be it a demon, the Aristocrasy, or even more sinister lords. &lt;br /&gt;
== Catalysts and Ingredients ==&lt;br /&gt;
&lt;br /&gt;
The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels, the apprentice will most often receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves and embed the crystal inside. &lt;br /&gt;
&lt;br /&gt;
These catalysts have a deep connection to Eden and are able to perform minor acts of magic like slightly moving rocks or lighting a candle if the stone is held close to it. If a mage wishes to use the catalyst for advanced forms of casting and opening tears, they have to get the approval of the realm by travelling to a hallowed ground that corresponds with their catalyst. When the mage is approved by the realm, that is when their journey as a mage officially takes off. &lt;br /&gt;
&lt;br /&gt;
While catalysts are most commonly used, a few selected forms of magic are using naturalistic ingredients on top of that. Such ingredients can vary from blood to herbs and more. Due to such, some forms of magic are described as more sinister than others, because the requirements to cast a spell are often seen as unorthodox or inhumane. These additional ingredients are key aspects for certain spells to perform properly. There are catalysts that have the capability to hold such ingredients and can perform sinister rituals using them. &lt;br /&gt;
== Learning Magic / Spells ==&lt;br /&gt;
&lt;br /&gt;
When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from ancient tomes left behind by predecessors or direct teaching from their master. The mage intrinsically knows what spells they may cast whenever their powers are increased and the energy of their realm envelops them. &lt;br /&gt;
&lt;br /&gt;
But that does not mean that all magical knowledge has been discovered yet, mages are able to grasp the concepts of their magical abilities and train with them. Once they are officially mages they may attempt to ponder magic and create their own spells which will add to the knowledge of all mages practising the arts. &lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A bleeding target takes 1 additional damage from any damage source up to a maximum of 2 bleed damage per round.&lt;br /&gt;
This effect can last up to a maximum of 3 rounds and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Blindness / Blinded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A blinded target rolls both their attack and defensive rolls with an additional -3 and cannot target anyone outside of 4m around them.&lt;br /&gt;
This effect can be stacked/refreshed up to a maximum of 3 rounds.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Burning&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A burning target will take 1 damage at the end of their turn. &lt;br /&gt;
This effect can be stacked/refreshed up to a maximum of 3 rounds.&lt;br /&gt;
An affected target can remove the burning effect by standing in at least half a block deep water, standing in rain or using an action to empty a container of non-flammable liquid on themselves.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Burrowed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A burrowed target is not visible as they are encased in rubble or the ground, meaning they can’t be targeted unless the attack comes from underneath them. They cannot attack and take 1 damage per turn they are burrowed. &lt;br /&gt;
This effect can only last a maximum of 2 rounds unless stated otherwise and cannot be applied again for 1 turn after it has ended and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A frozen target has their movement reduced to 0 for the duration of the effect.&lt;br /&gt;
This effect can be stacked/refreshed up to a maximum of 3 rounds.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Grappled&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A grappled target has its movement speed reduced to 0 and gains a -5 penalty to defensive rolls against melee attacks from the creature which grappled them. To escape the grapple, the target may roll Strength, contested by the grappler and getting an equal value or higher, at the end of its turn.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A paralyzed target needs to roll a d5 at the start of their turn, on a 3 or lower their turn is skipped. This effect can only last for a maximum of 2 rounds unless stated otherwise, cannot be applied again for 1 round after it has ended and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Prone&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A prone target is lying down on the ground, gaining a -4 penalty on movement. They get -2 to Defense and Agility rolls while prone. A prone target can spend 4 meters of movement (after the already lost 4 from the effect) to end the condition and stand up again.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Shocked / Jolted / Frightened&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A jolted/frightened/shocked target cannot attack the source of its fear or move closer to it.&lt;br /&gt;
This effect can only last a maximum of 2 turns, cannot be applied again for 1 turn after it has ended and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A stunned target has their turn skipped, cannot use their reaction until their turn has passed and roll all their defensive rolls with a -6. This effect can only last for a maximum of 1 round unless stated otherwise, cannot be applied again for 1 round after it has ended and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; |Wounded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; |A wounded target takes 1 damage at the end of their turn and only has half of their total movement (rounded up).&lt;br /&gt;
This effect can last up to a maximum of 3 rounds and cannot be stacked or refreshed.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&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>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6942</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6942"/>
		<updated>2025-02-16T15:04:08Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|30&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|4-15&lt;br /&gt;
|TWH, RLD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)''' and adjust '''Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R)''' accordingly'''.'''&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6941</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6941"/>
		<updated>2025-02-16T12:37:20Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|15&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|15&lt;br /&gt;
|4-15&lt;br /&gt;
|RGM, RLD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)''' and adjust '''Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R)''' accordingly'''.'''&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2.''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6940</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6940"/>
		<updated>2025-02-16T12:36:56Z</updated>

		<summary type="html">&lt;p&gt;Erik: Minor spelling adjustments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|15&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|15&lt;br /&gt;
|4-15&lt;br /&gt;
|RGM, RLD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)''' and adjust '''Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R)''' accordingly'''.'''&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this lists cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Magical (Only available to magic profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6939</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Weapons&amp;diff=6939"/>
		<updated>2025-02-15T16:27:50Z</updated>

		<summary type="html">&lt;p&gt;Erik: Test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This section provides an overview of the different weapon types and their properties. Weapons are divided into various categories, including melee and ranged weapons, as well as one-handed and two-handed options. Each weapon has a specific profile with values for attack, damage, range, and weight. When choosing a weapon, consider how it fits your combat style.&lt;br /&gt;
&lt;br /&gt;
For more details on combat and rules, see: '''[https://forums.fablesfantasyrp.com/index.php?threads/combat-roleplay-crp.659/ Combat Rules]'''&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
* Weapons are divided into '''main''' and '''secondary''' weapons.&lt;br /&gt;
* A weapon must be '''active''' to be used.&lt;br /&gt;
* '''At the start of a CRP''', the equipped weapons are '''automatically active'''.&lt;br /&gt;
* Unless stated otherwise Players '''cannot have two main or two secondary''' weapons active at the same time.&lt;br /&gt;
* '''Switching a weapon''' requires an '''action''', after which the new weapon becomes active.&lt;br /&gt;
&lt;br /&gt;
== Weapon Stats ==&lt;br /&gt;
&lt;br /&gt;
* '''Target (T):''' The '''Minecraft item''' that represents the weapon.&lt;br /&gt;
* '''Grip (G):''' Number of hands (h) required to use the weapon.&lt;br /&gt;
* '''Attacks (A):''' Number of attacks the weapon can make per round.&lt;br /&gt;
* '''Damage (D):''' Damage dealt on a successful hit.&lt;br /&gt;
* '''Weight (W):''' Weapon's weight; the maximum weight a player can carry is '''100'''.&lt;br /&gt;
* '''Range (R):''' Maximum reach in blocks.&lt;br /&gt;
** Two values (e.g., '''2-7''') indicate a '''minimum''' and '''maximum''' distance.&lt;br /&gt;
* '''Special Rules (SR):''' Unique properties that grant the weapon special abilities&lt;br /&gt;
&lt;br /&gt;
== Basic Weapons ==&lt;br /&gt;
Base weapons are represented by '''Minecraft items'''. Any '''Minecraft item''' without the correct '''lore inscription''' is automatically considered a base weapon and receives the following stats:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of Weapons&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Main Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Fist&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sword&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|d3&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DAT, SHT&lt;br /&gt;
|-&lt;br /&gt;
|Axe&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|TWH, SBR&lt;br /&gt;
|-&lt;br /&gt;
|Trident&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d4&lt;br /&gt;
|20&lt;br /&gt;
|3&lt;br /&gt;
|LNG, THR&lt;br /&gt;
|-&lt;br /&gt;
|Bow&lt;br /&gt;
|2h&lt;br /&gt;
|1&lt;br /&gt;
|d6&lt;br /&gt;
|15&lt;br /&gt;
|4-20&lt;br /&gt;
|TWH, RGL&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|d7&lt;br /&gt;
|15&lt;br /&gt;
|4-15&lt;br /&gt;
|RGM, RLD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|DB2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Custom Main Weapons ==&lt;br /&gt;
Custom Main Weapons are special weapons that allow players to create their own weapon based on a trade system. These weapons can have unique properties and special rules, giving them more flexibility than basic weapons. Custom weapons must follow the weapon creation rules and include a lore inscription to validate them.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Creation ===&lt;br /&gt;
The creation of a weapon consists of '''three steps''':&lt;br /&gt;
&lt;br /&gt;
# '''Concept:'''&lt;br /&gt;
#* Define the weapon's purpose and style. What kind of weapon do you want to create, and what role will it serve in combat?&lt;br /&gt;
#* Consider the weapon's appearance, feel, and intended functionality.&lt;br /&gt;
# '''Properties Selection:'''&lt;br /&gt;
#* Choose the weapon's relevant '''Special Rules (SR)''' and adjust '''Grip (G), Attacks (A), Damage (D), Weight (W) and Range (R)''' accordingly'''.'''&lt;br /&gt;
# '''Weapon Creation:'''&lt;br /&gt;
#* Finalize your weapon by ensuring it follows the creation rules and include a '''lore inscription'''.&lt;br /&gt;
#* Once complete, the weapon is ready for use in gameplay with the chosen stats and special abilities.&lt;br /&gt;
&lt;br /&gt;
==== 1. '''Concept''' ====&lt;br /&gt;
The first step is to come up with a feasible weapon concept. Pretty much anything is possible here as long as it is not magical and somewhat explainable.&lt;br /&gt;
&lt;br /&gt;
Example: Denuran Warhammer&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:Hammer.png|thumb|Hammer]]&lt;br /&gt;
|[[File:WeaponDescription.png|thumb|327x327px|Weapon Description]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== '''2''' '''Properties Selection''' ====&lt;br /&gt;
In the second step, the weapon is given features that provide it with the appropriate effects in the CRP. To do this, the following standard profile must be changed:&lt;br /&gt;
&lt;br /&gt;
Standard profile: G: 1h, A: 1, D: 1d6, W: 15, R: 2, SR: -&lt;br /&gt;
&lt;br /&gt;
To do this, the traits that best describe the weapon must be selected from the given '''Special Rule''' (SR) list. '''Only 2 SR per weapon''' are allowed. Weapon combinations should always represent a logical weapon profile. Combinations such as ‘Light’ and ‘Heavy’ or a dagger with the ‘Heavy’ SR are not allowed.&lt;br /&gt;
&lt;br /&gt;
Example: For the Denuran Warhammer we use “Versatile” (VRS) and “Short” (SHT)&lt;br /&gt;
&lt;br /&gt;
→ G: 1h, A: 1, D: 1d7, W: 15, R: 1, SR: VRS, SHT&lt;br /&gt;
&lt;br /&gt;
==== '''3. Weapon Creation''' ====&lt;br /&gt;
In the third step the item must be created. Axe, sword or trident must be used for melee weapons. The bow or crossbow must be used for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
To complete the creation, the item's lore only needs to be created with /edititem. This needs a '''description of the appearance''' of the weapon. After that, the attributes of the weapons should be described according to the following '''template''':&lt;br /&gt;
&lt;br /&gt;
G: , A: , D: , W: , R: , SR:&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
|[[File:HammerFull.png|thumb|Finished hammer]]&lt;br /&gt;
|}&lt;br /&gt;
Important! Please note that the stats of the standard profile are changed depending on the selected SR.&lt;br /&gt;
&lt;br /&gt;
In addition, a separator should be used in the lore that fills the entire line - this is an example: ---------------------------------------------&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
Secondary weapons '''cannot be custom-created'''. However, players can choose from a selection of pre-defined weapons to serve as their secondary weapon. These weapons are selected alongside the base shield, and each weapon in this selection must have a '''description''' and a '''tag''' to be valid. Without these, the weapon cannot be equipped or used in gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!T&lt;br /&gt;
!G&lt;br /&gt;
!A&lt;br /&gt;
!D&lt;br /&gt;
!W&lt;br /&gt;
!R&lt;br /&gt;
!SR&lt;br /&gt;
!TAG&lt;br /&gt;
|-&lt;br /&gt;
|Big Shield&lt;br /&gt;
|Shield&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|DB3, AGI-2&lt;br /&gt;
|G: 1h, A: 1, D: 1, W: 20, R: 1, SR: DB3, AGI-2&lt;br /&gt;
|-&lt;br /&gt;
|Net&lt;br /&gt;
|Cobweb&lt;br /&gt;
|1h&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|15&lt;br /&gt;
|2-7&lt;br /&gt;
|TRP, RGS&lt;br /&gt;
|G: 1, A: 1, D: 1, W: 15, R: 2-7, SR: TRP, RGS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SR List ==&lt;br /&gt;
All rules within this list can be freely selected to modify the weapon as long as the weapon has no damage dice of 0 or less.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SR List&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-4 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Double Attack&lt;br /&gt;
|DAT&lt;br /&gt;
|Weapon gets A: 2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield&lt;br /&gt;
|DWL&lt;br /&gt;
|Weapon can be used with another DWL weapon. Both can attack in the same action. This cannot be combined with TWH.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ambush&lt;br /&gt;
|AMB&lt;br /&gt;
|The first attack gains +2 to hit and deals an additional 1d3+1 damage&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Long&lt;br /&gt;
|RGL&lt;br /&gt;
|Weapon gets R: 4-20&lt;br /&gt;
|-&lt;br /&gt;
|Wounding&lt;br /&gt;
|WND&lt;br /&gt;
|On an attack roll of 15+, the weapon applies the Wounded status effect for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Grappler&lt;br /&gt;
|GRP&lt;br /&gt;
|On an attack roll of 15+, the target is Grappled.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Mid&lt;br /&gt;
|RGM&lt;br /&gt;
|Weapon gets R: 4-15&lt;br /&gt;
|-&lt;br /&gt;
|Ranged Short&lt;br /&gt;
|RGS&lt;br /&gt;
|Weapon gets R: 2-7&lt;br /&gt;
|-&lt;br /&gt;
|Light&lt;br /&gt;
|LGT&lt;br /&gt;
|Attacks gain +2 to the attack skill and Weapon gains W -5&lt;br /&gt;
|-&lt;br /&gt;
|Long&lt;br /&gt;
|LNG&lt;br /&gt;
|Weapon gets R: 3 and W +5&lt;br /&gt;
|-&lt;br /&gt;
|Throwable&lt;br /&gt;
|THR&lt;br /&gt;
|Weapon can be thrown. Its thrown profile is A: 1, D: 4, R: 2-7. After the throw, the weapon must be picked up again by being 1 m or less away from the target's block and using an action to re-equip the weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Combination&lt;br /&gt;
|COM&lt;br /&gt;
|Grants the weapon a second profile with H: 1, A: 1, D: 1d3, R: 2, SR: -. Players can switch profiles during their turn, but only one profile is active at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DB1&lt;br /&gt;
|Weapon gains DB1&lt;br /&gt;
|-&lt;br /&gt;
|Shield Break&lt;br /&gt;
|SBR&lt;br /&gt;
|On a roll of 15+, disables all DBx effects until the end of the fight&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Versatile&lt;br /&gt;
|VRS&lt;br /&gt;
|Weapon can be wielded with two hands to gain +1 damage dice size.&lt;br /&gt;
|-&lt;br /&gt;
|Anchoring&lt;br /&gt;
|ANG&lt;br /&gt;
|As soon as something moves in the range of the weapon, one bonus attack with this weapon can be made against the entity. If it is a mount, the damage of this attack is increased against the mount by an additional 1d2.&lt;br /&gt;
(This does not work if there is already another opponent in the range or if the entity enters the range through the movement of the wielder.)&lt;br /&gt;
|-&lt;br /&gt;
|Warcaster&lt;br /&gt;
|WRC&lt;br /&gt;
|Allows carrying a main weapon and casting spells at the same time. (A casting item in the inventory is required)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|HVY&lt;br /&gt;
|Attacks suffer -2 to the attack skill and Weapon gains W +5&lt;br /&gt;
|-&lt;br /&gt;
|Short&lt;br /&gt;
|SHT&lt;br /&gt;
|Weapon gets R: 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+2 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Two Handed&lt;br /&gt;
|TWH&lt;br /&gt;
|Weapon gets H: 2 and W +15&lt;br /&gt;
|-&lt;br /&gt;
|Reloading&lt;br /&gt;
|RLD&lt;br /&gt;
|Weapon must be reloaded by spending an action&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''+3 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Threatening&lt;br /&gt;
|THT&lt;br /&gt;
|Provokes the Opportune Strike reaction from all surrounding opponents when attacking..&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional SRs ==&lt;br /&gt;
All rules in this list cannot be selected, these are additional effects that special weapons obtained in events can have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special (Only available to unique profiles)&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Blinding&lt;br /&gt;
|BLD&lt;br /&gt;
|On an attack roll of 15+, the target is Blinded for 1 round.&lt;br /&gt;
|-&lt;br /&gt;
|Stabber&lt;br /&gt;
|STB&lt;br /&gt;
|Weapon gains an additional Attack.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Bulwark&lt;br /&gt;
|DBx&lt;br /&gt;
|Increases the defense by x against melee, ranged and magic attacks. This effect does not stack; only the highest DBx value applies.&lt;br /&gt;
|-&lt;br /&gt;
|Trapped&lt;br /&gt;
|TRP&lt;br /&gt;
|On a hit with 18+, the target that is medium or smaller is trapped. It can no longer move or attack. Instead, the target can free itself with a Strength or Agility check of 12 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|Usage&lt;br /&gt;
|USx&lt;br /&gt;
|Can be used x times, then the item must be destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Agility Debuff&lt;br /&gt;
|AGL-X&lt;br /&gt;
|Subtract X from all rolls that use the Agility modifier.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Description of the effect&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''-1 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Veil&lt;br /&gt;
|AV&lt;br /&gt;
|On a roll of 15+, a miniature veil of crystals forms around the wielder from the blade, blocking 2 damage. It disappears at the start of their next turn. This effect cannot be stacked or refreshed.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Shard&lt;br /&gt;
|AS&lt;br /&gt;
|The weapon can be magically thrown (using agility or intelligence) as an action with R:10. The attack deals 2D2+2 damage. Afterwards it returns to the wielder.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''0 Damage dice size'''&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blade&lt;br /&gt;
|BB&lt;br /&gt;
|The weapon gives burning for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Tip&lt;br /&gt;
|GT&lt;br /&gt;
|The weapon gives blindness for 1 round when hitting a target (only once per round). Can only be obtained through magic or as a unique trait.&lt;br /&gt;
|-&lt;br /&gt;
|Potent Focus&lt;br /&gt;
|PFx&lt;br /&gt;
|Applies a bonus to spell casting rolls by x.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Drinker&lt;br /&gt;
|BD&lt;br /&gt;
|The weapon heals its wielder for half the damage it inflicts to up to 4HP per round.&lt;br /&gt;
|-&lt;br /&gt;
|Magical Weapon&lt;br /&gt;
|MWx&lt;br /&gt;
|Applies a bonus to attack rolls by x.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:HammerFull.png&amp;diff=6938</id>
		<title>File:HammerFull.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:HammerFull.png&amp;diff=6938"/>
		<updated>2025-02-15T15:23:02Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HammerFull&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Hammer.png&amp;diff=6937</id>
		<title>File:Hammer.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Hammer.png&amp;diff=6937"/>
		<updated>2025-02-15T15:11:59Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hammer&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:WeaponDescription.png&amp;diff=6936</id>
		<title>File:WeaponDescription.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:WeaponDescription.png&amp;diff=6936"/>
		<updated>2025-02-15T15:04:25Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WeaponDescription&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Yelran_Roseshade&amp;diff=6935</id>
		<title>Yelran Roseshade</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Yelran_Roseshade&amp;diff=6935"/>
		<updated>2025-01-26T16:27:51Z</updated>

		<summary type="html">&lt;p&gt;Erik: Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #b88c8c;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.5%; border: 1px solid #7BC; padding: 5px; margin: 3px; font-weight: bold; text-align: center; background-color: #d6c7c7;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;50&amp;quot; |[[File:ExMark.png|75x75px]]&lt;br /&gt;
|The information on this page contains details about a player character played by Patt07&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Yelran.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Khari'cerr&lt;br /&gt;
Ipsilus Concilium of Thyst (Formerly)&lt;br /&gt;
&lt;br /&gt;
Tericyées of Sunscape (Formerly)&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|Rock Eater&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|The Dominion of Corithiel&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1530 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Died&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Wood Elves]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Elven&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
Yelran Xilthendrirrin Roseshade is the Arch-Geomancer and Khari'cerr. He was born in 1530 inside the graceful forest of Myln Arbor and throughout his life he has done many jobs and had many titles, like Prince of Avalheim, Tericyées of Sunscape and High-Councilor of Mitrona. Yelran holds much care for the forest in the east part of the Glade, and is enriched in the wood elven culture. Throughout his life, he has already mastered the art of Geomancy and used it to do many things to preserve the balance of nature.&lt;br /&gt;
&lt;br /&gt;
== Physical description: ==&lt;br /&gt;
The azari’cerr stands at 6'4”, and has a peculiar appearance. His skin tone is less vibrant, more in hues of grey, like the colour of a rock. His limbs are covered with crystals that glow with a bright teal or azure glow. Runes also decorate his entire body, shining in the same colour as the crystals. This is a consequence of being adept in Petromancy. Yelran’s hair is relatively short for an elf, and is light brown. His eyes are fully coloured in teal and azure shades. The archmage has a few scars near his ribs, which look like the claws of a bear. Yelran’s right arm is slightly darker than the rest of his skin, a remnant of a magical battle. When in the forest of Myln Arbor, you can see him wearing more traditional, loose, wood elven clothing. Pieces of cloth in cyan or green which leave a lot of skin barren. When in need of attire for more formal and diplomatic meetings, he wears wizardry robes, inspired by the old Thyst garderobe, in hues of cyan or green.&lt;br /&gt;
&lt;br /&gt;
== Characteristics: ==&lt;br /&gt;
Yelran’s character has changed a lot over the course of his life. When he was younger, and less adept in geomancy, he was very playful and energetic. Sometimes, it could be annoying to some. After the fall of Avalheim, he grew quite a distaste for humans, specifically Attians. Because he grew up in Myln Arbor and with wood elven culture, he was quite isolationist, not quite being fond of Hadrians specifically entering the Forest’s grounds. Due to his petromancy his personality changed from the young, playful elf, to a colder, more distant mage, who preferred to not meet many people or go out of his comfort zone. He stayed like this for a while, breaking many of his relations with friends and family. However after a while, and due to his friends and leftover family, he learned to open up again. Now he’s a warm person, deeply caring for both nature and the people who are willing to protect the natural order. He loves telling a good story in a tavern or drinking large amounts of ale, because he has learned a trick or two from his Denur friends.&lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
Yelran was born as the eldest of a set of triplets. His mother was the Chieftess of Avalheim at the time, leading the nation on the Western Wyrm Isles. However, she went into labor when she was on one of the many trips she made to Myln Arbor at the time. This is where she gave birth to the set of triplets, and decided she would spend a short while to raise the children in the forest for the time being. The year was 1530. This is where Yelran spent most of his childhood, spending time and mostly being raised by other members of the Roseshade family that lived in Myln Arbor. Lily Roseshade, his mother, had duties in Avalheim. This made Yelran pay regular visits to Avalheim, quite liking the life in the snow. However he would meet Kharis Fitzalan at quite a young age, and he would become Yelran’s life mentor for a large part of his youth.&lt;br /&gt;
&lt;br /&gt;
=== Magical Journey ===&lt;br /&gt;
Yelran slowly grew up, and around the age of 52 he would meet a stranger in the woods when he made a journey from the Glade to Avalheim in order to meet his family again. This stranger was mute and showed great care for the trees and animals around the small house he lived in. Yelran decided to stay for a few days, as the stranger allowed it to. In a matter of days, he became intrigued by the stranger's abilities. The stranger then took Yelran on his first adventure to the far North, the Amethyst sanctuary. They got an Amerynd gem, and before he truly knew, Yelran was a geomancer after helping some golems… the stranger then led Yelran to his cottage, where he trained the boy, however he let the young elf figure most of it out on his own. One day, the cottage was attacked by a plant monster. Instead of fighting it he calmed it, and the stranger found Yelran was ready. He told his first words, that he was named Eli, and he followed it up by words of goodbye. Yelran left, never to see this stranger with biomancy again. But he was now a Geomancer. Over the next couple of years, he would get himself a home inside Salus Limin, and study and advance his Kor magic together with his mother Lily and her wife, Nowu Grace. Both of them were mages, Lily one of Aros and Nowu one of Ignos. Before Yelran reached adulthood, the young elf became the first Arch-Geomancer Eden had seen in a while. Around this time, Nowu Grace offered Yelran a seat in the soon to be constructed Order of Thyst. He accepted this offer, becoming a High Councilor of Thyst. &lt;br /&gt;
&lt;br /&gt;
=== Shattered Family ===&lt;br /&gt;
But then, disaster struck. In an attempt by his mother, Lily, to unite the elves in Avalheim and Mitrona, something Yelran was very fond of, the Hadrian Empire decided to meddle in the affairs. They demanded Mitrona should not expand so far West, and demanded the lands of Avalheim. With not much choice, Lily Roseshade had to accept the Hadrians’ terms, and Avalheim was no more. This was a blow for Yelran, and his family all left, going their separate ways. He barely reached 72 at the time, which is adulthood for an elf. Yelran went back to Mitrona, and under Khari'cerr Aeden Pineblossom he was given the land of Sunscape, previously a part of Avalheim. His brother, Zeflore, and sister, Alice, also lived in Mitrona now, with Yelran building up a bond with his younger brother. Yelran was now the Tericyées of Sunscape, and he wished to keep the spirit of Avalheim, and the hard work of his mother alive. Over the next couple of years, he worked on revitalizing the village and bringing life back to the quiet town.&lt;br /&gt;
&lt;br /&gt;
=== Dedicating to being Archmage ===&lt;br /&gt;
Meanwhile, the Order of Thyst finally constructed the Arcane Library. This meant, following the High Council of Thyst’s rules, he could not rule over any land. He made the hard decision to resign as Tericyées, as he didn’t quite like the political duties as well, deciding to focus on learning and magic. While governing Thyst with the other Archmages, he gained a lot of renown. He taught a lot of students the art of geomancy and trained other younger mages inside the library. Together with the Order's allies, they fought against the forces of the Bone Lord. But the Bone Lord would strike back. The undead army took the library and soon Yelran also got to hear his mother, Lily Roseshade who was in exile after the fall of Avalheim, had died by the hands of the undead in Raevkov. Yelran, together with the other High Councilors, made plans with the elves of Luminion and Mitrona to take back the library and push the undead back to the swamp where they came from. After many long battles, they succeeded in reaching the library. However, an ancient ice dragon, that was hidden in Thyst's cellars for years, unknowing to so many, had broken out. It protected the library from the approaching Order. Yelran's friends, fellow Archmages and most mages there were gone. Thyst was lost.&lt;br /&gt;
&lt;br /&gt;
=== Father of the Forest ===&lt;br /&gt;
With this heavy blow, he returned to his homeland of Mitrona. The Dominion of Corithiel had also collapsed as the leaders vanished. A new Azari’cill family, house Theris, took the throne of Corithiel in Luminion. A new Ia'Cilmeri and Aeri'cill would rule the nation from now on. But there was no Khari'cerr yet to lead Myln Arbor, which was in chaos after the previous leaders disappeared. Yelran spoke to the Ia'Cilmeri, and after it a new era for the Archmage began, as Khari'cerr.&lt;br /&gt;
&lt;br /&gt;
== Trivia: ==&lt;br /&gt;
&lt;br /&gt;
* Yelran was the first Geomancer Archmage after a long while of geomancers almost going extinct on Eden.&lt;br /&gt;
* Yelran has a small amethyst pet golem, which he named after his mother.&lt;br /&gt;
* The wood elven mage loves to study and read books, something you wouldn’t expect from an elf born in the forest.&lt;br /&gt;
* The Archmage made the first man-made Golem Core, capable of sustaining golems on Eden. He bound his own spirit to it, acting as a battery, allowing a large Golem to exist and aid in the attack on Castle Gheistmire.&lt;br /&gt;
* There is a stereotype about Petromancers that they eat rocks. Maybe that’s true, maybe it isn’t… but some call him ‘Rock Eater.’&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Yelran.png&amp;diff=6934</id>
		<title>File:Yelran.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Yelran.png&amp;diff=6934"/>
		<updated>2025-01-26T16:22:47Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yelran&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar-Ach_Denur&amp;diff=6933</id>
		<title>Dar-Ach Denur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar-Ach_Denur&amp;diff=6933"/>
		<updated>2025-01-25T13:16:13Z</updated>

		<summary type="html">&lt;p&gt;Erik: Belgar -&amp;gt; Belegar&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;
|+Spiritual center of Arduan&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Dar-Ach Denur.png|center|frameless|330x330px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Drzathas Mountains&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
|[[Kalan Confederation of Arduan]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 50 by Arduan Starforge&lt;br /&gt;
|-&lt;br /&gt;
|'''Governing''' '''Body'''&lt;br /&gt;
|Council of the Great Kalans&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Language(s)'''&lt;br /&gt;
|Common, Denurûm&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|The Attarsal - Traditional Spirit Beliefs&lt;br /&gt;
|}&lt;br /&gt;
==Dar-Ach Denur==&lt;br /&gt;
Nestled high in the towering Drzathas Mountains, Dar-Ach Denur, which can be translated as &amp;quot;Our Home of the Denur,&amp;quot; stands as a symbol of unity and tradition for all Denur. It served as the capital of the Kalan Confederation of Arduan and was once the seat of the Harrikum, the ancient rulers of the Denur people. Dar-Ach Denur isn't just the political hub; it's also a spiritual hotspot, drawing Denur pilgrims from everywhere. The place is alive with old beliefs and the strong customs that unite the Denur folks making it the heart and soul of their culture.&lt;br /&gt;
&lt;br /&gt;
Unlike other great fortresses of the Denur, Dar-Ach Denur is claimed by none of the major Kalans. It is considered a neutral ground, officially known as The Freehold, where no single Kalan has jurisdiction or claims of authority. The fortress stands as a sanctuary for all Denur, regardless of their allegiances, ensuring that Dar-Ach remains a place of unity rather than division. Within its sacred halls, disputes between the Kalans are strictly forbidden, and any attempt to exert political influence is met with disdain. Only peace, respect, and cooperation are welcome in the spiritual heart of the Denur people.&lt;br /&gt;
&lt;br /&gt;
However, the Denur are passionate folk, and the occasional scuffle or brawl is not entirely absent. Minor quarrels, often resolved with a hearty brawl in one of Dar-Ach’s many lively taverns, are seen as a harmless way to blow off steam, provided they remain within bounds. These brief flare-ups of temper are treated as moments of levity rather than serious disputes, and they serve as a reminder that while Dar-Ach is a place of peace, the fiery spirit of the Denur is never far from the surface.&lt;br /&gt;
&lt;br /&gt;
Dar-Ach Denur has this special vibe. It's the go-to spot where any Denur, no matter their Kalan, can kick back and feel all high and mighty together as one big family 'cause of all the stuff they've been through and their tight-knit beliefs.&lt;br /&gt;
&lt;br /&gt;
==Founding==&lt;br /&gt;
Current records indicate that the first Harrikum, Arduan Starforge, who brought the dispersed Denur clans together under one roof, formally established Dar-Ach Denur in the year 50. During a period of intense unrest and invasion by the hostile kingdoms that encircled the Denur, Dar-Ach was founded out of necessity. Arduan thought that his people's survival and unity depended on having a powerful, central keep. Dar-Ach, perched high in the unyielding Drzathas Mountains, became not just a fortress but a symbol of hope and strength for the Denur.&lt;br /&gt;
&lt;br /&gt;
The story goes that Arduan himself forged the cornerstone of Dar-Ach, using the legendary Starforged Greataxe said to have been gifted by Kor, striking the earth with such force that it created an unbreakable foundation. It was this foundation that helped Dar-Ach withstand centuries of siege and hardship. The fortress grew rapidly, and under Arduan's guidance, it became the spiritual and political heart of the Denur, where the Kalans met to resolve disputes and rally in times of need.&lt;br /&gt;
&lt;br /&gt;
Recent findings, however, have provided fresh insight into Dar-Ach Denur's beginnings. The roots of the stronghold may go much beyond Arduan's period, according to the recently discovered ancient relic known as the Monilight of Dar-Ach Denur. Some academics think that long before Arduan, a person by the name of Deonach the Golden might have established an early structure on the location. It is believed that Arduan enlarged and changed this previous settlement into the imposing fortress that it is today, while the specifics are still unknown.&lt;br /&gt;
&lt;br /&gt;
Despite these new theories, Arduan Starforge is still credited as the true founder of Dar-Ach Denur, the one who gave it its enduring purpose. His vision of a united Denur people, shielded by the mountain fortress, has stood the test of time, making Dar-Ach not only a place of refuge but a beacon of hope for all Denur.&lt;br /&gt;
&lt;br /&gt;
==Historic Events==&lt;br /&gt;
The once-mighty halls of Dar-Ach Denur have witnessed countless pivotal moments in Denur's history, but not without great cost. The last two devastating sieges of Dar-Ach left much of its vast archives in ruin. Centuries of recorded history - detailing local events, ancient battles, and cultural milestones - were reduced to ashes. Only fragments of the most recent records survived, allowing the Denur to piece together their more immediate past.&lt;br /&gt;
&lt;br /&gt;
=== The Sealing of Dar-Ach (1507) ===&lt;br /&gt;
The Denur made the disastrous choice to isolate themselves from the outside world in 1507 as the terrible Rotting Plague ravaged the country. The fiercely pragmatic Harrikum Uldrig Proudfist ordered that each Kalan and fortress be left to its own way. His calculating, chilly attitude destroyed the Denur's long-held ideals of solidarity and support for one another. It was perceived by many as a betrayal of their old honor. Uldrig made the audacious and contentious decision to seal Dar-Ach Denur's enormous gates, keeping out the plague and those who were fleeing for their lives. His idea seemed to work at first. However, there was a price for this seeming triumph. The once unshakable bonds between the Denur began to fray, and whispers of resentment and betrayal spread like wildfire.&lt;br /&gt;
&lt;br /&gt;
=== Disgrace of the halls (1510) ===&lt;br /&gt;
One of Dar-Ach Denur's harshest periods, characterized by internal conflict and instability, occurred in 1510. The Denur, headed by Harrikum Uldrig Proudfist, suffered for years—trapped inside the stronghold, slowly going hungry as supplies ran out. The populace felt abandoned and allowed to fester in seclusion after growing weary of Uldrig's rule. Discontent bubbled over, causing tensions that had been building for years to suddenly explode into violence. As the Denur were unwilling to endure more misery under Uldrig's leadership, what started out as protests quickly descended into outright rebellion. Once united by honor and custom, the Kalans turned against one another, and a bloody civil war broke out in the city. By Denur standards, the conflict was brutal and dishonorable; it was a carnage that marred the clans' great history. The ancient halls of Dar-Ach Denur were filled with Denur blood, and brothers turned on one another. Despite the war's eventual conclusion, the city and its residents still bear the scars of it. Many prefer not to speak of the events of this time, shrouding the period in a veil of shame and silence.&lt;br /&gt;
&lt;br /&gt;
=== The Great Famine (1512) ===&lt;br /&gt;
After five long years of isolation, the dwarves of Dar-Ach Denur finally emerged from their sealed fortress, only to discover their supplies were completely depleted. Hunger ravaged the city with terrible intensity when the harsh winter arrived. Nearly two-thirds of the population perished due to extreme hunger, leaving the surviving fragile and weak.&lt;br /&gt;
&lt;br /&gt;
Even worse, a strong orc force invaded the city as the Denur struggled with starvation and hopelessness. Weak and without a commander, they could not compete with the orc armies, who quickly wiped out what was left of the population and took control of the city. In Denur history, the first collapse of Dar-Ach Denur signaled a period of unspeakable loss and misery.&lt;br /&gt;
&lt;br /&gt;
=== Reclamation of Dar-Ach Denur (1522) ===&lt;br /&gt;
The famous Gilthram Runefist and his loyal comrade Belegar Whitebeard spearheaded the reconquest of Dar-Ach Denur from the Orc invasion. They drove their warlord, Vargan Blackhawk, into the flaming depths of the Lava Chasm under the fortress, ultimately defeating the Orc horde in a bloody and final battle. It is said that since that day, the Lava Kettle has emitted an especially foul stench, earning it the nickname Vargan's Curse among the Denur. Although the war and its horrors are still remembered in folklore, this triumph was a turning point for the Denur, recovering their city and prestige.&lt;br /&gt;
&lt;br /&gt;
=== The Plague War: Dar-Ach's Hormung ===&lt;br /&gt;
[[File:Cedric and Gang.png|thumb|440x440px|Gilthram Runefist and Cedric Reinhardt battling the demons in 1526]]&lt;br /&gt;
&lt;br /&gt;
==== The Battle of the Plagues (1526) ====&lt;br /&gt;
During the Plague War, Gilthram Runefist teamed up with Cedric Reinhardt, the Herzog of Hetzland, to face a colossal mutated demon accompanied by his foul minions, who sought to seize Dar-Ach Denur. As the demon's forces sent by Zarzareth advanced, they unleashed waves of disease and despair. Gilthram and Cedric planned a tactical withdrawal, enticing the vile soldiers into a tiny pass after realizing that a direct attack would be disastrous. After attracting the devil and his henchmen, the defenders pivoted and launched a redoubled attack.&lt;br /&gt;
&lt;br /&gt;
With a fierce charge, they pushed back the decaying horde, eventually forcing the massive demon into the depths from which it came. This victory not only saved Dar-Ach Denur but also symbolized the strength of unity among the allied forces in the ongoing Plague War.&lt;br /&gt;
&lt;br /&gt;
==== Night of Statues (1528) ====&lt;br /&gt;
The Night of Statues, also known as the Night of a Thousand Ashes or the Frozen Doom, is one of the most mysterious and terrible occasions in Denur history. Like the many names, there are as many stories as there are about what happened that tragic night. &lt;br /&gt;
&lt;br /&gt;
The Denur were mysteriously locked in place, according to some, while others describe a terrible beast rising from the abyss to wreak devastation. A common interpretation, however, states that Gilthram Runefist, the Harrikum's ruler at the time, valiantly used his powerful axe to repel the advancing armies of evil. He bravely battled alongside his troops to maintain the line, allowing his people to escape the dying city. Though his stand was heroic, it ultimately led to his fall, and Dar-Ach Denur was lost. What remains certain is that on that night, the fortress fell into ruin a second time, disappearing from Denur control for many long years before it was finally reclaimed.&lt;br /&gt;
&lt;br /&gt;
=== The Frostveil War: Dar-Ach's Battles for Liberation ===&lt;br /&gt;
&lt;br /&gt;
==== The First Battle: The Siege of the Frozen Gate (1534) ====&lt;br /&gt;
The first battle for Dar-Ach Denur took place in the year 1534, led by the legendary Belegar Whitebeard. Under his command, a coalition of Elves, Denur, and Humans joined forces to seize the ancient bridge leading to the city’s frozen gates. The battlefield was a treacherous expanse of ice and snow, where an overwhelming horde of frost trolls awaited them.&lt;br /&gt;
&lt;br /&gt;
The centerpiece of the enemy’s defense was their leader, a towering frost troll chieftain, who hurled soldiers aside like mere toys. The allied troops started to falter as his power appeared to be unbeatable. However, Phyrra Obyrn, a talented fighter from the Denur ranks, made a bold move and circled behind the hideous troll, taking him down with a blow that was as accurate as it was strong. The armies gathered up when the troll commander was killed, and Dar-Ach Denur's frozen gates were eventually unlocked. Although it was a hard-won triumph, the fight for the city was far from over.&lt;br /&gt;
[[File:Kristall.png|thumb|438x438px|Crystal in the center of Dar-Ach]]&lt;br /&gt;
&lt;br /&gt;
==== The Second Battle: The Heart of the Storm (1539) ====&lt;br /&gt;
Under Phyrra Obyrn's command, the second fight for Dar-Ach Denur took place in 1539, five years after the first attack. The united might of ally nations—Mitrona, Luminion, and Hadriana—who sent troops to support the Denur in their fight, strengthened her forces this time. These soldiers were accompanied by a strong band of independent wizards who went on to found the esteemed Order of Thyst.&lt;br /&gt;
&lt;br /&gt;
The alliance discovered a huge void-infested ice crystal at the center of Dar-Ach Denur as they advanced farther into the city. The unusual blizzards that afflicted the northern territories were linked to this sinister source of power. Yet, as they attempted to destroy the crystal, an ancient and mighty ice golem, empowered by voidal magic, materialized to defend it. The creature towered above them, a living glacier with devastating strength.&lt;br /&gt;
&lt;br /&gt;
The fight hung in the balance despite their overwhelming numbers and potent powers. Only through the combined efforts of Phyrra and the mages of Thyst, who unleashed torrents of elemental power, was the ice golem finally shattered. Although the void crystal was destroyed, a significant number of people were killed, and it became evident that a last, more sinister menace still existed deep within the fortress.&lt;br /&gt;
&lt;br /&gt;
==== The Third Battle: The Fall of the Frigid (1540) ====&lt;br /&gt;
A year following the second confrontation, in 1540, came the last and most catastrophic encounter. The restored halls of Dar-Ach Denur were filled with the biggest army yet collected, but there was a strange silence in the air. When Zharath the Frigid, a cunning and formidable void-infested ice wizard, emerged in the royal room, the quiet before the storm quickly descended into turmoil.&lt;br /&gt;
&lt;br /&gt;
Zharath had been laying in ambush, waiting. Using the snow and shadows to his advantage, he picked down troops with horrifying efficiency, mastering the frozen vacuum. It appeared that Dar-Ach's armies would fall in their last hour, and the warriors were powerless against his sinister magic.&lt;br /&gt;
&lt;br /&gt;
But fate intervened in an unexpected way. During the chaotic battle, a massive chandelier in the throne room was loosened from its icy chains and crashed down onto Zharath, breaking his momentum and shattering his concentration. Disoriented and weakened, the once unstoppable mage became vulnerable, and the combined might of the army overwhelmed him. His defeat marked the triumphant reclamation of Dar-Ach Denur, securing the city for the Denur and their allies once more.&lt;br /&gt;
&lt;br /&gt;
==Notable Buildings==&lt;br /&gt;
[[File:Throne.png|thumb|436x436px|Great Throne of Harrikums]]&lt;br /&gt;
&lt;br /&gt;
===The Great Throne of Harrikums===&lt;br /&gt;
The throne of the Harrikum is a highly revered and mysterious relic that was carved from a single piece of enigmatic black stone. Its origin is unclear, and it is unlike any stone found in the Drzathas Mountains. Many people think it has a strong link to the Denur's ancient history because of its smooth, black surface, which feels chilly to the touch. The throne is the seat of power for the Harrikum, symbolizing both the strength and enduring legacy of Dar-Ach Denur.&lt;br /&gt;
&lt;br /&gt;
=== Lava Pit (Vargan's Curse) ===&lt;br /&gt;
The center of the fortress is a lava pit, which provides the warmth necessary for life to persist in the otherwise frigid mountain depths. It is vital for living because the molten, searing pit spreads heat across Dar-Ach Denur. As a somber reminder of the law, prisoners were placed in cages over the flaming lava in the pool's former use as a site of punishment. The Denur are still filled with terror and amazement at its menacing presence.&lt;br /&gt;
&lt;br /&gt;
=== The Mighty Anvil ===&lt;br /&gt;
Forged in myth and legend, the Mighty Anvil is said to have the power to shape weapons capable of splitting mountains. Every hammer strike on this ancient forge echoes through the halls of Dar-Ach Denur with resounding authority. Only the most skilled smiths are permitted to work upon the Great Anvil, and weapons made here are regarded as unmatched in strength and durability. To this day, it remains a symbol of the craftsmanship and mastery of the Denur artisans.&lt;br /&gt;
[[File:Great Anvil.png|thumb|435x435px|The Mighty Anvil]]&lt;br /&gt;
&lt;br /&gt;
=== Hall of Statues ===&lt;br /&gt;
The Hall of Statues stands as a testament to the most honored and legendary figures in Denur history. Within its solemn chambers, four grand statues commemorate the might and wisdom of Gilthram Runefist, Belegar Whitebeard, Phyrra Obryn, and Arduan Starforge. These towering figures serve as eternal reminders of the courage, leadership, and sacrifice that built and defended Dar-Ach Denur. It is a place of reflection and reverence, where the past is never forgotten.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Springs ===&lt;br /&gt;
Discovered during renovation work in the year 1551, the Spirit Springs has become a place of profound importance in Dar-Ach Denur. This sacred chamber is where all Denur, regardless of rank or status, must speak only the truth, making it the ideal location for council meetings and important decisions. At the center of the chamber lies the Monolight of Dar-Ach Denur, a massive, sun-shaped stone carved with the face of a dwarf. Engraved upon it is the story of Deonach the Golden. Legends claim that similar Monolights are hidden within every great fortress of the Denur, linking them all through their shared heritage.&lt;br /&gt;
&lt;br /&gt;
=== Guild of Cogs Workshop ===&lt;br /&gt;
Though overshadowed by its larger, more modern counterpart, the original workshop of the Guild of Cogs remains a cornerstone of Denur invention and innovation. This ancient workshop contains all the essential tools for mechanical and alchemical work, from complex Runefist furnaces to well-equipped chemistry labs. Many of the Denur's most groundbreaking inventions were conceived within these walls, and the Guild of Cogs still honors the space as a symbol of their heritage and creativity.&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar_Azur&amp;diff=6932</id>
		<title>Dar Azur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar_Azur&amp;diff=6932"/>
		<updated>2025-01-25T13:15:29Z</updated>

		<summary type="html">&lt;p&gt;Erik: Belgar -&amp;gt; Belegar&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 Azur2.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|Tavern of the East&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 85 by Thrar Whitebeard &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;
|'''Governing Body'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]] before the collapse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Languages'''&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
== Dar Azur ==&lt;br /&gt;
Dar Azur at its peak, was a spectacular elegant fortress, one of the most famous establishments in the whole country, the Tavern of the East. Its multitude of mushrooms and cave-grown vegetation supported the entire High Kingdom, providing a life-sustaining lifeline. Nevertheless, it was Dar Azur's powerful army that was unique. The fortress was claimed by Kalan Whitebeard, whose command built the most powerful and toughest infantry in the whole of Eden. Legends also reach back through the ages stories of how entire Giant armies crashed against a wall of whitebeard's men, as if hitting an immovable wall. &lt;br /&gt;
&lt;br /&gt;
Strategically situated to protect the legendary Giant's Passage, Dar Azur represented the Eden Wall against the incessant troops of Giants. This small passageway, cut through rocky overhangs and dangerous slopes, was the only way that the Giant armies could enter the valley of Eden. For many centuries, the castle remained the unyielding guarantor of the safety of the High Kingdom and its inhabitants. It's true that without Dar Azur, Eden's fall to the Giants' marauding would have sealed its doom long ago. However, the stronghold of now fails to resemble anything from its heyday. Demonic plants have taken over Dar Azur, choking its corridors and allowing the once-beautiful landscape to decay over time. What was at one time the jewel of the east is now just the ghost of decay and corruption. Eden no longer has its great defender and the stories of the Whitebeard's men are but echoes in the breeze.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
The year was 80, and the Denur faced one of the harshest winters in their history. The biting cold marched across their country as a sadistic stalker, turning the rivers into ice and cutting off their resupply efforts. Starvation loomed as the Denur desperately sought a way to survive. In this bleak time, a group of brave adventurers, led by the cunning Thrar Whitebeard, ventured eastward into the unknown, driven by a last shred of hope. They found themselves lost in the howling snowstorm, far beyond where any Denur had ever dared to travel.&lt;br /&gt;
&lt;br /&gt;
By chance or fate, they stumbled upon a cave nestled within a mountain range known as Eden's Tail. Inside, they encountered something miraculous. Towering fungi and unusual, glowing vegetation lit up the darkness all around in ways both curious and unnerving. Exhausted and half-mad with hunger, the Denur hesitated. However, desperation conquered disbelief and they experimented with the psychotropic plants. To their amazement, and their delight, the plants not only were un-defecating but also tasty, particularly when grilled over the flames. The savory, smoky scent that filled the cave was intoxicating, and the adventurers feasted like they hadn’t in weeks.&lt;br /&gt;
&lt;br /&gt;
Thrar immediately recognized the potential of these cave plants, which grew even in the heart of winter, offering a vital lifeline in the harshest seasons. Catching the chance, she convened her brethren and Dar Azur thrived not only as a place of military preparation but also as a center of food provision. The rate of construction of the fortress, as the legend has it, was unbelievable - so rapid, that there is a suggestion some have exaggerated the stories. However, the existence of Dar Azur, prior to its &amp;quot;official&amp;quot; establishment, is conceivable, and its treasures lie buried in the rock.&lt;br /&gt;
&lt;br /&gt;
There are whispers that beneath the layers at the end of Dar Azurs Mushroom Maze, a Monolith may still lie undiscovered, holding the true history of the Denur, waiting to tell its tale to those who dare to seek it.&lt;br /&gt;
&lt;br /&gt;
== Historic Events ==&lt;br /&gt;
[[File:Dar Azur Throneroom1.png|thumb|Dar Azur entrance.|379x379px]]&lt;br /&gt;
The knowledge of what truly transpired within Dar Azur is scarce, due to the fortress’s long-standing isolation and eventual downfall. Much of what we understand today comes from the efforts of Kalan Whitebeard and the many expeditions that ventured into its depths. Their discoveries form the foundation of our current knowledge, though many mysteries remain. &lt;br /&gt;
&lt;br /&gt;
=== 1400th anniversary of Dar Azur (1500) ===&lt;br /&gt;
In the year 1500, the grand celebration for the 1400th anniversary was a lavish affair. There was food as far as the eye could see and so much alcohol that entire lakes could have been filled with it. The Denur revelled, shouting their arrogant slogans across the hall, their joy wild and unrestrained. Yet in the midst of the boisterous crowd stood a figure whose presence would soon prove to be devastating for the fortress. They called him the Cutthroat, the Baron of Lies, or simply Thorgar (which meant &amp;quot;fool&amp;quot; in Denurûm).&lt;br /&gt;
&lt;br /&gt;
Thorgar was a regular presence in Dar Azur, a desperate, masked merchant trying in vain to sell his wares, which the Denur considered inferior. At times, he even gave them away for free. He was always welcomed as a guest, not for his goods but because it provided an opportunity for the Denur to mock him or shove him around. No one ever questioned why this figure endured such treatment for years, a mistake that would soon come to haunt them all.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Council meeting (1507) ===&lt;br /&gt;
A council meeting was convened to address the growing threat of the Rotting Plague. The disease seemed not only to afflict the Denur but also the vital cave plants upon which they depended. The plants had turned an unnatural red and were covered in foul-smelling blisters. In response to the announcement from Harrikum Uldrig Proudfist to seal off the fortresses, the Denur of Dar Azur, led by Bormlan Whitebeard, followed suit. They set fire to the infected plants in the mushroom maze and quarantined those already afflicted by the plague, hoping to simply outlast the disease through isolation and careful containment.&lt;br /&gt;
&lt;br /&gt;
=== Mor-Hormung of Dar Azur (1508) ===&lt;br /&gt;
The Denur had successfully halted the spread of the disease among their brethren, but they failed to contain the infected plants. More and more sections of the mushroom maze were overrun, and thorny, foul-smelling tendrils sprouted uncontrollably throughout the fortress, growing at such an alarming rate that they swallowed entire sections of Dar Azur. The residents began to sense that something far more sinister was at play. Their suspicions were confirmed one fateful day when a thunderous roar echoed through the caverns.&lt;br /&gt;
&lt;br /&gt;
Following desperate cries for help, hordes of mutated plague creatures marched through the corridors. Their bodies were riddled with slimy fungi and festering sores. Amidst the chaos, there he stood - the seemingly clueless Thorgar - laughing darkly as he pulled back his hood to reveal a grotesquely deformed face composed entirely of fused insects, their bodies writhing and shifting in a horrific display. In that moment, the true horror was revealed: the Demon Lord of Decay, Zarzareth, Creator of Pestilence, had shown his hand. He watched with cruel delight as the hated Denur were slaughtered by the abominations he had unleashed.&lt;br /&gt;
&lt;br /&gt;
=== First expedition (1524) ===&lt;br /&gt;
The fortress of Dar Azur and its barren surrounding area were for long time a cursed site to which no one dared to go in. However, a determined band, led by Belegar Whitebeard, took it upon themselves to find out what had really gone wrong. Unconscious of the tragedies which awaited them, they crossed the threshold of the castle, and their spirits fell as they looked upon its ruined and wild chambers. However, the most dreadful sight was their own kin, the Denur, lying half-decayed in strange, lifeless states scattered throughout the ruins. What struck them most was the sight of Belegar’s dead uncle, Bormlan Whitebeard, slumped on the throne of Dar Azur. As the group approached his lifeless body, it began to tremble violently. With a sickening crack, the corpse split open like a walnut, revealing a grotesque, fleshy mass filled with endless mouths and teeth. As the mass convulsed, it coalesced into a swarm of insects that swirled around, taking on a humanoid form. The abomination introduced itself as Zarzareth, the Demon Lord of Decay.&lt;br /&gt;
&lt;br /&gt;
Mocking the Denur, Zarzareth recounted the twisted fate that had befallen Dar Azur. With cruel glee, he offered the surviving Denur a choice: to join him as his servants. In a moment of defiance, Belegar raised his axe, swearing to bring Zarzareth down. Knowing they were not yet strong enough, the group fled, slashing their way through hordes of Zarzareth’s latest twisted creations. As they escaped, they could still hear the demon lord’s sinister laughter echoing in the distance. From afar, they watched in horror as black clouds of plague-ravens emerged from the cave, spreading out in all directions, a harbinger of further doom to come.&lt;br /&gt;
&lt;br /&gt;
=== Wasp War ===&lt;br /&gt;
After numerous battles fought across the lands of Eden, the united forces of the realm finally succeeded in bringing down Zarzareth in the dark city of Zadh Nadrozz. But Dar Azur continued to be inhabited by his evil spawn, the corridors there still vibrating with the aftershocks of his plague. Because of Zarzareth's demise, the fort served as a call to other demons to bring its haunted chambers into their possession.&lt;br /&gt;
&lt;br /&gt;
==== Sealing of the fortress (1539) ====&lt;br /&gt;
The lands surrounding Dar Azur, particularly the region of Mitrona, were plagued by relentless attacks from increasingly powerful wasps. These mutated, grotesque giants could pierce even steel armor with a single string. Almost in a panic to quell the increasingly dangerous problem, the entryway to Dar Azur was barricaded in ice.&lt;br /&gt;
&lt;br /&gt;
Eldrion Aedaere, a skilled mage of the Enlightened Kingdom of Luminion, was sent to fight the threat. Through immense effort, Eldrion conjured a massive, seemingly impenetrable wall of ice, sealing the cursed fortress and its dangers within, in the hope of containing the horrors that had begun to spill out into the surrounding lands.&lt;br /&gt;
&lt;br /&gt;
==== Second expedition (1540) ====&lt;br /&gt;
However, the plan to contain the threat failed disastrously. More and more of these monstrous wasps began to spread, their numbers growing rapidly. They killed everything in their way, animals, plants, nothing survived. The once-vibrant lands around Dar Azur have been desiccated, overtaken by the relentless swarm.&lt;br /&gt;
&lt;br /&gt;
At that point, the troops of the Woodland Realm of Mitrona, commanded by Jolie Elaine Lovell, arrived. They saw with a heavy horror the break of the ice wall. The once-imposing barrier now stood broken, and the wasps flew freely in and out of Dar Azur. Seeing the sheer size of the monsters tearing through the land caused the fighters to shudder, and it occurred to them that the nightmare had barely begun.&lt;br /&gt;
&lt;br /&gt;
==== The great battle of plagues hell (1542) ====&lt;br /&gt;
Despite initial difficulties in organizing caused by Luminion, swiftly an impressive army assembled. The force was a diverse coalition of races and skills, with elves, Denur, and many others standing united against the growing threat. Together, they marched to confront a new enemy - a demon later known as the Rot Lord, who was likely a former servant of Zarzareth.&lt;br /&gt;
&lt;br /&gt;
The allied forces of elves, Denur, and other brave warriors clashed with the Rot Lord and his horrific minions on a chaotic battlefield. The demon loomed large, commanding the fight alongside his agile “wasp children,” grotesque hybrids that wielded deadly magic and fearsome stingers.&lt;br /&gt;
&lt;br /&gt;
In a pivotal moment, a powerful mage struck the Rot Lord with a devastating magical blast, staggering the demon. Seeing her chance, Henna, a Denur inexperienced in battle, rushed forward, fueled by her iron will. With agility and fierce resolve, she jumped on the back of the Rot Lord and with all her might plunged her axe into the back of his skull.&lt;br /&gt;
&lt;br /&gt;
With a deafening roar, the demon fell, his body dissolving into decay. As the magic sustaining the wasp children faltered, they too collapsed, defeated. This foul creature, the Blood Ooze, had festered in the depths of the fortress, its power growing unchecked. To ensure the world was truly safe, the Council of Elders entrusted the task to four of the greatest magicians of the age&lt;br /&gt;
&lt;br /&gt;
==== Grand purification (1442) ====&lt;br /&gt;
After the great battle, a final evil still lurked in the shadows. an ultimate evil remained hidden in the dark. Hidden deep within the cursed fortress of Dar Azur, the Blood Ooze - a monstrous, corrupt entity created by the dark sorcery of Sangris - continued to fester, growing stronger in the darkness. Four of the greatest mages of the time - Eldrion, Aldarian, Maple, and Yelran - volunteered to fight the final great evil. As they ventured through the decayed halls of Dar Azur, the air thick with foul magic, they finally came face to face with the grotesque mass of the Blood Ooze, its form writhing and shifting, exuding a sinister energy. A fierce elemental battle erupted. Eldrion summoned crashing waves to batter the creature, while Aldarian unleashed searing flames. Maple froze its tendrils with piercing ice, and Yelran commanded the stone beneath their feet, trapping the ooze within crumbling pillars of rock.&lt;br /&gt;
&lt;br /&gt;
Despite its regenerative abilities, the magicians worked together to overpower it. At the center of the ooze, they discovered a mysterious core, the source of its strength. With their combined power, they extracted and destroyed the core, finally putting an end to the creature’s reign. Once the Blood Ooze was defeated, they sealed a dark portal that had been sustaining the corruption, freeing Dar Azur from its last remnant of evil.&lt;br /&gt;
&lt;br /&gt;
= Notable buildings =&lt;br /&gt;
&lt;br /&gt;
=== Great Hall ===&lt;br /&gt;
The Great Hall was once the heart of Dar Azur, a symbol of splendor and community. It houses a magnificent throne, masterfully crafted from blacksteel and gemstones, and can seat hundreds of guests on intricately carved benches and tables. It was here that the grandest celebrations were held, filling the stone walls with music, laughter, and song. Denuran ballads still recount the legendary feasts and drinking bouts that took place in this hall—festivities so wild they lasted for days, leaving even the hardiest Denur slumped under the tables. Today, the hall lies silent, its once-vibrant furnishings rotting away, and shadows haunting the memories of a bygone era.&lt;br /&gt;
&lt;br /&gt;
=== Endless Armoury ===&lt;br /&gt;
A place that was once every blacksmith’s dream. The armory of Dar Azur was renowned for its unparalleled collection of the thickest armor and the sharpest swords ever forged. It is said that the armory housed plate mail so durable that it could withstand even the mightiest blows, and blades so keen that they never dulled. It was these arms that made the infantry of Dar Azur so fearsome. Today, however, the entrance to the armoury is buried under huge amounts of rock. Legends speak of hidden passages or magical keys that could reopen this treasure trove, but for now, it remains sealed away, its wonders lost to time.&lt;br /&gt;
&lt;br /&gt;
=== Mushroom Maze ===&lt;br /&gt;
The subterranean world beneath Dar Azur is made up of a large underground cave system of closely interlaced passageways, which once fed the fortress's supply lines. Such chambers were filled with an incredible diversity of plants and fungi grown in the meticulous manner and ingenuity of denuran craftsmanship. The yield from these caves sustained not only Dar Azur but entire nations, earning the fortress its reputation as the Tavern of the East. It is rumoured that in the deepest depths of the labyrinth lies a Monolith, an ancient relic said to emit a soft, otherworldly glow, telling tales from long before the founding of Arduan. Today, this vital heart has been corrupted. Void-infested vines now constrict the chambers, morphing the once-versatile former agricultural plant into grotesque shadows of their former selves.&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar_Zenour&amp;diff=6931</id>
		<title>Dar Zenour</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar_Zenour&amp;diff=6931"/>
		<updated>2025-01-25T13:14:21Z</updated>

		<summary type="html">&lt;p&gt;Erik: Updated last two expeditions.&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 Zenour2.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|Golden city&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 350 by Baron Emberthorn&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The Southern Spine of Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Governing Body'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]] (before the collapse)&lt;br /&gt;
|-&lt;br /&gt;
|'''Languages'''&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
==Dar Zenour==&lt;br /&gt;
Tucked away at the base of the magnificent southern mountains is Dar Zenour, also known as the &amp;quot;Southern Home&amp;quot; and the Golden City. This sobriquet is derived from the abundance of silver and gold deposits that withstood the hardships of settlement, thereby standing out as a jewel of the Denur cityscapes. In the old days, Dar Zenour was renowned for its enormous network of mining tunnels that penetrated the depths of the earth and resulted in untold riches and prosperity. &lt;br /&gt;
&lt;br /&gt;
Notably, the simple, unobtrusive door is furnished not for decoration but for privacy. This narrow passage served to isolate the city from the outside world, allowing its residents to wait and watch, patiently gathering their riches. While the outward appearance of Dar Zenour may suggest a place of quiet contemplation, it is anything but defenseless.&lt;br /&gt;
&lt;br /&gt;
At one time, it boasted one of the best-equipped armies in the entire kingdom, built from the wealth and resources extracted from its plentiful mines. The soldiers of Dar Zenour were famed for their martial prowess and tenacity, a place which stood strong against all attackers. Beneath its shining surface lay a legacy of strength and cunning, a testament to the enduring spirit of the Denur people.&lt;br /&gt;
&lt;br /&gt;
But over the last few centuries, Dar Zenour has become a thing of the past. A former hub of prosperity and authority, the city now lies in shadow and ruin, the city controlled by malevolent demons who have declared it their heritage. The bright silver and gold that used to stream from its mines has been tainted by the wicked powers now ashore, as the once opulent corridors of Dar Zenour have become a mournful testament to what they used to be. This once proud bastion of strength and unity now stands as a grim testament to the peril that can arise when darkness descends upon a noble home.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
In the year 350, the Denur faced growing threats from the southern regions, where hostile forces lurked just beyond their borders. Keen visionary leader and strategic master, Harrikum Argilac Stoneguard, saw the necessity for a stand that would defend the Denur's southern border. He hunted one of the most skilled builders in history, Baron Emberthorn, whose mastery of design and construction was matched by none. &lt;br /&gt;
&lt;br /&gt;
Baron Emberthorn walked into a country on the very edge of an immense savanna where golden grasses reached the horizon at the bottom of a dense, unexplored forest. For generations the Denur refused to go into this jungle and the threats that lurked beneath its canopy. However, upon his arrival, Emberthorn and his crew stumbled upon rich veins of silver, gold, and other precious resources hidden within the mountain range that bordered the jungle. Realising that gain is never taken for granted at this point, Emberthorn, drafted a plan, to build something that, not only would protect from outside forces but would create a stronghold that, below the surface of the earth, would both mine and utilize the wealth that, so far, has remained hidden.&lt;br /&gt;
&lt;br /&gt;
Under Harrikum Argilac’s patronage, construction of the bastion began. The entrance, a modest and unassuming archway carved from the very sandstone that surrounded it, blended seamlessly into the mountainside. It was created to beguile anybody who might be tempted to underestimate its importance. While the exterior appeared simple, the true marvel lay within. Baron Emberthorn's dextrous fingers rendered the interior a maze of chambers and strongholds, cleverly exploiting the very caves and passageways of the mountain itself.&lt;br /&gt;
&lt;br /&gt;
As the work progressed, stories began to spread of the vast underground halls and storied vaults that were being carved from the rock. Emberthorn's vision took shape, creating not just a fortress, but a thriving stronghold filled with provisions, armories, and living quarters for soldiers and their families. Such a busy space inside provided an asylum for Denur families to escape havoc in the outside world.&lt;br /&gt;
&lt;br /&gt;
== Historic Events ==&lt;br /&gt;
[[File:Dar Azur Throneroom.png|thumb|Wondrous Forges|360x360px]]&lt;br /&gt;
Due to the fall of Dar Zenour, much of the fortress’s history has been lost to time. The once-proud Golden City now lies in ruins, its archives destroyed and its glory faded. What little is known comes from the fragmented accounts of surviving witnesses and the tales of adventurers who have dared to explore its depths. These scattered stories, drawn from recent experiences, form the fragile foundation of our understanding of Dar Zenour’s rise, prosperity, and eventual descent into darkness.&lt;br /&gt;
&lt;br /&gt;
=== Discovery of the Black Stone (1303) ===&lt;br /&gt;
In the year 1303, the Denur stumbled upon an extraordinary discovery deep within the heart of their lands: a mysterious black stone, impervious to all forms of destruction. Amazed and stimulated by its hardness, they started to dig around it and found out that it is a big monolith, hereinafter referred to as the Monolith of Dar Zenour. Inscribed upon it in an ancient script was the history of the Denur, stretching back to a time long before the first Harrikum, Arduan Starforge. Unfortunately, definitive chronologies have not survived to be used, leaving much to speculation. But what was undeniable was that the stone was magnetic, hypnotic, and therefore inexplicable, the natural attention and fascination of the Denur was directed to it. In a sense, they hadn't any idea that a malevolent lurked in its core.&lt;br /&gt;
&lt;br /&gt;
=== Rise of the Cult (1313) ===&lt;br /&gt;
By 1313, the political landscape had shifted dramatically. Balin Emberthorn, the Kalanfadur and ruler of Dar Zenour, was deeply troubled about the loss of Dar Nathros. The disappearance of the centre of the South, and with it the most important force, created great uncertainty. While he refused to close off his fortress to the world, Dar Zenour faced two growing threats: increasing attacks by the orcs and the sudden disappearance of individuals in its population. Those who vanished would often return, brutally disfigured and haunted.&lt;br /&gt;
&lt;br /&gt;
During that time of chaos, an underground group emerged, who identified themselves as the Cult of the Night. They made offerings to the black monolith, who lived for its dark energy and broke the community even more irremissible. Their power grew, and with it the tensions between the parties.&lt;br /&gt;
&lt;br /&gt;
=== Mor-Hormung of Dar Zenour (1315) ===&lt;br /&gt;
In 1325, Balin Emberthorn found himself cornered by despair and chaos. To safeguard his people from the rising Orc attacks, he reluctantly sealed the gates of Dar Zenour. However, the fortress was already rotting from within, plagued by fear and superstition.&lt;br /&gt;
&lt;br /&gt;
The only records of this dark period came from the logbook of Balin, which was discovered later by Belegar Whitebeard. In his final entries, Balin chronicled the escalating extremism of the cult and the violent confrontations between the devoted cultists and the rest of the Denur. His works depicted a scene of gloom, describing the devastating outrages that happened within the walls of the fortress. And with its peak level of unrest, a huge earthquake shook the very bedrock of Dar Zenour. This quake destroyed the monolith, revealing an abyssal portal that released grotesque, altered creatures that resembled the Denur. Such beings induced a violent massacre on the fortress, indiscriminately murdering their peers. Balin Emberthorn, and a small band of stalwart warriors, bravely defended their dwelling against the flood of terror until the last Denur fell. Thus, the glory of Dar Zenour crumbled, swallowed by darkness and despair, leaving behind only echoes of its former splendor.&lt;br /&gt;
&lt;br /&gt;
=== First expedition (1521) ===&lt;br /&gt;
That year, Belegar Whitebeard, in charge of a modest expedition, took the risk to undermine the perennial closed gates of Dar Zenour, searching for the solution to the enigmatic disappearance of its population. Gripped with fear and discretion the gang crawled into the abandoned spaces, only to be confronted with the crushing smell of putrefaction and with the unmistakable signs of voidal infestation. Every step they made made the sound of a horrible squelch, an ominous testament to the infected state of the fortress.&lt;br /&gt;
&lt;br /&gt;
As they ventured deeper, they finally reached the chamber where Balin Emberthorn had met his demise. There, amidst the remnants of the past, they discovered his logbook, filled with the harrowing accounts of the fortress’s decline. But the adventurers were not alone. Lurking in the dark, a villain confessed to being &amp;quot;one of the first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This black being materialized a monstrous being - a hybrid half Denur, half bull - manifesting the horrors that had befallen the fortress.  The adventurers quickly grasped the gravity of their situation. A fierce and desperate battle ensued, culminating in a spectacular chase through the twisted corridors of Dar Zenour. Arm in arm and with tremendous courage and grit, they overcame the huge monstrosity and escaped the grasp of the fiend inside the castle.&lt;br /&gt;
&lt;br /&gt;
Following this terrible experience, the High Council came together to examine the results of the expedition. Noticing the inherent risks and the lurking evil forces still lurking within, they declared Dar Zenour an area to be avoided, advising all of Denur not to venture near the cursed citadel and its haunted past.&lt;br /&gt;
&lt;br /&gt;
=== Second expedition (1524) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|“Are you mad? Have you just seen what happened there! We almost lost our lives and you wish to set our ancient city on fire? &lt;br /&gt;
&lt;br /&gt;
I will not risk the destruction of our ancient hold. I urge you to reconsider your orders, Empress, those monsters will react!”&lt;br /&gt;
&lt;br /&gt;
* Words of Skalar Brísingavaldr after being ordered to set fire to the first hall of Dar Zenour and seal the hold.&lt;br /&gt;
|}&lt;br /&gt;
During the coming of the year 1524, the coastal regions west of Dar Zenour became home to the Hinterland refugees from the Second Hadrian Civil War led by self-declared Empress Isabella Van Leuveren. Having found the realm of Valegro and ruling it from the city of Catamora, Isabella got wind of the various riches and relics remaining untouched within the mountain stronghold of Dar Zenour. In a short time, the people began to live a luxurious and indulgent lifestyle, which led to a shortage of gold and riches. Isabella, not wanting to replace her comfort for necessities for her new-found realm, sought contact with a Denurian explorer named Skalar Brísingavaldr, who was driven by ambition to uncover the secrets the Denur race left behind in their fallen holds. With reckless disregard and now aided by Empress Isabella, Skalar ignored the solemn warnings of the past and brazenly opened the sporadic seals that Belegar Whitebeard had put in place. The forces rushed deep into the fortress, not a moment's pause for thought in their hearts, their greed and their curiosity spurred them onwards. What transpired was all too predictable. Their intrusion disturbed a dormant darkness, summoning forth a massive horde of bloodthirsty Demons that lay in wait. Seeing the error of their mistake, Empress Isabella, with a disregard for the lives of her people, fled from the hold before they were overwhelmed. In the ensuing chaos, lives were lost, forcing Skalar and the survivors to flee for their lives.&lt;br /&gt;
&lt;br /&gt;
As they failed to obtain the riches within, Isabella ordered Skalar and his company to set fire to the first halls and seal the hold to smoke out the Demonic inhabitants. Skalar protested, now realizing why his predecessors had forbidden anyone from entering. Yet he found himself forced to proceed by the drawn blades of the Catamorian soldiers. After the deed was completed, the Denur cautioned Isabella and the people of Catamora about the consequences of their actions, hoping to awaken a sense of clarity in them. However, the citizens were too busy continuing their indulgent lifestyle, ignoring the warnings and instead falling even deeper into the debauchery. Realizing their words were disregarded, the Denur under Skalar decided to abandon the region to avoid the coming fate.&lt;br /&gt;
&lt;br /&gt;
=== Third expedition (1525) ===&lt;br /&gt;
Months had passed without a word from Valegro. Burdened by the shame of his past failures and convinced that their suspicions of doom may have been unfounded, Skalar Brísingavaldr decided to walk through the open doors of Dar Zenour again in 1525. This time, a shadow of uncertainty shaded his determination as he and his troops advanced into the ominous fortress. But as they went more and more into the obscure they realised that something went not quite right in the dark. Noticing stacked corpses originating from the civilian population of Catamora, the Denur party made their way toward the capital of Valegro in blind panic, only to be greeted by the haunted sight of a city fallen to decay, ruin, and Demonic influence. Its population was slaughtered and consumed, and their homes were twisted and corrupted into new dwellings for Demons to fester and reside. Skalar's predictions had indeed come true. The Demon population of Dar Zenour, in retaliation for the fire set in the hold by order of Empress Isabella, had breached the barricades Skalar had established and feasted on the unsuspecting inhabitants of Catamora, turning the city into their second home. Unable to proceed deeper into the city and forced by dark forces spewing from the city after having spotted the Denur, Skalar and his company fled the region once more, leaving Catamora and Dar Zenour to their fate. Word would never come out until the then-Therri'cill Aldir'tor Zaithrall and his Elven scouting parties reached the ruined city during the second half of 1525.&lt;br /&gt;
&lt;br /&gt;
= Notable Buildings =&lt;br /&gt;
&lt;br /&gt;
=== Gleaming Depths ===&lt;br /&gt;
Formerly the &amp;quot;lifeblood&amp;quot; of Dar Zenour, the Gleaming Depths is a labyrinth of enormous rooms and passages in which immense quantities of gold and silver were mined. Legends do not tire of stories of the immensity of treasure still hidden within those mines, treasure vast enough to feed a life for a thousand beings. However, their once colorful passages are now silent, in the black. Rumors suggest they have become birthing grounds for unspeakable evils, though many dismiss these as mere tales to scare away the curious.&lt;br /&gt;
&lt;br /&gt;
=== Wondrous Forges ===&lt;br /&gt;
The Wondrous Forges of Dar Zenour were not normal workshops; they were technological works of Art and design, ingenious examples of artistry. In this very place, craftsmen made jewellery and crafts so exquisitely detailed and exquisitely carved that they seemed to breathe. Forges contained not only sophisticated tools but also machinery unsurpassed in the realm. After the city fell, the forges fell silent, yet some claim that the machines within still hum with an unnatural force as if the dark powers that now control Dar Zenour have breathed new life into the very tools that once forged beauty.&lt;br /&gt;
&lt;br /&gt;
=== Tomb of Balin ===&lt;br /&gt;
The final resting place of the famous leader Balin is at once a holy place and haunting landmark. Known as the Tomb of Balin, its discovery by Belegar and his companions took place during their doomed mission, which led them to their first meeting with the dark guardians that now rule Dar Zenour. The sarcophagus Balin now lies within an uncanny mystical zone, no longer safe under ancient warding runes. Those who go there have been telling of visions so pervasive of misery and of blackness that the evil that defiled the city has invaded this sacred spot.&lt;br /&gt;
&lt;br /&gt;
=== Black Stone ===&lt;br /&gt;
The Black Stone is a sleek, obsidian monolith full of mystery. There are no records of when it came into existence, or for what purpose it was, but scholars of Dar Gur think it might have been used as a holding place for the being that is now haunting Dar Zenour. The stone makes a sort of feeble, ghostly hum and it gives all who come near a feeling of apprehension. Legends say it harbors mystic wisdom - or the capacity to unleash even more monstrous evil if it is disturbed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar_Vziun&amp;diff=6930</id>
		<title>Dar Vziun</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar_Vziun&amp;diff=6930"/>
		<updated>2025-01-24T16:29:46Z</updated>

		<summary type="html">&lt;p&gt;Erik: &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 Vziun&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Dar Vziun.png|center|frameless|330x330px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|Gate of Shadows&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 240 by Kalda Emberheart&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Southern spine of Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Governing''' '''Body'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]] before the collapse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Language(s)'''&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Dar Vziun =&lt;br /&gt;
Dar Vziun, the Home of the East and often called the Gate of Shadows, is an unusual fortress. Its purpose is unlike that of any typical stronghold in any known realm. At its heart lies a vast, ominous black portal, a gateway to an unknown and forbidding realm. Strange and foreboding phenomena have always surrounded the portal, with many describing the thick, dark mist that seeps from it as unnatural and suffocating. The Denur, recognizing the peril this gateway posed, pledged to guard this treacherous part of their realm for eternity. However, their commitment was not without ulterior motives; they sought to secure the precious savanna surrounding the fortress, rich with untapped gold reserves.&lt;br /&gt;
&lt;br /&gt;
Today, Dar Vziun is deserted, a remnant of its past glory. The portal, once under the watchful eye of the palace guard, now stands wide open, inviting any unholy creature to step across its threshold. The ghosts of bound oaths and fulfilled but forgotten orders float in the air. Dar Vziun is still a moth-eaten stronghold, but it awaits only the appearance of those who would claim its dark power for a return to vigor and valiant glory.&lt;br /&gt;
&lt;br /&gt;
= Founding =&lt;br /&gt;
After establishing Dar Nathros in 210, the Denur wanted to avoid the fate of their southwestern forebears and instead sought to dominate the vast gold-rich savanna. However, their ambitions were countered by an ominous portent: a malevolent black portal from which emerged a constant, malign fog they called the &amp;quot;Graveyard&amp;quot;. Its animus sought to devour all life, consuming the bodies of sentient beings and augmenting its own might. As this black fog spread, it willed swarms of the undead, who would murder everyone who dared enter into the misty territory. At the heart of this darkness was a demon, a formidable entity who had achieved symbiosis with the Graveyard, controlling its movements and amplifying its deadly reach.&lt;br /&gt;
&lt;br /&gt;
The Denur knew they could not lose their newfound wealth easily and hence created a powerful army to deal with such a problem and close the portal once and for all. Blood spattered all over as a violent war took place and the clang of swords and the screams of the Denur cut through the silence of the fog, making their way through the fog while wolves of the undead came down on them. Harrikum Argilac Stoneguard led the soldiers with unparalleled valor and bravery, lending his courage and strategic acumen in the thick of the battle. Deep within the fog's center, they activated a specially designed wind machine, cleaving the fog into two parts. The portion severed from the portal dissipated instantly, halving its power. Exploiting the opportunity, the Denur pushed back demon into the portal and used the wind machine to disperse the remaining fog up to the portal's threshold.&lt;br /&gt;
&lt;br /&gt;
In order to stop the Graveyard from coming back and becoming stronger, the Denur built a fortress around the portal, created not to guard what was inside there but rather to hold what it contained. This large gate earned the name the Gate of Shadows. The task of guarding this portal fell to the most skilled warriors, whose duty was to ensure that no darkness could breach their defenses. Notable among them was the commander of the fortress, Kalda Emberheart, who was active, bold and wise in this chaotic period. In the year 240, she put the last stone to the construction of the gate completing her mission and securing the Denur for many years to come.&lt;br /&gt;
&lt;br /&gt;
= Historic Events =&lt;br /&gt;
In contrast to other fortresses, the details surrounding the fall of Dar Vziun are remarkably well-preserved. This is largely due to the near-destruction of the Emberheart Kalan, whose survivors managed to escape and report the harrowing events that led to the fortress’s downfall.&lt;br /&gt;
&lt;br /&gt;
=== Rising Threat (1315) ===&lt;br /&gt;
Unlike the other fortresses, which were heavily involved in trade, Dar Vziun found itself isolated following the fall of Dar Nathros and the sudden cessation of all contact with Dar Zenour. With no aid or rations forthcoming, the fortress was left to rely solely on its extensive reserves for survival. Yet, the Gate of Shadows was built to endure such challenges, and many held onto the hope that reinforcements from Dar Azur would arrive in time.&lt;br /&gt;
&lt;br /&gt;
What they were unprepared for, however, was the intensifying activity at the gate. As their forces struggled to maintain control, a more ominous threat emerged—the portal itself seemed to be growing, expanding unnaturally. The very fabric of reality around the portal began to warp, as if something far darker was preparing to break through.&lt;br /&gt;
&lt;br /&gt;
=== Breaking Point (1316) ===&lt;br /&gt;
A critical state was reached when Graveyard once again tried to force his way through the portal. Although it again failed to break the main gate and leave the Hall of Death, it left behind another present. In the aftermath of their hard-fought victory, the celebrating Denur failed to notice the cracks forming at the edges of the portal. What began as a minor breach soon spiralled out of control, triggering a catastrophic collapse.&lt;br /&gt;
&lt;br /&gt;
Deep in the night, the critical point was reached and the portal tore open with an enormous shock wave that trembled the southern part of Eden. Panic spread as the Denur raced through the fortress, choking on dust and debris. When they finally looked upon the portal again, they saw the true horror: the rift had grown tenfold, and far greater darkness now loomed before them, ready to consume all in its path.&lt;br /&gt;
&lt;br /&gt;
Desperate, Drion Emberheart, the fortress's keeper, sent envoys in all directions, pleading for aid. But no help would come - each fortress and Kalan was preoccupied with its own struggles, leaving Dar Vziun to face the encroaching darkness alone.&lt;br /&gt;
&lt;br /&gt;
=== The Last Stand of Dar Vziun (1317) ===&lt;br /&gt;
The quiet that followed the expansion of the portal was an uneasy sign, and the Denur prepared for the coming attack. One morning, horns sounded throughout the valley near Dar Vziun, producing a deep noise that warned of danger. Soldiers got ready for their last stand, understanding that this would be a fight for their lives. As the fog spreads and with it hordes of undead surged from the portal, the space between the gate and the portal soon filled up, looking like a dam ready to burst. The Denur, stationed behind the narrow arrow slits in the walls far above the fog, unleashed fire and metal on the undead, pushing the creatures back with accurate, unyielding blows.&lt;br /&gt;
&lt;br /&gt;
However, the main gate began to cave in and the hallowed seal once placed by a powerful Lunarmancer began to break. Only a few Denur warriors were left, worn out and wounded, their ranks nearly decimated. Cracks spread across the old stone, and it was only a matter of time before it completely broke apart. Just as the main gate was about to collapse, unleashing untold horrors, Drion Emberheart made a crucial choice. After a thousand years, he resolved to open the Gate of Shadows for the very first time. With a great effort, the gate swung open, acting as a sluice that unleashed the pent-up fury of the Graveyard. While the black mass surged forth, Drion and his warriors activated a hidden escape route, enabling the Denur to evacuate Dar Vziun. As the last of his soldiers fled, Drion knew the fortress was lost, but the spirit of the Denur would endure.&lt;br /&gt;
&lt;br /&gt;
= Notable buildings =&lt;br /&gt;
&lt;br /&gt;
=== Gate of Shadows ===&lt;br /&gt;
The Gate of Shadows serves as the fortress’s massive outer gate, a towering barrier forged from black steel of unparalleled thickness. This monolithic structure was designed to withstand any assault, and it is said that even the siege engines of Dar Gur could not breach it. The surface of the gate is decorated with ancient runes and bears a sacred sigil placed in the middle by a powerful Lunarmancer. It stands as a testament to the Denur’s ingenuity and their fear of what lay beyond.&lt;br /&gt;
&lt;br /&gt;
=== Portal Gate ===&lt;br /&gt;
It is the smaller inner gate leading directly to the black portal, is far less imposing in appearance but far more mysterious. Made of a strange, unidentifiable metal, it has baffled scientists and smiths alike. Its resilience is uncanny, and some believe the material is not of this world. Though less robust than the Demon’s Gate, it is imbued with an aura that unnerves all who approach.&lt;br /&gt;
&lt;br /&gt;
=== Hall of Death ===&lt;br /&gt;
Between the Gate of Shadows and the Portal Gate lies the Hall of Death, a corridor built as the ultimate killing field. Lined with small slits and hidden mechanisms, it allowed the Denur to slaughter trapped undead with precision and efficiency. Its walls, marked by centuries of combat, tell the story of relentless battles fought to secure the fortress.&lt;br /&gt;
&lt;br /&gt;
=== Endless barracks ===&lt;br /&gt;
Renowned for their comfort and design, the Endless Barracks of Dar Vziun were not only a place of rest but a refuge for the fortress’s soldiers. Built to be securely sealed, they protected their occupants from the bitter winds and dangers beyond the walls. Many soldiers stationed on a cold, exposed watchtower dreamed of spending their nights in these halls, surrounded by warmth and camaraderie, rather than shivering on a desolate post. Even in their abandonment, the barracks retain an aura of solace in denuran stories, a stark contrast to the fortress’s otherwise grim purpose.&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar_Vziun&amp;diff=6929</id>
		<title>Dar Vziun</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar_Vziun&amp;diff=6929"/>
		<updated>2025-01-24T16:25:09Z</updated>

		<summary type="html">&lt;p&gt;Erik: First version of Dar Vziun.&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 Vziun&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Dar Vziun.png|center|frameless|330x330px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|Gate of Shadows&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 240 by Kalda Emberheart&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Southern spine of Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Governing''' '''Body'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]] before the collapse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Language(s)'''&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Dar Vziun =&lt;br /&gt;
Dar Vziun, the Home of the East and often called the Gate of Shadows, is an unusual fortress. Its purpose is unlike that of any typical stronghold in any known realm. At its heart lies a vast, ominous black portal, a gateway to an unknown and forbidding realm. Strange and foreboding phenomena have always surrounded the portal, with many describing the thick, dark mist that seeps from it as unnatural and suffocating. The Denur, recognizing the peril this gateway posed, pledged to guard this treacherous part of their realm for eternity. However, their commitment was not without ulterior motives; they sought to secure the precious savanna surrounding the fortress, rich with untapped gold reserves.&lt;br /&gt;
&lt;br /&gt;
Today, Dar Vziun is deserted, a remnant of its past glory. The portal, once under the watchful eye of the palace guard, now stands wide open, inviting any unholy creature to step across its threshold. The ghosts of bound oaths and fulfilled but forgotten orders float in the air. Dar Vziun is still a moth-eaten stronghold, but it awaits only the appearance of those who would claim its dark power for a return to vigor and valiant glory.&lt;br /&gt;
&lt;br /&gt;
= Founding =&lt;br /&gt;
After establishing Dar Nathros in 210, the Denur wanted to avoid the fate of their southwestern forebears and instead sought to dominate the vast gold-rich savanna. However, their ambitions were countered by an ominous portent: a malevolent black portal from which emerged a constant, malign fog they called the &amp;quot;Graveyard&amp;quot;. Its animus sought to devour all life, consuming the bodies of sentient beings and augmenting its own might. As this black fog spread, it willed swarms of the undead, who would murder everyone who dared enter into the misty territory. At the heart of this darkness was Druanne, a formidable entity who had achieved symbiosis with the Graveyard, controlling its movements and amplifying its deadly reach.&lt;br /&gt;
&lt;br /&gt;
The Denur knew they could not lose their newfound wealth easily and hence created a powerful army to deal with such a problem and close the portal once and for all. Blood spattered all over as a violent war took place and the clang of swords and the screams of the Denur cut through the silence of the fog, making their way through the fog while wolves of the undead came down on them. Harrikum Argilac Stoneguard led the soldiers with unparalleled valor and bravery, lending his courage and strategic acumen in the thick of the battle. Deep within the fog's center, they activated a specially designed wind machine, cleaving the fog into two parts. The portion severed from the portal dissipated instantly, halving its power. Exploiting the opportunity, the Denur pushed back Druanne into the portal and used the wind machine to disperse the remaining fog up to the portal's threshold.&lt;br /&gt;
&lt;br /&gt;
In order to stop the Graveyard from coming back and becoming stronger, the Denur built a fortress around the portal, created not to guard what was inside there but rather to hold what it contained. This large gate earned the name the Gate of Shadows. The task of guarding this portal fell to the most skilled warriors, whose duty was to ensure that no darkness could breach their defenses. Notable among them was the commander of the fortress, Kalda Emberheart, who was active, bold and wise in this chaotic period. In the year 240, she put the last stone to the construction of the gate completing her mission and securing the Denur for many years to come.&lt;br /&gt;
&lt;br /&gt;
= Historic Events =&lt;br /&gt;
In contrast to other fortresses, the details surrounding the fall of Dar Vziun are remarkably well-preserved. This is largely due to the near-destruction of the Emberheart Kalan, whose survivors managed to escape and report the harrowing events that led to the fortress’s downfall.&lt;br /&gt;
&lt;br /&gt;
=== Rising Threat (1315) ===&lt;br /&gt;
Unlike the other fortresses, which were heavily involved in trade, Dar Vziun found itself isolated following the fall of Dar Nathros and the sudden cessation of all contact with Dar Zenour. With no aid or rations forthcoming, the fortress was left to rely solely on its extensive reserves for survival. Yet, the Gate of Shadows was built to endure such challenges, and many held onto the hope that reinforcements from Dar Azur would arrive in time.&lt;br /&gt;
&lt;br /&gt;
What they were unprepared for, however, was the intensifying activity at the gate. As their forces struggled to maintain control, a more ominous threat emerged—the portal itself seemed to be growing, expanding unnaturally. The very fabric of reality around the portal began to warp, as if something far darker was preparing to break through.&lt;br /&gt;
&lt;br /&gt;
=== Breaking Point (1316) ===&lt;br /&gt;
A critical state was reached when Graveyard once again tried to force his way through the portal. Although it again failed to break the main gate and leave the Hall of Death, it left behind another present. In the aftermath of their hard-fought victory, the celebrating Denur failed to notice the cracks forming at the edges of the portal. What began as a minor breach soon spiralled out of control, triggering a catastrophic collapse.&lt;br /&gt;
&lt;br /&gt;
Deep in the night, the critical point was reached and the portal tore open with an enormous shock wave that trembled the southern part of Eden. Panic spread as the Denur raced through the fortress, choking on dust and debris. When they finally looked upon the portal again, they saw the true horror: the rift had grown tenfold, and far greater darkness now loomed before them, ready to consume all in its path.&lt;br /&gt;
&lt;br /&gt;
Desperate, Drion Emberheart, the fortress's keeper, sent envoys in all directions, pleading for aid. But no help would come - each fortress and Kalan was preoccupied with its own struggles, leaving Dar Vziun to face the encroaching darkness alone.&lt;br /&gt;
&lt;br /&gt;
=== The Last Stand of Dar Vziun (1317) ===&lt;br /&gt;
The quiet that followed the expansion of the portal was an uneasy sign, and the Denur prepared for the coming attack. One morning, horns sounded throughout the valley near Dar Vziun, producing a deep noise that warned of danger. Soldiers got ready for their last stand, understanding that this would be a fight for their lives. As the fog spreads and with it hordes of undead surged from the portal, the space between the gate and the portal soon filled up, looking like a dam ready to burst. The Denur, stationed behind the narrow arrow slits in the walls far above the fog, unleashed fire and metal on the undead, pushing the creatures back with accurate, unyielding blows.&lt;br /&gt;
&lt;br /&gt;
However, the main gate began to cave in and the hallowed seal once placed by a powerful Lunarmancer began to break. Only a few Denur warriors were left, worn out and wounded, their ranks nearly decimated. Cracks spread across the old stone, and it was only a matter of time before it completely broke apart. Just as the main gate was about to collapse, unleashing untold horrors, Drion Emberheart made a crucial choice. After a thousand years, he resolved to open the Gate of Shadows for the very first time. With a great effort, the gate swung open, acting as a sluice that unleashed the pent-up fury of the Graveyard. While the black mass surged forth, Drion and his warriors activated a hidden escape route, enabling the Denur to evacuate Dar Vziun. As the last of his soldiers fled, Drion knew the fortress was lost, but the spirit of the Denur would endure.&lt;br /&gt;
&lt;br /&gt;
= Notable buildings =&lt;br /&gt;
&lt;br /&gt;
=== Gate of Shadows ===&lt;br /&gt;
The Gate of Shadows serves as the fortress’s massive outer gate, a towering barrier forged from black steel of unparalleled thickness. This monolithic structure was designed to withstand any assault, and it is said that even the siege engines of Dar Gur could not breach it. The surface of the gate is decorated with ancient runes and bears a sacred sigil placed in the middle by a powerful Lunarmancer. It stands as a testament to the Denur’s ingenuity and their fear of what lay beyond.&lt;br /&gt;
&lt;br /&gt;
=== Portal Gate ===&lt;br /&gt;
It is the smaller inner gate leading directly to the black portal, is far less imposing in appearance but far more mysterious. Made of a strange, unidentifiable metal, it has baffled scientists and smiths alike. Its resilience is uncanny, and some believe the material is not of this world. Though less robust than the Demon’s Gate, it is imbued with an aura that unnerves all who approach.&lt;br /&gt;
&lt;br /&gt;
=== Hall of Death ===&lt;br /&gt;
Between the Gate of Shadows and the Portal Gate lies the Hall of Death, a corridor built as the ultimate killing field. Lined with small slits and hidden mechanisms, it allowed the Denur to slaughter trapped undead with precision and efficiency. Its walls, marked by centuries of combat, tell the story of relentless battles fought to secure the fortress.&lt;br /&gt;
&lt;br /&gt;
=== Endless barracks ===&lt;br /&gt;
Renowned for their comfort and design, the Endless Barracks of Dar Vziun were not only a place of rest but a refuge for the fortress’s soldiers. Built to be securely sealed, they protected their occupants from the bitter winds and dangers beyond the walls. Many soldiers stationed on a cold, exposed watchtower dreamed of spending their nights in these halls, surrounded by warmth and camaraderie, rather than shivering on a desolate post. Even in their abandonment, the barracks retain an aura of solace in denuran stories, a stark contrast to the fortress’s otherwise grim purpose.&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Dar_Vziun.png&amp;diff=6928</id>
		<title>File:Dar Vziun.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Dar_Vziun.png&amp;diff=6928"/>
		<updated>2025-01-24T16:19:15Z</updated>

		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dar Vziun&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar_Azur&amp;diff=6927</id>
		<title>Dar Azur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar_Azur&amp;diff=6927"/>
		<updated>2025-01-24T16:18:07Z</updated>

		<summary type="html">&lt;p&gt;Erik: &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 Azur2.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|Tavern of the East&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 85 by Thrar Whitebeard &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;
|'''Governing Body'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]] before the collapse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Languages'''&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dar Azur ==&lt;br /&gt;
Dar Azur at its peak, was a spectacular elegant fortress, one of the most famous establishments in the whole country, the Tavern of the East. Its multitude of mushrooms and cave-grown vegetation supported the entire High Kingdom, providing a life-sustaining lifeline. Nevertheless, it was Dar Azur's powerful army that was unique. The fortress was claimed by Kalan Whitebeard, whose command built the most powerful and toughest infantry in the whole of Eden. Legends also reach back through the ages stories of how entire Giant armies crashed against a wall of whitebeard's men, as if hitting an immovable wall. &lt;br /&gt;
&lt;br /&gt;
Strategically situated to protect the legendary Giant's Passage, Dar Azur represented the Eden Wall against the incessant troops of Giants. This small passageway, cut through rocky overhangs and dangerous slopes, was the only way that the Giant armies could enter the valley of Eden. For many centuries, the castle remained the unyielding guarantor of the safety of the High Kingdom and its inhabitants. It's true that without Dar Azur, Eden's fall to the Giants' marauding would have sealed its doom long ago. However, the stronghold of now fails to resemble anything from its heyday. Demonic plants have taken over Dar Azur, choking its corridors and allowing the once-beautiful landscape to decay over time. What was at one time the jewel of the east is now just the ghost of decay and corruption. Eden no longer has its great defender and the stories of the Whitebeard's men are but echoes in the breeze.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
The year was 80, and the Denur faced one of the harshest winters in their history. The biting cold marched across their country as a sadistic stalker, turning the rivers into ice and cutting off their resupply efforts. Starvation loomed as the Denur desperately sought a way to survive. In this bleak time, a group of brave adventurers, led by the cunning Thrar Whitebeard, ventured eastward into the unknown, driven by a last shred of hope. They found themselves lost in the howling snowstorm, far beyond where any Denur had ever dared to travel.&lt;br /&gt;
&lt;br /&gt;
By chance or fate, they stumbled upon a cave nestled within a mountain range known as Eden's Tail. Inside, they encountered something miraculous. Towering fungi and unusual, glowing vegetation lit up the darkness all around in ways both curious and unnerving. Exhausted and half-mad with hunger, the Denur hesitated. However, desperation conquered disbelief and they experimented with the psychotropic plants. To their amazement, and their delight, the plants not only were un-defecating but also tasty, particularly when grilled over the flames. The savory, smoky scent that filled the cave was intoxicating, and the adventurers feasted like they hadn’t in weeks.&lt;br /&gt;
&lt;br /&gt;
Thrar immediately recognized the potential of these cave plants, which grew even in the heart of winter, offering a vital lifeline in the harshest seasons. Catching the chance, she convened her brethren and Dar Azur thrived not only as a place of military preparation but also as a center of food provision. The rate of construction of the fortress, as the legend has it, was unbelievable - so rapid, that there is a suggestion some have exaggerated the stories. However, the existence of Dar Azur, prior to its &amp;quot;official&amp;quot; establishment, is conceivable, and its treasures lie buried in the rock.&lt;br /&gt;
&lt;br /&gt;
There are whispers that beneath the layers at the end of Dar Azurs Mushroom Maze, a Monolith may still lie undiscovered, holding the true history of the Denur, waiting to tell its tale to those who dare to seek it.&lt;br /&gt;
&lt;br /&gt;
== Historic Events ==&lt;br /&gt;
[[File:Dar Azur Throneroom1.png|thumb|Dar Azur entrance.|379x379px]]&lt;br /&gt;
The knowledge of what truly transpired within Dar Azur is scarce, due to the fortress’s long-standing isolation and eventual downfall. Much of what we understand today comes from the efforts of Kalan Whitebeard and the many expeditions that ventured into its depths. Their discoveries form the foundation of our current knowledge, though many mysteries remain. &lt;br /&gt;
&lt;br /&gt;
=== 1400th anniversary of Dar Azur (1500) ===&lt;br /&gt;
In the year 1500, the grand celebration for the 1400th anniversary was a lavish affair. There was food as far as the eye could see and so much alcohol that entire lakes could have been filled with it. The Denur revelled, shouting their arrogant slogans across the hall, their joy wild and unrestrained. Yet in the midst of the boisterous crowd stood a figure whose presence would soon prove to be devastating for the fortress. They called him the Cutthroat, the Baron of Lies, or simply Thorgar (which meant &amp;quot;fool&amp;quot; in Denurûm).&lt;br /&gt;
&lt;br /&gt;
Thorgar was a regular presence in Dar Azur, a desperate, masked merchant trying in vain to sell his wares, which the Denur considered inferior. At times, he even gave them away for free. He was always welcomed as a guest, not for his goods but because it provided an opportunity for the Denur to mock him or shove him around. No one ever questioned why this figure endured such treatment for years, a mistake that would soon come to haunt them all.&lt;br /&gt;
&lt;br /&gt;
=== Emergency Council meeting (1507) ===&lt;br /&gt;
A council meeting was convened to address the growing threat of the Rotting Plague. The disease seemed not only to afflict the Denur but also the vital cave plants upon which they depended. The plants had turned an unnatural red and were covered in foul-smelling blisters. In response to the announcement from Harrikum Uldrig Proudfist to seal off the fortresses, the Denur of Dar Azur, led by Bormlan Whitebeard, followed suit. They set fire to the infected plants in the mushroom maze and quarantined those already afflicted by the plague, hoping to simply outlast the disease through isolation and careful containment.&lt;br /&gt;
&lt;br /&gt;
=== Mor-Hormung of Dar Azur (1508) ===&lt;br /&gt;
The Denur had successfully halted the spread of the disease among their brethren, but they failed to contain the infected plants. More and more sections of the mushroom maze were overrun, and thorny, foul-smelling tendrils sprouted uncontrollably throughout the fortress, growing at such an alarming rate that they swallowed entire sections of Dar Azur. The residents began to sense that something far more sinister was at play. Their suspicions were confirmed one fateful day when a thunderous roar echoed through the caverns.&lt;br /&gt;
&lt;br /&gt;
Following desperate cries for help, hordes of mutated plague creatures marched through the corridors. Their bodies were riddled with slimy fungi and festering sores. Amidst the chaos, there he stood - the seemingly clueless Thorgar - laughing darkly as he pulled back his hood to reveal a grotesquely deformed face composed entirely of fused insects, their bodies writhing and shifting in a horrific display. In that moment, the true horror was revealed: the Demon Lord of Decay, Zarzareth, Creator of Pestilence, had shown his hand. He watched with cruel delight as the hated Denur were slaughtered by the abominations he had unleashed.&lt;br /&gt;
&lt;br /&gt;
=== First expedition (1524) ===&lt;br /&gt;
The fortress of Dar Azur and its barren surrounding area were for long time a cursed site to which no one dared to go in. However, a determined band, led by Belgar Whitebeard, took it upon themselves to find out what had really gone wrong. Unconscious of the tragedies which awaited them, they crossed the threshold of the castle, and their spirits fell as they looked upon its ruined and wild chambers. However, the most dreadful sight was their own kin, the Denur, lying half-decayed in strange, lifeless states scattered throughout the ruins. What struck them most was the sight of Belgar’s dead uncle, Bormlan Whitebeard, slumped on the throne of Dar Azur. As the group approached his lifeless body, it began to tremble violently. With a sickening crack, the corpse split open like a walnut, revealing a grotesque, fleshy mass filled with endless mouths and teeth. As the mass convulsed, it coalesced into a swarm of insects that swirled around, taking on a humanoid form. The abomination introduced itself as Zarzareth, the Demon Lord of Decay.&lt;br /&gt;
&lt;br /&gt;
Mocking the Denur, Zarzareth recounted the twisted fate that had befallen Dar Azur. With cruel glee, he offered the surviving Denur a choice: to join him as his servants. In a moment of defiance, Belgar raised his axe, swearing to bring Zarzareth down. Knowing they were not yet strong enough, the group fled, slashing their way through hordes of Zarzareth’s latest twisted creations. As they escaped, they could still hear the demon lord’s sinister laughter echoing in the distance. From afar, they watched in horror as black clouds of plague-ravens emerged from the cave, spreading out in all directions, a harbinger of further doom to come.&lt;br /&gt;
&lt;br /&gt;
=== Wasp War ===&lt;br /&gt;
After numerous battles fought across the lands of Eden, the united forces of the realm finally succeeded in bringing down Zarzareth in the dark city of Zadh Nadrozz. But Dar Azur continued to be inhabited by his evil spawn, the corridors there still vibrating with the aftershocks of his plague. Because of Zarzareth's demise, the fort served as a call to other demons to bring its haunted chambers into their possession.&lt;br /&gt;
&lt;br /&gt;
==== Sealing of the fortress (1539) ====&lt;br /&gt;
The lands surrounding Dar Azur, particularly the region of Mitrona, were plagued by relentless attacks from increasingly powerful wasps. These mutated, grotesque giants could pierce even steel armor with a single string. Almost in a panic to quell the increasingly dangerous problem, the entryway to Dar Azur was barricaded in ice.&lt;br /&gt;
&lt;br /&gt;
Eldrion Aedaere, a skilled mage of the Enlightened Kingdom of Luminion, was sent to fight the threat. Through immense effort, Eldrion conjured a massive, seemingly impenetrable wall of ice, sealing the cursed fortress and its dangers within, in the hope of containing the horrors that had begun to spill out into the surrounding lands.&lt;br /&gt;
&lt;br /&gt;
==== Second expedition (1540) ====&lt;br /&gt;
However, the plan to contain the threat failed disastrously. More and more of these monstrous wasps began to spread, their numbers growing rapidly. They killed everything in their way, animals, plants, nothing survived. The once-vibrant lands around Dar Azur have been desiccated, overtaken by the relentless swarm.&lt;br /&gt;
&lt;br /&gt;
At that point, the troops of the Woodland Realm of Mitrona, commanded by Jolie Elaine Lovell, arrived. They saw with a heavy horror the break of the ice wall. The once-imposing barrier now stood broken, and the wasps flew freely in and out of Dar Azur. Seeing the sheer size of the monsters tearing through the land caused the fighters to shudder, and it occurred to them that the nightmare had barely begun.&lt;br /&gt;
&lt;br /&gt;
==== The great battle of plagues hell (1542) ====&lt;br /&gt;
Despite initial difficulties in organizing caused by Luminion, swiftly an impressive army assembled. The force was a diverse coalition of races and skills, with elves, Denur, and many others standing united against the growing threat. Together, they marched to confront a new enemy - a demon later known as the Rot Lord, who was likely a former servant of Zarzareth.&lt;br /&gt;
&lt;br /&gt;
The allied forces of elves, Denur, and other brave warriors clashed with the Rot Lord and his horrific minions on a chaotic battlefield. The demon loomed large, commanding the fight alongside his agile “wasp children,” grotesque hybrids that wielded deadly magic and fearsome stingers.&lt;br /&gt;
&lt;br /&gt;
In a pivotal moment, a powerful mage struck the Rot Lord with a devastating magical blast, staggering the demon. Seeing her chance, Henna, a Denur inexperienced in battle, rushed forward, fueled by her iron will. With agility and fierce resolve, she jumped on the back of the Rot Lord and with all her might plunged her axe into the back of his skull.&lt;br /&gt;
&lt;br /&gt;
With a deafening roar, the demon fell, his body dissolving into decay. As the magic sustaining the wasp children faltered, they too collapsed, defeated. This foul creature, the Blood Ooze, had festered in the depths of the fortress, its power growing unchecked. To ensure the world was truly safe, the Council of Elders entrusted the task to four of the greatest magicians of the age&lt;br /&gt;
&lt;br /&gt;
==== Grand purification (1442) ====&lt;br /&gt;
After the great battle, a final evil still lurked in the shadows. an ultimate evil remained hidden in the dark. Hidden deep within the cursed fortress of Dar Azur, the Blood Ooze - a monstrous, corrupt entity created by the dark sorcery of Sangris - continued to fester, growing stronger in the darkness. Four of the greatest mages of the time - Eldrion, Aldarian, Maple, and Yelran - volunteered to fight the final great evil. As they ventured through the decayed halls of Dar Azur, the air thick with foul magic, they finally came face to face with the grotesque mass of the Blood Ooze, its form writhing and shifting, exuding a sinister energy. A fierce elemental battle erupted. Eldrion summoned crashing waves to batter the creature, while Aldarian unleashed searing flames. Maple froze its tendrils with piercing ice, and Yelran commanded the stone beneath their feet, trapping the ooze within crumbling pillars of rock.&lt;br /&gt;
&lt;br /&gt;
Despite its regenerative abilities, the magicians worked together to overpower it. At the center of the ooze, they discovered a mysterious core, the source of its strength. With their combined power, they extracted and destroyed the core, finally putting an end to the creature’s reign. Once the Blood Ooze was defeated, they sealed a dark portal that had been sustaining the corruption, freeing Dar Azur from its last remnant of evil.&lt;br /&gt;
&lt;br /&gt;
= Notable buildings =&lt;br /&gt;
&lt;br /&gt;
=== Great Hall ===&lt;br /&gt;
The Great Hall was once the heart of Dar Azur, a symbol of splendor and community. It houses a magnificent throne, masterfully crafted from blacksteel and gemstones, and can seat hundreds of guests on intricately carved benches and tables. It was here that the grandest celebrations were held, filling the stone walls with music, laughter, and song. Denuran ballads still recount the legendary feasts and drinking bouts that took place in this hall—festivities so wild they lasted for days, leaving even the hardiest Denur slumped under the tables. Today, the hall lies silent, its once-vibrant furnishings rotting away, and shadows haunting the memories of a bygone era.&lt;br /&gt;
&lt;br /&gt;
=== Endless Armoury ===&lt;br /&gt;
A place that was once every blacksmith’s dream. The armory of Dar Azur was renowned for its unparalleled collection of the thickest armor and the sharpest swords ever forged. It is said that the armory housed plate mail so durable that it could withstand even the mightiest blows, and blades so keen that they never dulled. It was these arms that made the infantry of Dar Azur so fearsome. Today, however, the entrance to the armoury is buried under huge amounts of rock. Legends speak of hidden passages or magical keys that could reopen this treasure trove, but for now, it remains sealed away, its wonders lost to time.&lt;br /&gt;
&lt;br /&gt;
=== Mushroom Maze ===&lt;br /&gt;
The subterranean world beneath Dar Azur is made up of a large underground cave system of closely interlaced passageways, which once fed the fortress's supply lines. Such chambers were filled with an incredible diversity of plants and fungi grown in the meticulous manner and ingenuity of denuran craftsmanship. The yield from these caves sustained not only Dar Azur but entire nations, earning the fortress its reputation as the Tavern of the East. It is rumoured that in the deepest depths of the labyrinth lies a Monolith, an ancient relic said to emit a soft, otherworldly glow, telling tales from long before the founding of Arduan. Today, this vital heart has been corrupted. Void-infested vines now constrict the chambers, morphing the once-versatile former agricultural plant into grotesque shadows of their former selves.&lt;br /&gt;
[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dar_Zenour&amp;diff=6926</id>
		<title>Dar Zenour</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dar_Zenour&amp;diff=6926"/>
		<updated>2025-01-24T16:12:23Z</updated>

		<summary type="html">&lt;p&gt;Erik: Everything made from scratch&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 Zenour2.png|center|frameless|356x356px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Nicknames'''&lt;br /&gt;
|Golden city&lt;br /&gt;
|-&lt;br /&gt;
|'''Country'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Founded'''&lt;br /&gt;
|Founded in 350 by Baron Emberthorn&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|The Southern Spine of Eden&lt;br /&gt;
|-&lt;br /&gt;
|'''Governing Body'''&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]] (before the collapse)&lt;br /&gt;
|-&lt;br /&gt;
|'''Languages'''&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
==Dar Zenour==&lt;br /&gt;
Tucked away at the base of the magnificent southern mountains is Dar Zenour, also known as the &amp;quot;Southern Home&amp;quot; and the Golden City. This sobriquet is derived from the abundance of silver and gold deposits that withstood the hardships of settlement, thereby standing out as a jewel of the Denur cityscapes. In the old days, Dar Zenour was renowned for its enormous network of mining tunnels that penetrated the depths of the earth and resulted in untold riches and prosperity. &lt;br /&gt;
&lt;br /&gt;
Notably, the simple, unobtrusive door is furnished not for decoration but for privacy. This narrow passage served to isolate the city from the outside world, allowing its residents to wait and watch, patiently gathering their riches. While the outward appearance of Dar Zenour may suggest a place of quiet contemplation, it is anything but defenseless.&lt;br /&gt;
&lt;br /&gt;
At one time, it boasted one of the best-equipped armies in the entire kingdom, built from the wealth and resources extracted from its plentiful mines. The soldiers of Dar Zenour were famed for their martial prowess and tenacity, a place which stood strong against all attackers. Beneath its shining surface lay a legacy of strength and cunning, a testament to the enduring spirit of the Denur people.&lt;br /&gt;
&lt;br /&gt;
But over the last few centuries, Dar Zenour has become a thing of the past. A former hub of prosperity and authority, the city now lies in shadow and ruin, the city controlled by malevolent demons who have declared it their heritage. The bright silver and gold that used to stream from its mines has been tainted by the wicked powers now ashore, as the once opulent corridors of Dar Zenour have become a mournful testament to what they used to be. This once proud bastion of strength and unity now stands as a grim testament to the peril that can arise when darkness descends upon a noble home.&lt;br /&gt;
&lt;br /&gt;
== Founding ==&lt;br /&gt;
In the year 350, the Denur faced growing threats from the southern regions, where hostile forces lurked just beyond their borders. Keen visionary leader and strategic master, Harrikum Argilac Stoneguard, saw the necessity for a stand that would defend the Denur's southern border. He hunted one of the most skilled builders in history, Baron Emberthorn, whose mastery of design and construction was matched by none. &lt;br /&gt;
&lt;br /&gt;
Baron Emberthorn walked into a country on the very edge of an immense savanna where golden grasses reached the horizon at the bottom of a dense, unexplored forest. For generations the Denur refused to go into this jungle and the threats that lurked beneath its canopy. However, upon his arrival, Emberthorn and his crew stumbled upon rich veins of silver, gold, and other precious resources hidden within the mountain range that bordered the jungle. Realising that gain is never taken for granted at this point, Emberthorn, drafted a plan, to build something that, not only would protect from outside forces but would create a stronghold that, below the surface of the earth, would both mine and utilize the wealth that, so far, has remained hidden.&lt;br /&gt;
&lt;br /&gt;
Under Harrikum Argilac’s patronage, construction of the bastion began. The entrance, a modest and unassuming archway carved from the very sandstone that surrounded it, blended seamlessly into the mountainside. It was created to beguile anybody who might be tempted to underestimate its importance. While the exterior appeared simple, the true marvel lay within. Baron Emberthorn's dextrous fingers rendered the interior a maze of chambers and strongholds, cleverly exploiting the very caves and passageways of the mountain itself.&lt;br /&gt;
&lt;br /&gt;
As the work progressed, stories began to spread of the vast underground halls and storied vaults that were being carved from the rock. Emberthorn's vision took shape, creating not just a fortress, but a thriving stronghold filled with provisions, armories, and living quarters for soldiers and their families. Such a busy space inside provided an asylum for Denur families to escape havoc in the outside world.&lt;br /&gt;
&lt;br /&gt;
== Historic Events ==&lt;br /&gt;
[[File:Dar Azur Throneroom.png|thumb|Wondrous Forges|360x360px]]&lt;br /&gt;
Due to the fall of Dar Zenour, much of the fortress’s history has been lost to time. The once-proud Golden City now lies in ruins, its archives destroyed and its glory faded. What little is known comes from the fragmented accounts of surviving witnesses and the tales of adventurers who have dared to explore its depths. These scattered stories, drawn from recent experiences, form the fragile foundation of our understanding of Dar Zenour’s rise, prosperity, and eventual descent into darkness.&lt;br /&gt;
&lt;br /&gt;
=== Discovery of the Black Stone (1303) ===&lt;br /&gt;
In the year 1303, the Denur stumbled upon an extraordinary discovery deep within the heart of their lands: a mysterious black stone, impervious to all forms of destruction. Amazed and stimulated by its hardness, they started to dig around it and found out that it is a big monolith, hereinafter referred to as the Monolith of Dar Zenour. Inscribed upon it in an ancient script was the history of the Denur, stretching back to a time long before the first Harrikum, Arduan Starforge. Unfortunately, definitive chronologies have not survived to be used, leaving much to speculation. But what was undeniable was that the stone was magnetic, hypnotic, and therefore inexplicable, the natural attention and fascination of the Denur was directed to it. In a sense, they hadn't any idea that a malevolent lurked in its core.&lt;br /&gt;
&lt;br /&gt;
=== Rise of the Cult (1313) ===&lt;br /&gt;
By 1313, the political landscape had shifted dramatically. Balin Emberthorn, the Kalanfadur and ruler of Dar Zenour, was deeply troubled about the loss of Dar Nathros. The disappearance of the centre of the South, and with it the most important force, created great uncertainty. While he refused to close off his fortress to the world, Dar Zenour faced two growing threats: increasing attacks by the orcs and the sudden disappearance of individuals in its population. Those who vanished would often return, brutally disfigured and haunted.&lt;br /&gt;
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During that time of chaos, an underground group emerged, who identified themselves as the Cult of the Night. They made offerings to the black monolith, who lived for its dark energy and broke the community even more irremissible. Their power grew, and with it the tensions between the parties.&lt;br /&gt;
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=== Mor-Hormung of Dar Zenour (1315) ===&lt;br /&gt;
In 1325, Balin Emberthorn found himself cornered by despair and chaos. To safeguard his people from the rising Orc attacks, he reluctantly sealed the gates of Dar Zenour. However, the fortress was already rotting from within, plagued by fear and superstition.&lt;br /&gt;
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The only records of this dark period came from the logbook of Balin, which was discovered later by Belgar Whitebeard. In his final entries, Balin chronicled the escalating extremism of the cult and the violent confrontations between the devoted cultists and the rest of the Denur. His works depicted a scene of gloom, describing the devastating outrages that happened within the walls of the fortress. And with its peak level of unrest, a huge earthquake shook the very bedrock of Dar Zenour. This quake destroyed the monolith, revealing an abyssal portal that released grotesque, altered creatures that resembled the Denur. Such beings induced a violent massacre on the fortress, indiscriminately murdering their peers. Balin Emberthorn, and a small band of stalwart warriors, bravely defended their dwelling against the flood of terror until the last Denur fell. Thus, the glory of Dar Zenour crumbled, swallowed by darkness and despair, leaving behind only echoes of its former splendor.&lt;br /&gt;
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=== First expedition (1521) ===&lt;br /&gt;
That year, Belgar Whitebeard, in charge of a modest expedition, took the risk to undermine the perennial closed gates of Dar Zenour, searching for the solution to the enigmatic disappearance of its population. Gripped with fear and discretion the gang crawled into the abandoned spaces, only to be confronted with the crushing smell of putrefaction and with the unmistakable signs of voidal infestation. Every step they made made the sound of a horrible squelch, an ominous testament to the infected state of the fortress.&lt;br /&gt;
&lt;br /&gt;
As they ventured deeper, they finally reached the chamber where Balin Emberthorn had met his demise. There, amidst the remnants of the past, they discovered his logbook, filled with the harrowing accounts of the fortress’s decline. But the adventurers were not alone. Lurking in the dark, a villain confessed to being &amp;quot;one of the first&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This black being materialized a monstrous being - a hybrid half Denur, half bull - manifesting the horrors that had befallen the fortress.  The adventurers quickly grasped the gravity of their situation. A fierce and desperate battle ensued, culminating in a spectacular chase through the twisted corridors of Dar Zenour. Arm in arm and with tremendous courage and grit, they overcame the huge monstrosity and escaped the grasp of the fiend inside the castle.&lt;br /&gt;
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Following this terrible experience, the High Council came together to examine the results of the expedition. Noticing the inherent risks and the lurking evil forces still lurking within, they declared Dar Zenour an area to be avoided, advising all of Denur not to venture near the cursed citadel and its haunted past.&lt;br /&gt;
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=== Second expedition (1524) ===&lt;br /&gt;
In 1524, Skalar Brísingavaldr, emboldened by ambition and reckless disregard, conspired to explore Dar Zenour once more, this time with the aid of Catamora. Ignoring the solemn warnings of the past, they brazenly opened the sporadic seals that Belgar Whitebeard had put in place.&lt;br /&gt;
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The forces rushed deep into the fortress, not a moment's pause for thought in their hearts, their greed and their curiosity spurred them onwards. What transpired was all too predictable. Their intrusion disturbed a dormant darkness, summoning forth a massive horde of bloodthirsty demons that lay in wait. The unprepared party found themselves overwhelmed, and chaos erupted as the fiends launched a furious assault, forcing Skalar and his men to flee for their lives.&lt;br /&gt;
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=== Third expedition (1525) ===&lt;br /&gt;
Burdened with the shame of his past failure, Skalar Brísingavaldr decided to walk through the drawn doors of Dar Zenour again in 1525. This time, a shadow of uncertainty shaded his determination as he and his troops advanced into the ominous fortress. But as they went more and more into the obscure they realised that something went not quite right in the dark.&lt;br /&gt;
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However, when they left Dar Zenour to tell the people of Catamora, a ghastly picture faced them. greeted them. Dark forces were already pouring forth from the numerous small tunnels that riddled the fortress, marching relentlessly toward Catamora. Skalar's heart pounded as he gathered their realization of the immediacy of danger, but it was too late; the legions of evil were moving, poised to spread their horror to the unsuspecting masses.&lt;br /&gt;
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= Notable Buildings =&lt;br /&gt;
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=== Gleaming Depths ===&lt;br /&gt;
Formerly the &amp;quot;lifeblood&amp;quot; of Dar Zenour, the Gleaming Depths is a labyrinth of enormous rooms and passages in which immense quantities of gold and silver were mined. Legends do not tire of stories of the immensity of treasure still hidden within those mines, treasure vast enough to feed a life for a thousand beings. However, their once colorful passages are now silent, in the black. Rumors suggest they have become birthing grounds for unspeakable evils, though many dismiss these as mere tales to scare away the curious.&lt;br /&gt;
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=== Wondrous Forges ===&lt;br /&gt;
The Wondrous Forges of Dar Zenour were not normal workshops; they were technological works of Art and design, ingenious examples of artistry. In this very place, craftsmen made jewellery and crafts so exquisitely detailed and exquisitely carved that they seemed to breathe. Forges contained not only sophisticated tools but also machinery unsurpassed in the realm. After the city fell, the forges fell silent, yet some claim that the machines within still hum with an unnatural force as if the dark powers that now control Dar Zenour have breathed new life into the very tools that once forged beauty.&lt;br /&gt;
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=== Tomb of Balin ===&lt;br /&gt;
The final resting place of the famous leader Balin is at once a holy place and haunting landmark. Known as the Tomb of Balin, its discovery by Belgar and his companions took place during their doomed mission, which led them to their first meeting with the dark guardians that now rule Dar Zenour. The sarcophagus Balin now lies within an uncanny mystical zone, no longer safe under ancient warding runes. Those who go there have been telling of visions so pervasive of misery and of blackness that the evil that defiled the city has invaded this sacred spot.&lt;br /&gt;
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=== Black Stone ===&lt;br /&gt;
The Black Stone is a sleek, obsidian monolith full of mystery. There are no records of when it came into existence, or for what purpose it was, but scholars of Dar Gur think it might have been used as a holding place for the being that is now haunting Dar Zenour. The stone makes a sort of feeble, ghostly hum and it gives all who come near a feeling of apprehension. Legends say it harbors mystic wisdom - or the capacity to unleash even more monstrous evil if it is disturbed.&lt;br /&gt;
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[[Category:Towns, Cities, and Strongholds]]&lt;/div&gt;</summary>
		<author><name>Erik</name></author>
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		<summary type="html">&lt;p&gt;Erik: &lt;/p&gt;
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&lt;div&gt;Dar Zenour&lt;/div&gt;</summary>
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