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	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Diederick-Gobel_von_Lichtenfelts&amp;diff=6804</id>
		<title>Diederick-Gobel von Lichtenfelts</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Diederick-Gobel_von_Lichtenfelts&amp;diff=6804"/>
		<updated>2024-12-27T00:28:08Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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;
|+Diederick-Göbel I&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:Diederick-Gobel von Lichtenfelts.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Kaiser of Hadriana, Imperator et Attia&lt;br /&gt;
and Protector of the Realm&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Bear of Adelsburg&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1492 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|[[Catherine Vahlen]]&amp;lt;nowiki&amp;gt; | 1535 - 1541&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Veredra Kerstin Fischer]] | 1541 - Present&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|[[Wilhelm Sigismund II von Lichtenfelts]]&lt;br /&gt;
[[Karl Severin von Lichtenfelts]]&lt;br /&gt;
&lt;br /&gt;
[[Sylvia von Lichtenfelts]]&lt;br /&gt;
&lt;br /&gt;
[[Maximillian von Lichtenfelts]]&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|[[Sine Verrador]]&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1534 - Present&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;
Diederick is a tall Attian Human that stands at around 198 centimeters (6’6). He has short brown hair and eyes combined with a magnificent large beard and mustache that easily are his most recognizable features. He has quite a muscular build that he maintains even now that he spends most of his day in the city instead of the wild. When outside the palace, he is usually seen going around wearing his signature personal outfit made up of padded leather with light plate armor over it. The outfit is topped off with a fine red cape decorated with the Imperial Griffin. This has become the standard for him outside the palace since a Helstein mercenary, Argyle, tried to assassinate him outside the tavern in Adelsburg. He always wears his crown unless in his personal chambers and tends to decorate himself with tons of medals. Diederick doesn’t wear a lot of jewelry, only wearing an Alderist nine-pointed-star necklace and the occasional ring. When inside the palace, he tends to wander about in simple robes in a wide variety of colors.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Diederick never wanted nor expected to ever wear the Imperial crown and bear its titles and thus lacks a lot of the education a crown prince received. Instead, Diederick preferred the frontier, spending most of his life in the wild in the Imperial province of Lünburg. There he lived a hermit’s existence, never interacting with many people, and that way of living shines through extremely obviously in his ruling. He tends to avoid big gatherings of people and is very straightforward in his answers, leaving little room for diplomatic manipulation of his words. Due to his upbringing, he has developed into a rather pragmatic person who prefers to tackle his issues head-on and personally.&lt;br /&gt;
&lt;br /&gt;
Despite seemingly being quite an isolated soul in the Lichtenfelts family, he is a prideful Von Lichtenfelts who is very aware of his heritage. Due to this, he did not hesitate a second when the duty of restoring the Imperial Throne fell upon him after his brother who despite their differences, he loved unconditionally, was brutally murdered in his palace by usurpers and mercenaries. Due to his simpler nature, he came off as very relatable to the average man which allowed him to quickly gather a big following of friends and loyalists around him when he came out of hiding to reclaim the throne for his house.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early life ===&lt;br /&gt;
Diederick was born as the second son of King Wilhelm I of house von Lichtenfelts in the town these days known as [[Norbbüren|Norbüren]] in the year 1492 A.F.S. He was the younger brother to [[Philipp Wilhelm II|Philipp]] and thus deemed the spare of the family. He went to local education and trained to become a knight of the kingdom from a young age, sparring with his brother on an almost daily basis to determine who would be the stronger knight. Other than his brother, he was left out of any training to become a ruler and instead was destined to become a commander of the [[The Hadrian Empire|Hadrian]] forces. However, his dreams of leading the nation’s troops were quickly shattered as the Rotting Plague and the Withmond rebellion were around the corner. &lt;br /&gt;
&lt;br /&gt;
Trouble arose in the Kingdom of Hadriana in the year 1512. As the rotting plague that was raging at the time put an early end to his father’s life and made way for a power-hungry noble of House Withmond to take power from the Lichtenfelts in a swift but bloody civil war. Diederick together with his brother hid away from the public eye until the Veronians put an end to the Withmond rule was in turn killed by the citizenry of [[Adelsburg]] after only a single year, making way for the far more lenient king in the form of [[Matthias Joseph Withmond]] who formed [[the Hadrian Empire]] and granted the Lichtenfelts brothers an Imperial Pardon and eventually allowed them to become high-standing officers in the Imperial Army.&lt;br /&gt;
&lt;br /&gt;
=== Restoration of Lichtenfelts rule ===&lt;br /&gt;
Emperor Matthias died a few short years later due to a severe illness, leaving the Hadrian throne vacant once more as he had no children. It was then that Diederick’s older brother, [[Philipp Wilhelm II|Philipp]], took to the throne and restored the Lichtenfelts rule within Hadriana. He would stick around the capital for a little longer before heading north to the Hadrian northern frontier under house Tzyrnowski. He ultimately made this decision because he simply was not satisfied with court and city life and wished to return to a time similar to his youth where he would be out in the isolated wildlands of Hadriana once more.&lt;br /&gt;
&lt;br /&gt;
During his time in [[Lünburg]] he developed a strong bond with its Herzog, Janczyck, and alongside it created a passion for woodworking. He would build his own shack in the woods of [[Lünburg]] and build furniture and toys for local children. Little is known about these years of isolation as Diederick didn’t speak much of it. What was known is that he had little contact with other people except a small circle of friends and never found love.&lt;br /&gt;
&lt;br /&gt;
=== Life in Exile ===&lt;br /&gt;
His voluntary exile would turn into a forceful one in the year 1532 when news reached him of a bloody coup towards the end of the Raevendrecht-Hadrian war. His beloved brother, [[Philipp Wilhelm II|Philipp]], was ruthlessly slain by [[Sine Verrador]] and his co-conspirators, and his house was considered a hostile force once more. Diederick due to his absence at court went relatively under the radar and managed to escape the purge of his family. Herzog Janczyck decided due to his unwavering loyalty to the von Lichtenfelts to not bend the knee to the usurpers. It was at this moment that Diederick decided that he needed to rise from the shadows and mount a resistance movement. The Hadrian rebels failed to retake Lünburg and eventually sold the land off to Raevendrecht. Diederick used this newfound freedom to slowly gather all exiled and fled forces of the old Empire before the coup and swiftly formed a strong force with which he would retake his throne.&lt;br /&gt;
&lt;br /&gt;
=== The Spare Emperor ===&lt;br /&gt;
[[File:DiederickHugomark.png|thumb|465x465px|Diederick, Albert, and [[Markvart von Herdorf|Markvart]] at the funeral of [[Philipp Wilhelm II|Philipp]] after their return to [[Adelsburg]]. 1536]]&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;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Diederick is a very talented woodworker who uses his wooden toy-making skills to develop miniatures for a wargame he came up with during his exile that is often played in the Adelsburg tavern.&lt;br /&gt;
* Due to Diederick’s many years around commoners during his time in the North, he has become a relatable person who has a liking of being among the common folk.&lt;br /&gt;
* Diederick’s big build and hairy appearance have granted him the title of “The Bear of Adelsburg” by his love interest, Catherine, and later his second wife, Veredra&lt;br /&gt;
* Diederick devoted himself to Volker, Sentinel of Change and Destiny.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6798</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=6798"/>
		<updated>2024-12-15T21:13:56Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Missing.png|center|frameless]]&lt;br /&gt;
|'''Markgraf''' Richard Vianden&lt;br /&gt;
|[[File:ViandenCrest.png|219x219px]]&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 - 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;
&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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6797</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=6797"/>
		<updated>2024-12-15T21:12:43Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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:Missing.png|center|frameless]]&lt;br /&gt;
|'''Markgraf''' Richard Vianden&lt;br /&gt;
|[[File:ViandenCrest.png|219x219px]]&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 - 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;
&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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6796</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=6796"/>
		<updated>2024-12-15T21:11:51Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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;
|Vacant&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:Missing.png|center|frameless]]&lt;br /&gt;
|'''Markgraf''' Richard Vianden&lt;br /&gt;
|[[File:ViandenCrest.png|219x219px]]&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 - 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;
&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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:ViandenCrest.png&amp;diff=6795</id>
		<title>File:ViandenCrest.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:ViandenCrest.png&amp;diff=6795"/>
		<updated>2024-12-15T21:11:13Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The crest of House Vianden.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6794</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=6794"/>
		<updated>2024-12-15T21:08:36Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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;
|Vacant&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:Missing.png|center|frameless]]&lt;br /&gt;
|'''Markgraf''' Richard Vianden&lt;br /&gt;
|[[File:Vianden.png|218x218px]]&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 - 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;
&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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Vianden.png&amp;diff=6793</id>
		<title>File:Vianden.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Vianden.png&amp;diff=6793"/>
		<updated>2024-12-15T21:08:22Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Vianden insignia.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Damien.jpg&amp;diff=6792</id>
		<title>File:Damien.jpg</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Damien.jpg&amp;diff=6792"/>
		<updated>2024-12-15T21:06:12Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damien von Aval&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Hadrian_Empire&amp;diff=6791</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=6791"/>
		<updated>2024-12-15T16:54:58Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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;[[Veredra Kerstin Fischer]]&lt;br /&gt;
ErzSteward | [[Damien von Aval]]  &lt;br /&gt;
&lt;br /&gt;
Reichsmarshall |  &lt;br /&gt;
&lt;br /&gt;
ErzTreasurer | [[Friederich von Bergwald-Holstein]] &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;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
=== [[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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== The Nine Fragments of Alder, the Sentinels: ====&lt;br /&gt;
&lt;br /&gt;
* 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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
==Laws and Judicial System==&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
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==== 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;
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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 Anjyarr like many traitors of the Hadrian Crown before him.&lt;br /&gt;
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=== 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;
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==== 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;
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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;
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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;
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==== 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;
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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;
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=== 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;
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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;
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==== 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;
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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;
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===== 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;
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==== 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;
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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;
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=== 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;
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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;
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=== 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;
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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;
&lt;br /&gt;
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;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
* [[Heraldry of the Hadrian Empire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Nations|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6774</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=6774"/>
		<updated>2024-12-15T01:07:53Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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;
|Vacant&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:Missing.png|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;
&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 - 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;
&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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Azrael.png&amp;diff=6773</id>
		<title>File:Azrael.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Azrael.png&amp;diff=6773"/>
		<updated>2024-12-15T01:07:38Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azrael von Krieger&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6772</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=6772"/>
		<updated>2024-12-15T00:53:10Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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;
|Vacant&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:Missing.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:Missing.png|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;
&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 - 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;
&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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6771</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=6771"/>
		<updated>2024-12-15T00:45:31Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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;
|Vacant&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;
|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;
|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:Missing.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:Missing.png|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;
|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;
&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;
|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;
&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;
|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;
|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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6770</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=6770"/>
		<updated>2024-12-15T00:40:58Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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 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;
|Vacant&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 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;
|1541 - 1555 AFS&lt;br /&gt;
|[[File:Mark.jpg|center|frameless]]&lt;br /&gt;
|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;
|1539 - 1549 AFS&lt;br /&gt;
|[[File:Friederich.png|center|frameless]]&lt;br /&gt;
|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:Missing.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:Missing.png|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;
|1539 - 1545 AFS&lt;br /&gt;
|[[File:Janczyk.png|center|frameless]]&lt;br /&gt;
|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;
&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;
|1549 - AFS&lt;br /&gt;
|[[File:Friederich.png|center|frameless]]&lt;br /&gt;
|Graf Friederich von Bergwald-Holstein&lt;br /&gt;
|[[File:BergwaldHolstein.png|220x220px]]&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;
|1540 - AFS&lt;br /&gt;
|[[File:VeredraSmall.png|center|frameless]]&lt;br /&gt;
|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;
|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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6769</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=6769"/>
		<updated>2024-12-15T00:38:15Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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 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;
|Vacant&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 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;
|1541 - 1555 AFS&lt;br /&gt;
|[[File:Mark.jpg|center|frameless]]&lt;br /&gt;
|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;
|1539 - 1549 AFS&lt;br /&gt;
|[[File:Friederich.png|center|frameless]]&lt;br /&gt;
|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:Missing.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:Missing.png|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;
|1539 - 1545 AFS&lt;br /&gt;
|[[File:Janczyk.png|center|frameless]]&lt;br /&gt;
|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;
&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;
|1549 - AFS&lt;br /&gt;
|[[File:Friederich.png|center|frameless]]&lt;br /&gt;
|Graf Friederich von Bergwald-Holstein&lt;br /&gt;
|[[File:BergwaldHolstein.png|220x220px]]&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;
|1540 - AFS&lt;br /&gt;
|[[File:VeredraSmall.png|center|frameless]]&lt;br /&gt;
|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;
|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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:DrachenfellsSigil.png&amp;diff=6768</id>
		<title>File:DrachenfellsSigil.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:DrachenfellsSigil.png&amp;diff=6768"/>
		<updated>2024-12-15T00:27:47Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drachenfels&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Janczyk.png&amp;diff=6767</id>
		<title>File:Janczyk.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Janczyk.png&amp;diff=6767"/>
		<updated>2024-12-15T00:23:07Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jancyzk-Mariusz Tzyrnowski&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:BergwaldHolstein.png&amp;diff=6766</id>
		<title>File:BergwaldHolstein.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:BergwaldHolstein.png&amp;diff=6766"/>
		<updated>2024-12-14T23:59:07Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The insignia of the House of Bergwald-Holstein.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6765</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=6765"/>
		<updated>2024-12-14T23:47:18Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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:Hadriana Master Crest.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 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;
|Vacant&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 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;
!Duration&lt;br /&gt;
!Portrait&lt;br /&gt;
!Name&lt;br /&gt;
!Coat of Arms&lt;br /&gt;
|-&lt;br /&gt;
|1541 - 1555 AFS&lt;br /&gt;
|[[File:Mark.jpg|center|frameless]]&lt;br /&gt;
|Ser Markvart von Herdorf&lt;br /&gt;
|[[File:Herdorf.png|139x139px]]&lt;br /&gt;
|-&lt;br /&gt;
|1555 - AFS&lt;br /&gt;
|&lt;br /&gt;
|Prinz Karl Severin von Lichtenfelts&lt;br /&gt;
|[[File:KarlLichtenfelts.png|139x139px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:KarlLichtenfelts.png&amp;diff=6764</id>
		<title>File:KarlLichtenfelts.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:KarlLichtenfelts.png&amp;diff=6764"/>
		<updated>2024-12-14T23:43:44Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The personal crest of Karl Severin von Lichtenfelts.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Imperial_Council&amp;diff=6763</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=6763"/>
		<updated>2024-12-14T23:21:06Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot; |+Reichshaubtstad, Adelsburg | colspan=&amp;quot;2&amp;quot; |324x324px |- |'''Nicknames''' |The Iron Bastion, The Imperial Jewel |- |'''Country''' |The Hadrian Empire |- |'''Founded''' |Founded in 1522 by Roderick Withmond |- |'''Governing''' '''Body''' |The Imperial Diet The Imperial Council |- |'''Kaiser''' '''Kaiserin''' |Diederick-Gobel von Lichtenfelts Veredra Kers...&amp;quot;&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;
==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;
__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;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Hadrian_Empire&amp;diff=6762</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=6762"/>
		<updated>2024-12-14T20:57:17Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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;[[Veredra Kerstin Fischer]]&lt;br /&gt;
ErzSteward | [[Damien von Aval]]  &lt;br /&gt;
&lt;br /&gt;
Reichsmarshall |  &lt;br /&gt;
&lt;br /&gt;
ErzTreasurer | [[Friederich von Bergwald-Holstein]] &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 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;
&lt;br /&gt;
==== 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;
&lt;br /&gt;
=== [[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;
&lt;br /&gt;
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;
&lt;br /&gt;
==== The Nine Fragments of Alder, the Sentinels: ====&lt;br /&gt;
&lt;br /&gt;
* 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;
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=== 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;
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* '''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;
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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;
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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;
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==== 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;
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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 Anjyarr like many traitors of the Hadrian Crown before him.&lt;br /&gt;
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=== 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;
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==== 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;
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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;
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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;
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==== 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;
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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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
* [[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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=5949</id>
		<title>Old Denur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=5949"/>
		<updated>2024-04-01T22:39:06Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Denur1.jpg&lt;br /&gt;
|Name = Denur&lt;br /&gt;
|Pronunciation = Dé-nuur&lt;br /&gt;
|Classification = Dwarf&lt;br /&gt;
|Nicknames = Mountainfolk, Dwarf (Derogatory)&lt;br /&gt;
|Languages = Common, Denurûm&lt;br /&gt;
|Average Height = 1.02m - 1.52m (3’4” - 5’0”)&lt;br /&gt;
|Average Weight = 60kg - 80kg (132lbs - 176lbs)&lt;br /&gt;
|Maximum Age = ~200 Years Old&lt;br /&gt;
|STR = +0&lt;br /&gt;
|DEF = +4&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Denur, or the Mountainfolk as they are sometimes dubbed by the other races of Eden, are one of the most ancient and proudest of the races on the continent. The stories of their ancestors are etched deep into the core of the continent and the hearts of these stubborn folk. Once they controlled an Empire that spanned across all the mountains, north to south, east to west, the remnants of their fallen holds can still be found and are hard to overlook. These days they are reserved to the northern part of the continent, most prominently their ancient capital of Dar-ach Denur, said to have been built by the first High King. Here they gather their strength in the hope that one day they will be able to return to the lost greatness of their ancestors and reclaim their birthright. &lt;br /&gt;
&lt;br /&gt;
Your average Denur believes in three things: strength, fame, and wealth. Most prominently the last of these three, the Denur are known for their greed and willingness to delve deep for what they want, among those the most coveted metal of all; Starmetal. Through ages of living underground and honing their skills, the Denur have become the undisputed masters of the mine, their halls being the largest example of their prowess. Aside from being prolific miners, the Denur are also highly proficient engineers, smiths, and craftsmen, priding themselves on being able to produce weapons, armour, and even prosthetics that are far more advanced than anything the Humans or Elves could conjure.&lt;br /&gt;
&lt;br /&gt;
To outsiders, the Denur can come across as arrogant or sheltered. They tend to keep to themselves and are distrusting of outsiders and visitors. Their harsh belief in their Ancestor Gods gives them an aura of ambition that one can easily get swept up in. These folk as a whole are a strong-willed and sturdy people, talented craftsmen, and hardy warriors. Above all they pride themselves on their loyalty to one another and those they have sworn an oath to. A Denur breaking a sworn oath would mean complete disgrace and an outsider breaking an oath to them will mean a deeply rooted grudge that will not be forgotten. The unbreakable bonds of kinship have made it so that the Denur are one of the most collected and unified races on the continent, and even though their way of ruling is often an absolute one, there exists a complete belief in a shared goal and ambition among the Denur.&lt;br /&gt;
==Character Creation==&lt;br /&gt;
===Appearance===&lt;br /&gt;
====Physical Traits====&lt;br /&gt;
[[File:DenurFemale.jpg|thumb|An example of a Denur Woman.]]&lt;br /&gt;
The Denur are a short and stunted race in nature but possess an incredible degree of durability and endurance. They are often referred to as humanoid boulders, much like their environment, as they are practically immovable. The average Denur stands at a humble 1.02m to 1.52m in height, but they make up for their lack of height with their strong build, most noticeably their broad shoulders and powerful legs.  &lt;br /&gt;
&lt;br /&gt;
Denur often have pale skin due to one main reason, their lack of exposure to sunlight. It is not uncommon to see Clan colours painted upon their face as decoration. These mountain folk have a broad spectrum of hair colours, ranging from the deepest blacks to the brightest reds. The colour of their eyes often leans towards the lighter side of blues and greens, as these help with the dim lighting usually found within their underground holds. From a very young age (~12 years old) beards begin to grow on the faces of male Denur, these beards will from then on continue to grow for the rest of their lives. These beards hold a special place in Denur society, as they show their age, wealth, and experience. The longer their beard, the more respect a Denur deserves from his kin, having it trimmed or shaven is seen as a grand slight on one’s honour. Female Denur have this same system, only they similarly braid their hair to show status and renown.&lt;br /&gt;
====Apparel:====&lt;br /&gt;
The Denur have always been masters of adapting to their environment, and now that they mostly dwell in the snowy mountains and frozen tundras, the Denur have made it customary to wear multiple layers of clothing. The materials used for this clothing can consist of fur, leather, and steel and are usually covered in engravings of runes and symbolism of their feats and respective clans. [[File:Hinterskin.png|none|thumb|467x467px|A guide to typical Denur Skin Colors]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Through the centuries of Denur civilization, the language of the Mountainfolk has evolved alongside them. All Denur speak the common tongue, paired with what is usually a hefty accent derived from their original language, known as Denurûm. While speaking the common tongue, Denur often create more guttural sounds than the average speaker. For instance, the present participle of a verb would end with ‘-ing’, but a Denur would pronounce it as ‘-en’. The vowel ‘u’ sounds more similar to an ‘oo’-sound, the ‘i’ would sound more like an ‘eh’-sound, and more often than not they do not pronounce the ‘t’ if a word ends with it, resulting in words like ‘That’ becoming ‘Tha’. Their own, ancient, language of Denurûm is guttural. Denur have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Consonants are often spat aggressively or gargled in the back of the throat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | The Denurûm Language: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Kverit &lt;br /&gt;
|Greetings&lt;br /&gt;
|Elrik(ar)&lt;br /&gt;
| Elf&lt;br /&gt;
| Harrikum &lt;br /&gt;
|High King&lt;br /&gt;
|-&lt;br /&gt;
|Farvel &lt;br /&gt;
|Farewell&lt;br /&gt;
|Vit-Elrik &lt;br /&gt;
| High Elf&lt;br /&gt;
|Kalanfadur &lt;br /&gt;
|Clan Father&lt;br /&gt;
|-&lt;br /&gt;
|Felag(ar) &lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Holt-Elrik&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Langstrom &lt;br /&gt;
| Ancestor&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;14&amp;quot; |&lt;br /&gt;
|Dôk-Elrik&lt;br /&gt;
|Dark Elf &lt;br /&gt;
|Harstrom &lt;br /&gt;
| Graybeard&lt;br /&gt;
|-&lt;br /&gt;
|Denur&lt;br /&gt;
|Denur &lt;br /&gt;
|Langstrom&lt;br /&gt;
|Longbeard&lt;br /&gt;
|-&lt;br /&gt;
|Ferum(ar)&lt;br /&gt;
| Human(s)&lt;br /&gt;
|Darstrom &lt;br /&gt;
|Fullbeard &lt;br /&gt;
|-&lt;br /&gt;
|Urk(ar)&lt;br /&gt;
| Faulskins(s) &lt;br /&gt;
|Strommi &lt;br /&gt;
|Beardling&lt;br /&gt;
|-&lt;br /&gt;
|Tuvlin&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Thagi &lt;br /&gt;
|Shaven (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Smidur &lt;br /&gt;
|Smith &lt;br /&gt;
|-&lt;br /&gt;
|Grungar &lt;br /&gt;
|Miner&lt;br /&gt;
|-&lt;br /&gt;
|Fadur &lt;br /&gt;
|Father&lt;br /&gt;
|-&lt;br /&gt;
|Modir &lt;br /&gt;
|Mother&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   '''Commonly Used Words'''&lt;br /&gt;
|-&lt;br /&gt;
|Karazum &lt;br /&gt;
|Mountain(s)&lt;br /&gt;
|-&lt;br /&gt;
|Kalan &lt;br /&gt;
|Clan&lt;br /&gt;
|-&lt;br /&gt;
| Urk &lt;br /&gt;
|Enemy&lt;br /&gt;
|-&lt;br /&gt;
| Bryn &lt;br /&gt;
|Gold&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Naming Schemes===&lt;br /&gt;
The naming of a Denur is often a complicated matter, as throughout their lives they can accrue multiple surnames. When a Denur is born, they are granted the name of their Clan as their surname such as “Whitebeard” or “Grudgebearer”, these names usually describe an overbearing physical feature, ability, skill, or profession that is common in their family. As they get older and begin to gain fame and renown, they may be given (nick)names such as “Heavybrow” or “Flameheart” which would then be placed in between their first name and their family name. These names can get even longer should titles or ranks be rewarded to the Denur.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
Nations and cultures in which the Denur race is present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[File:DarachDenur.png|frameless|200x200px]]&lt;br /&gt;
![[The High Kingdom of Arduan]] &lt;br /&gt;
|What is left of the ancient Empire of the Denur has now been dubbed the High Kingdom of Arduan, the lands in the north of Eden, controlled from the ancient seat of Dar-ach Denur. Here they mine their minerals and hoard their wealth, so that they one day may retake their fallen holds. The High Kingdom is ruled by a council of clans, who all advise the High King in matters of state. Due to this ancient system, the Denur have created a stable base from which to expand. The way of living within the High Kingdom is deeply rooted in their ancient customs and religion, believing that the mountains provide all they need. One nation, one purpose, one High King.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World View==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Denur opinions on the other races of Eden.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Aye, I do trade with ‘em from time to time. Easy enough to get some bryn out of, they’ll pay for just about anything Denur. Aside from tha’, I don’t talk to ‘em more than I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Thordek Glimmerfist, Merchant from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Hardy folk, those Hinterlanders. The northern ones at least, last time some o’ the southern ones moved up north they flooded the area with friends o’ the Urks.”''&lt;br /&gt;
&lt;br /&gt;
*Uzrak Stonehearth, Denurish Scout.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“They serve the Dôk-Elrik, an’ anyone who chooses to serve a friend o’ the Urks is an enemy o’ mine. I’m sure they’re equally as tolerable as the rest o’ the Ferumar, if anythin’.”''&lt;br /&gt;
&lt;br /&gt;
*Thoror Stormbeard, Engineer in Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“We’ve always been cordial with these Elrikar, but there’s somethin’ about ‘em tha’ makes me squint, mostly the fact they look down ‘pon us so much, lanky bastards.”''&lt;br /&gt;
&lt;br /&gt;
*Thorina Makaibiter, guard of the High Kingdom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“They are fine as long as they stay inside their holt, they stay out o’ my way, I’ll stay out o’ theirs. I trade with ‘em, but only because I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Kudri Coingaze, a Denur merchant based in the Glade of Dragons.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“Urk lovers, plain an’ simple. I’ve never been a fan o’ sand, and they choose to live on top of it, reason ‘nough to keep them at arm’s length I’d say.”''&lt;br /&gt;
&lt;br /&gt;
*Kharnrir Barrelborn, Soldier in the High Kingdom's forces.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“I keep ‘em as far away from me as I can, abominations. Tale goes they were once Denur like meself, only they got corrupted by the sun. Nowadays they live down south I believe, they can stay there.”''&lt;br /&gt;
&lt;br /&gt;
*Alaric Silvervein, Jeweler from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Urks, truly our greatest urks. I ever see one o’ them near me hold, it’ll get an axe between its eyes, tha’s for sure.”''&lt;br /&gt;
&lt;br /&gt;
*Karerna Broadbeam, Mason from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Travel in packs, these lot, easy ‘nough to end. Sneaky an’ dangerous should ye give ‘em the chance though. Not a chance I’ll let one of ‘em get away should I stumble ‘pon one.”''&lt;br /&gt;
&lt;br /&gt;
*Belegar Stonebeard, Smith from Dar-ach Denur&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Spawn o’ the void, I tell ya. The Ancestors warned us about them lot, only bad things can come from trusting a Tuvlin. Horns are ‘sposed to be on yer helmet, not yer skull..”''&lt;br /&gt;
&lt;br /&gt;
*Kaledor Hornhammer, Diplomat to the Glade of Dragons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Traits==&lt;br /&gt;
Upon creation of an Denur character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Denur&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Sturdy&lt;br /&gt;
|Players with this trait get two extra points in the defence stat.&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|-&lt;br /&gt;
!Enduring as Rock&lt;br /&gt;
|Whenever damage is done to this player, roll a D6. On a 4+, the attack that hit the player with this trait does -1 damage. (Resillience potion effect outside CRP)&lt;br /&gt;
|-&lt;br /&gt;
!Too Angry to Die&lt;br /&gt;
|When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)&lt;br /&gt;
|-&lt;br /&gt;
!Magical Resilience&lt;br /&gt;
|Players with this trait may ignore spell effects if the effectiveness roll is below 12&lt;br /&gt;
|-&lt;br /&gt;
!Natural Sprinter&lt;br /&gt;
|Players with this trait may once per battle add 5 to their dash action range.&lt;br /&gt;
|-&lt;br /&gt;
!Warden&lt;br /&gt;
|Players with this trait may choose to attempt to take damage aimed at their allies within 3 meters of them during CRP.&lt;br /&gt;
When doing so, roll a D20. On an 8+, the player with the warden trait takes the damage instead of the target player.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=5948</id>
		<title>Old Denur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=5948"/>
		<updated>2024-04-01T22:38:30Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Denur1.jpg&lt;br /&gt;
|Name = Denur&lt;br /&gt;
|Pronunciation = Dé-nuur&lt;br /&gt;
|Classification = Dwarf&lt;br /&gt;
|Nicknames = Mountainfolk, Dwarf (Derogatory)&lt;br /&gt;
|Languages = Common, Denurûm&lt;br /&gt;
|Average Height = 1.02m - 1.52m (3’4” - 5’0”)&lt;br /&gt;
|Average Weight = 60kg - 80kg (132lbs - 176lbs)&lt;br /&gt;
|Maximum Age = ~200 Years Old&lt;br /&gt;
|STR = +0&lt;br /&gt;
|DEF = +4&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Denur, or the Mountainfolk as they are sometimes dubbed by the other races of Eden, are one of the most ancient and proudest of the races on the continent. The stories of their ancestors are etched deep into the core of the continent and the hearts of these stubborn folk. Once they controlled an Empire that spanned across all the mountains, north to south, east to west, the remnants of their fallen holds can still be found and are hard to overlook. These days they are reserved to the northern part of the continent, most prominently their ancient capital of Dar-ach Denur, said to have been built by the first High King. Here they gather their strength in the hope that one day they will be able to return to the lost greatness of their ancestors and reclaim their birthright. &lt;br /&gt;
&lt;br /&gt;
Your average Denur believes in three things: strength, fame, and wealth. Most prominently the last of these three, the Denur are known for their greed and willingness to delve deep for what they want, among those the most coveted metal of all; Starmetal. Through ages of living underground and honing their skills, the Denur have become the undisputed masters of the mine, their halls being the largest example of their prowess. Aside from being prolific miners, the Denur are also highly proficient engineers, smiths, and craftsmen, priding themselves on being able to produce weapons, armour, and even prosthetics that are far more advanced than anything the Humans or Elves could conjure.&lt;br /&gt;
&lt;br /&gt;
To outsiders, the Denur can come across as arrogant or sheltered. They tend to keep to themselves and are distrusting of outsiders and visitors. Their harsh belief in their Ancestor Gods gives them an aura of ambition that one can easily get swept up in. These folk as a whole are a strong-willed and sturdy people, talented craftsmen, and hardy warriors. Above all they pride themselves on their loyalty to one another and those they have sworn an oath to. A Denur breaking a sworn oath would mean complete disgrace and an outsider breaking an oath to them will mean a deeply rooted grudge that will not be forgotten. The unbreakable bonds of kinship have made it so that the Denur are one of the most collected and unified races on the continent, and even though their way of ruling is often an absolute one, there exists a complete belief in a shared goal and ambition among the Denur.&lt;br /&gt;
==Character Creation==&lt;br /&gt;
===Appearance===&lt;br /&gt;
====Physical Traits====&lt;br /&gt;
[[File:DenurFemale.jpg|thumb|An example of a Denur Woman.]]&lt;br /&gt;
The Denur are a short and stunted race in nature but possess an incredible degree of durability and endurance. They are often referred to as humanoid boulders, much like their environment, as they are practically immovable. The average Denur stands at a humble 1.02m to 1.52m in height, but they make up for their lack of height with their strong build, most noticeably their broad shoulders and powerful legs.  &lt;br /&gt;
&lt;br /&gt;
Denur often have pale skin due to one main reason, their lack of exposure to sunlight. It is not uncommon to see Clan colours painted upon their face as decoration. These mountain folk have a broad spectrum of hair colours, ranging from the deepest blacks to the brightest reds. The colour of their eyes often leans towards the lighter side of blues and greens, as these help with the dim lighting usually found within their underground holds. From a very young age (~12 years old) beards begin to grow on the faces of male Denur, these beards will from then on continue to grow for the rest of their lives. These beards hold a special place in Denur society, as they show their age, wealth, and experience. The longer their beard, the more respect a Denur deserves from his kin, having it trimmed or shaven is seen as a grand slight on one’s honour. Female Denur have this same system, only they similarly braid their hair to show status and renown.&lt;br /&gt;
====Apparel:====&lt;br /&gt;
The Denur have always been masters of adapting to their environment, and now that they mostly dwell in the snowy mountains and frozen tundras, the Denur have made it customary to wear multiple layers of clothing. The materials used for this clothing can consist of fur, leather, and steel and are usually covered in engravings of runes and symbolism of their feats and respective clans. [[File:Hinterskin.png|none|thumb|467x467px|A guide to typical Denur Skin Colors]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Through the centuries of Denur civilization, the language of the Mountainfolk has evolved alongside them. All Denur speak the common tongue, paired with what is usually a hefty accent derived from their original language, known as Denurûm. While speaking the common tongue, Denur often create more guttural sounds than the average speaker. For instance, the present participle of a verb would end with ‘-ing’, but a Denur would pronounce it as ‘-en’. The vowel ‘u’ sounds more similar to an ‘oo’-sound, the ‘i’ would sound more like an ‘eh’-sound, and more often than not they do not pronounce the ‘t’ if a word ends with it, resulting in words like ‘That’ becoming ‘Tha’. Their own, ancient, language of Denurûm is guttural. Denur have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Consonants are often spat aggressively or gargled in the back of the throat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | The Denurûm Language: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Kverit &lt;br /&gt;
|Greetings&lt;br /&gt;
|Elrik(ar)&lt;br /&gt;
| Elf&lt;br /&gt;
| Harrikum &lt;br /&gt;
|High King&lt;br /&gt;
|-&lt;br /&gt;
|Farvel &lt;br /&gt;
|Farewell&lt;br /&gt;
|Vit-Elrik &lt;br /&gt;
| High Elf&lt;br /&gt;
|Kalanfadur &lt;br /&gt;
|Clan Father&lt;br /&gt;
|-&lt;br /&gt;
|Felag(ar) &lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Holt-Elrik&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Langstrom &lt;br /&gt;
| Ancestor&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;14&amp;quot; |&lt;br /&gt;
|Dôk-Elrik&lt;br /&gt;
|Dark Elf &lt;br /&gt;
|Harstrom &lt;br /&gt;
| Graybeard&lt;br /&gt;
|-&lt;br /&gt;
|Denur&lt;br /&gt;
|Denur &lt;br /&gt;
|Langstrom&lt;br /&gt;
|Longbeard&lt;br /&gt;
|-&lt;br /&gt;
|Ferum(ar)&lt;br /&gt;
| Human(s)&lt;br /&gt;
|Darstrom &lt;br /&gt;
|Fullbeard &lt;br /&gt;
|-&lt;br /&gt;
|Urk(ar)&lt;br /&gt;
| Faulskins(s) &lt;br /&gt;
|Strommi &lt;br /&gt;
|Beardling&lt;br /&gt;
|-&lt;br /&gt;
|Tuvlin&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Thagi &lt;br /&gt;
|Shaven (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Smidur &lt;br /&gt;
|Smith &lt;br /&gt;
|-&lt;br /&gt;
|Grungar &lt;br /&gt;
|Miner&lt;br /&gt;
|-&lt;br /&gt;
|Fadur &lt;br /&gt;
|Father&lt;br /&gt;
|-&lt;br /&gt;
|Modir &lt;br /&gt;
|Mother&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   '''Commonly Used Words'''&lt;br /&gt;
|-&lt;br /&gt;
|Karazum &lt;br /&gt;
|Mountain(s)&lt;br /&gt;
|-&lt;br /&gt;
|Kalan &lt;br /&gt;
|Clan&lt;br /&gt;
|-&lt;br /&gt;
| Urk &lt;br /&gt;
|Enemy&lt;br /&gt;
|-&lt;br /&gt;
| Bryn &lt;br /&gt;
|Gold&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Naming Schemes===&lt;br /&gt;
The naming of a Denur is often a complicated matter, as throughout their lives they can accrue multiple surnames. When a Denur is born, they are granted the name of their Clan as their surname such as “Whitebeard” or “Grudgebearer”, these names usually describe an overbearing physical feature, ability, skill, or profession that is common in their family. As they get older and begin to gain fame and renown, they may be given (nick)names such as “Heavybrow” or “Flameheart” which would then be placed in between their first name and their family name. These names can get even longer should titles or ranks be rewarded to the Denur.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
Nations and cultures in which the Denur race is present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[File:DarachDenur.png|frameless|200x200px]]&lt;br /&gt;
![[The High Kingdom of Arduan]] &lt;br /&gt;
|What is left of the ancient Empire of the Denur has now been dubbed the High Kingdom of Arduan, the lands in the north of Eden, controlled from the ancient seat of Dar-ach Denur. Here they mine their minerals and hoard their wealth, so that they one day may retake their fallen holds. The High Kingdom is ruled by a council of clans, who all advise the High King in matters of state. Due to this ancient system, the Denur have created a stable base from which to expand. The way of living within the High Kingdom is deeply rooted in their ancient customs and religion, believing that the mountains provide all they need. One nation, one purpose, one High King.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World View==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Attian Human opinions on the other races of Eden.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Aye, I do trade with ‘em from time to time. Easy enough to get some bryn out of, they’ll pay for just about anything Denur. Aside from tha’, I don’t talk to ‘em more than I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Thordek Glimmerfist, Merchant from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Hardy folk, those Hinterlanders. The northern ones at least, last time some o’ the southern ones moved up north they flooded the area with friends o’ the Urks.”''&lt;br /&gt;
&lt;br /&gt;
*Uzrak Stonehearth, Denurish Scout.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“They serve the Dôk-Elrik, an’ anyone who chooses to serve a friend o’ the Urks is an enemy o’ mine. I’m sure they’re equally as tolerable as the rest o’ the Ferumar, if anythin’.”''&lt;br /&gt;
&lt;br /&gt;
*Thoror Stormbeard, Engineer in Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“We’ve always been cordial with these Elrikar, but there’s somethin’ about ‘em tha’ makes me squint, mostly the fact they look down ‘pon us so much, lanky bastards.”''&lt;br /&gt;
&lt;br /&gt;
*Thorina Makaibiter, guard of the High Kingdom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“They are fine as long as they stay inside their holt, they stay out o’ my way, I’ll stay out o’ theirs. I trade with ‘em, but only because I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Kudri Coingaze, a Denur merchant based in the Glade of Dragons.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“Urk lovers, plain an’ simple. I’ve never been a fan o’ sand, and they choose to live on top of it, reason ‘nough to keep them at arm’s length I’d say.”''&lt;br /&gt;
&lt;br /&gt;
*Kharnrir Barrelborn, Soldier in the High Kingdom's forces.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“I keep ‘em as far away from me as I can, abominations. Tale goes they were once Denur like meself, only they got corrupted by the sun. Nowadays they live down south I believe, they can stay there.”''&lt;br /&gt;
&lt;br /&gt;
*Alaric Silvervein, Jeweler from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Urks, truly our greatest urks. I ever see one o’ them near me hold, it’ll get an axe between its eyes, tha’s for sure.”''&lt;br /&gt;
&lt;br /&gt;
*Karerna Broadbeam, Mason from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Travel in packs, these lot, easy ‘nough to end. Sneaky an’ dangerous should ye give ‘em the chance though. Not a chance I’ll let one of ‘em get away should I stumble ‘pon one.”''&lt;br /&gt;
&lt;br /&gt;
*Belegar Stonebeard, Smith from Dar-ach Denur&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Spawn o’ the void, I tell ya. The Ancestors warned us about them lot, only bad things can come from trusting a Tuvlin. Horns are ‘sposed to be on yer helmet, not yer skull..”''&lt;br /&gt;
&lt;br /&gt;
*Kaledor Hornhammer, Diplomat to the Glade of Dragons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Traits==&lt;br /&gt;
Upon creation of an Denur character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Denur&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Sturdy&lt;br /&gt;
|Players with this trait get two extra points in the defence stat.&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|-&lt;br /&gt;
!Enduring as Rock&lt;br /&gt;
|Whenever damage is done to this player, roll a D6. On a 4+, the attack that hit the player with this trait does -1 damage. (Resillience potion effect outside CRP)&lt;br /&gt;
|-&lt;br /&gt;
!Too Angry to Die&lt;br /&gt;
|When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)&lt;br /&gt;
|-&lt;br /&gt;
!Magical Resilience&lt;br /&gt;
|Players with this trait may ignore spell effects if the effectiveness roll is below 12&lt;br /&gt;
|-&lt;br /&gt;
!Natural Sprinter&lt;br /&gt;
|Players with this trait may once per battle add 5 to their dash action range.&lt;br /&gt;
|-&lt;br /&gt;
!Warden&lt;br /&gt;
|Players with this trait may choose to attempt to take damage aimed at their allies within 3 meters of them during CRP.&lt;br /&gt;
When doing so, roll a D20. On an 8+, the player with the warden trait takes the damage instead of the target player.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=5947</id>
		<title>Old Denur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=5947"/>
		<updated>2024-04-01T22:37:40Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Denur1.jpg&lt;br /&gt;
|Name = Denur&lt;br /&gt;
|Pronunciation = Dé-nuur&lt;br /&gt;
|Classification = Dwarf&lt;br /&gt;
|Nicknames = Mountainfolk, Dwarf (Derogatory)&lt;br /&gt;
|Languages = Common, Denurûm&lt;br /&gt;
|Average Height = 1.02m - 1.52m (3’4” - 5’0”)&lt;br /&gt;
|Average Weight = 60kg - 80kg (132lbs - 176lbs)&lt;br /&gt;
|Maximum Age = ~200 Years Old&lt;br /&gt;
|STR = +0&lt;br /&gt;
|DEF = +4&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Denur, or the Mountainfolk as they are sometimes dubbed by the other races of Eden, are one of the most ancient and proudest of the races on the continent. The stories of their ancestors are etched deep into the core of the continent and the hearts of these stubborn folk. Once they controlled an Empire that spanned across all the mountains, north to south, east to west, the remnants of their fallen holds can still be found and are hard to overlook. These days they are reserved to the northern part of the continent, most prominently their ancient capital of Dar-ach Denur, said to have been built by the first High King. Here they gather their strength in the hope that one day they will be able to return to the lost greatness of their ancestors and reclaim their birthright. &lt;br /&gt;
&lt;br /&gt;
Your average Denur believes in three things: strength, fame, and wealth. Most prominently the last of these three, the Denur are known for their greed and willingness to delve deep for what they want, among those the most coveted metal of all; Starmetal. Through ages of living underground and honing their skills, the Denur have become the undisputed masters of the mine, their halls being the largest example of their prowess. Aside from being prolific miners, the Denur are also highly proficient engineers, smiths, and craftsmen, priding themselves on being able to produce weapons, armour, and even prosthetics that are far more advanced than anything the Humans or Elves could conjure.&lt;br /&gt;
&lt;br /&gt;
To outsiders, the Denur can come across as arrogant or sheltered. They tend to keep to themselves and are distrusting of outsiders and visitors. Their harsh belief in their Ancestor Gods gives them an aura of ambition that one can easily get swept up in. These folk as a whole are a strong-willed and sturdy people, talented craftsmen, and hardy warriors. Above all they pride themselves on their loyalty to one another and those they have sworn an oath to. A Denur breaking a sworn oath would mean complete disgrace and an outsider breaking an oath to them will mean a deeply rooted grudge that will not be forgotten. The unbreakable bonds of kinship have made it so that the Denur are one of the most collected and unified races on the continent, and even though their way of ruling is often an absolute one, there exists a complete belief in a shared goal and ambition among the Denur.&lt;br /&gt;
==Character Creation==&lt;br /&gt;
===Appearance===&lt;br /&gt;
====Physical Traits====&lt;br /&gt;
[[File:DenurFemale.jpg|thumb|An example of a Denur Woman.]]&lt;br /&gt;
The Denur are a short and stunted race in nature but possess an incredible degree of durability and endurance. They are often referred to as humanoid boulders, much like their environment, as they are practically immovable. The average Denur stands at a humble 1.02m to 1.52m in height, but they make up for their lack of height with their strong build, most noticeably their broad shoulders and powerful legs.  &lt;br /&gt;
&lt;br /&gt;
Denur often have pale skin due to one main reason, their lack of exposure to sunlight. It is not uncommon to see Clan colours painted upon their face as decoration. These mountain folk have a broad spectrum of hair colours, ranging from the deepest blacks to the brightest reds. The colour of their eyes often leans towards the lighter side of blues and greens, as these help with the dim lighting usually found within their underground holds. From a very young age (~12 years old) beards begin to grow on the faces of male Denur, these beards will from then on continue to grow for the rest of their lives. These beards hold a special place in Denur society, as they show their age, wealth, and experience. The longer their beard, the more respect a Denur deserves from his kin, having it trimmed or shaven is seen as a grand slight on one’s honour. Female Denur have this same system, only they similarly braid their hair to show status and renown.&lt;br /&gt;
====Apparel:====&lt;br /&gt;
The Denur have always been masters of adapting to their environment, and now that they mostly dwell in the snowy mountains and frozen tundras, the Denur have made it customary to wear multiple layers of clothing. The materials used for this clothing can consist of fur, leather, and steel and are usually covered in engravings of runes and symbolism of their feats and respective clans. [[File:Hinterskin.png|none|thumb|467x467px|A guide to typical Denur Skin Colors]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Through the centuries of Denur civilization, the language of the Mountainfolk has evolved alongside them. All Denur speak the common tongue, paired with what is usually a hefty accent derived from their original language, known as Denurûm. While speaking the common tongue, Denur often create more guttural sounds than the average speaker. For instance, the present participle of a verb would end with ‘-ing’, but a Denur would pronounce it as ‘-en’. The vowel ‘u’ sounds more similar to an ‘oo’-sound, the ‘i’ would sound more like an ‘eh’-sound, and more often than not they do not pronounce the ‘t’ if a word ends with it, resulting in words like ‘That’ becoming ‘Tha’. Their own, ancient, language of Denurûm is guttural. Denur have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Consonants are often spat aggressively or gargled in the back of the throat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | The Denurûm Language: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Kverit &lt;br /&gt;
|Greetings&lt;br /&gt;
|Elrik(ar)&lt;br /&gt;
| Elf&lt;br /&gt;
| Harrikum &lt;br /&gt;
|High King&lt;br /&gt;
|-&lt;br /&gt;
|Farvel &lt;br /&gt;
|Farewell&lt;br /&gt;
|Vit-Elrik &lt;br /&gt;
| High Elf&lt;br /&gt;
|Kalanfadur &lt;br /&gt;
|Clan Father&lt;br /&gt;
|-&lt;br /&gt;
|Felag(ar) &lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Holt-Elrik&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Langstrom &lt;br /&gt;
| Ancestor&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;14&amp;quot; |&lt;br /&gt;
|Dôk-Elrik&lt;br /&gt;
|Dark Elf &lt;br /&gt;
|Harstrom &lt;br /&gt;
| Graybeard&lt;br /&gt;
|-&lt;br /&gt;
|Denur&lt;br /&gt;
|Denur &lt;br /&gt;
|Langstrom&lt;br /&gt;
|Longbeard&lt;br /&gt;
|-&lt;br /&gt;
|Ferum(ar)&lt;br /&gt;
| Human(s)&lt;br /&gt;
|Darstrom &lt;br /&gt;
|Fullbeard &lt;br /&gt;
|-&lt;br /&gt;
|Urk(ar)&lt;br /&gt;
| Faulskins(s) &lt;br /&gt;
|Strommi &lt;br /&gt;
|Beardling&lt;br /&gt;
|-&lt;br /&gt;
|Tuvlin&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Thagi &lt;br /&gt;
|Shaven (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Smidur &lt;br /&gt;
|Smith &lt;br /&gt;
|-&lt;br /&gt;
|Grungar &lt;br /&gt;
|Miner&lt;br /&gt;
|-&lt;br /&gt;
|Fadur &lt;br /&gt;
|Father&lt;br /&gt;
|-&lt;br /&gt;
|Modir &lt;br /&gt;
|Mother&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   '''Commonly Used Words'''&lt;br /&gt;
|-&lt;br /&gt;
|Karazum &lt;br /&gt;
|Mountain(s)&lt;br /&gt;
|-&lt;br /&gt;
|Kalan &lt;br /&gt;
|Clan&lt;br /&gt;
|-&lt;br /&gt;
| Urk &lt;br /&gt;
|Enemy&lt;br /&gt;
|-&lt;br /&gt;
| Bryn &lt;br /&gt;
|Gold&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Naming Schemes===&lt;br /&gt;
The naming of a Denur is often a complicated matter, as throughout their lives they can accrue multiple surnames. When a Denur is born, they are granted the name of their Clan as their surname such as “Whitebeard” or “Grudgebearer”, these names usually describe an overbearing physical feature, ability, skill, or profession that is common in their family. As they get older and begin to gain fame and renown, they may be given (nick)names such as “Heavybrow” or “Flameheart” which would then be placed in between their first name and their family name. These names can get even longer should titles or ranks be rewarded to the Denur.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
Nations and cultures in which the Denur race is present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[File:DarachDenur.png|frameless|200x200px]]&lt;br /&gt;
![[The High Kingdom of Arduan]] &lt;br /&gt;
|What is left of the ancient Empire of the Denur has now been dubbed the High Kingdom of Arduan, the lands in the north of Eden, controlled from the ancient seat of Dar-ach Denur. Here they mine their minerals and hoard their wealth, so that they one day may retake their fallen holds. The High Kingdom is ruled by a council of clans, who all advise the High King in matters of state. Due to this ancient system, the Denur have created a stable base from which to expand. The way of living within the High Kingdom is deeply rooted in their ancient customs and religion, believing that the mountains provide all they need. One nation, one purpose, one High King.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World View==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Attian Human opinions on the other races of Eden.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Aye, I do trade with ‘em from time to time. Easy enough to get some bryn out of, they’ll pay for just about anything Denur. Aside from tha’, I don’t talk to ‘em more than I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Thordek Glimmerfist, Merchant from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Hardy folk, those Hinterlanders. The northern ones at least, last time some o’ the southern ones moved up north they flooded the area with friends o’ the Urks.”''&lt;br /&gt;
&lt;br /&gt;
*Uzrak Stonehearth, Denurish Scout.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“They serve the Dôk-Elrik, an’ anyone who chooses to serve a friend o’ the Urks is an enemy o’ mine. I’m sure they’re equally as tolerable as the rest o’ the Ferumar, if anythin’.”''&lt;br /&gt;
&lt;br /&gt;
*Thoror Stormbeard, Engineer in Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“We’ve always been cordial with these Elrikar, but there’s somethin’ about ‘em tha’ makes me squint, mostly the fact they look down ‘pon us so much, lanky bastards.”''&lt;br /&gt;
&lt;br /&gt;
*Thorina Makaibiter, guard of the High Kingdom.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“They are fine as long as they stay inside their holt, they stay out o’ my way, I’ll stay out o’ theirs. I trade with ‘em, but only because I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Kudri Coingaze, a Denur merchant based in the Glade of Dragons.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“Urk lovers, plain an’ simple. I’ve never been a fan o’ sand, and they choose to live on top of it, reason ‘nough to keep them at arm’s length I’d say.”''&lt;br /&gt;
&lt;br /&gt;
*Kharnrir Barrelborn, Soldier in the High Kingdom's forces.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“I keep ‘em as far away from me as I can, abominations. Tale goes they were once Denur like meself, only they got corrupted by the sun. Nowadays they live down south I believe, they can stay there.”''&lt;br /&gt;
&lt;br /&gt;
*Alaric Silvervein, Jeweler from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Urks, truly our greatest urks. I ever see one o’ them near me hold, it’ll get an axe between its eyes, tha’s for sure.”''&lt;br /&gt;
&lt;br /&gt;
*Karerna Broadbeam, Mason from Dar-ach Denur.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Travel in packs, these lot, easy ‘nough to end. Sneaky an’ dangerous should ye give ‘em the chance though. Not a chance I’ll let one of ‘em get away should I stumble ‘pon one.”''&lt;br /&gt;
&lt;br /&gt;
*Belegar Stonebeard, Smith from Dar-ach Denur&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Spawn o’ the void, I tell ya. The Ancestors warned us about them lot, only bad things can come from trusting a Tuvlin. Horns are ‘sposed to be on yer helmet, not yer skull..”''&lt;br /&gt;
&lt;br /&gt;
*Kaledor Hornhammer, Diplomat to the Glade of Dragons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Traits==&lt;br /&gt;
Upon creation of an Denur character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Denur&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Sturdy&lt;br /&gt;
|Players with this trait get two extra points in the defence stat.&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|-&lt;br /&gt;
!Enduring as Rock&lt;br /&gt;
|Whenever damage is done to this player, roll a D6. On a 4+, the attack that hit the player with this trait does -1 damage. (Resillience potion effect outside CRP)&lt;br /&gt;
|-&lt;br /&gt;
!Too Angry to Die&lt;br /&gt;
|When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)&lt;br /&gt;
|-&lt;br /&gt;
!Magical Resilience&lt;br /&gt;
|Players with this trait may ignore spell effects if the effectiveness roll is below 12&lt;br /&gt;
|-&lt;br /&gt;
!Natural Sprinter&lt;br /&gt;
|Players with this trait may once per battle add 5 to their dash action range.&lt;br /&gt;
|-&lt;br /&gt;
!Warden&lt;br /&gt;
|Players with this trait may choose to attempt to take damage aimed at their allies within 3 meters of them during CRP.&lt;br /&gt;
When doing so, roll a D20. On an 8+, the player with the warden trait takes the damage instead of the target player.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=5946</id>
		<title>Old Denur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Old_Denur&amp;diff=5946"/>
		<updated>2024-04-01T22:25:55Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Denur1.jpg&lt;br /&gt;
|Name = Denur&lt;br /&gt;
|Pronunciation = Dé-nuur&lt;br /&gt;
|Classification = Dwarf&lt;br /&gt;
|Nicknames = Mountainfolk, Dwarf (Derogatory)&lt;br /&gt;
|Languages = Common, Denurûm&lt;br /&gt;
|Average Height = 1.02m - 1.52m (3’4” - 5’0”)&lt;br /&gt;
|Average Weight = 60kg - 80kg (132lbs - 176lbs)&lt;br /&gt;
|Maximum Age = ~200 Years Old&lt;br /&gt;
|STR = +0&lt;br /&gt;
|DEF = +4&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Denur, or the Mountainfolk as they are sometimes dubbed by the other races of Eden, are one of the most ancient and proudest of the races on the continent. The stories of their ancestors are etched deep into the core of the continent and the hearts of these stubborn folk. Once they controlled an Empire that spanned across all the mountains, north to south, east to west, the remnants of their fallen holds can still be found and are hard to overlook. These days they are reserved to the northern part of the continent, most prominently their ancient capital of Dar-ach Denur, said to have been built by the first High King. Here they gather their strength in the hope that one day they will be able to return to the lost greatness of their ancestors and reclaim their birthright. &lt;br /&gt;
&lt;br /&gt;
Your average Denur believes in three things: strength, fame, and wealth. Most prominently the last of these three, the Denur are known for their greed and willingness to delve deep for what they want, among those the most coveted metal of all; Starmetal. Through ages of living underground and honing their skills, the Denur have become the undisputed masters of the mine, their halls being the largest example of their prowess. Aside from being prolific miners, the Denur are also highly proficient engineers, smiths, and craftsmen, priding themselves on being able to produce weapons, armour, and even prosthetics that are far more advanced than anything the Humans or Elves could conjure.&lt;br /&gt;
&lt;br /&gt;
To outsiders, the Denur can come across as arrogant or sheltered. They tend to keep to themselves and are distrusting of outsiders and visitors. Their harsh belief in their Ancestor Gods gives them an aura of ambition that one can easily get swept up in. These folk as a whole are a strong-willed and sturdy people, talented craftsmen, and hardy warriors. Above all they pride themselves on their loyalty to one another and those they have sworn an oath to. A Denur breaking a sworn oath would mean complete disgrace and an outsider breaking an oath to them will mean a deeply rooted grudge that will not be forgotten. The unbreakable bonds of kinship have made it so that the Denur are one of the most collected and unified races on the continent, and even though their way of ruling is often an absolute one, there exists a complete belief in a shared goal and ambition among the Denur.&lt;br /&gt;
==Character Creation==&lt;br /&gt;
===Appearance===&lt;br /&gt;
====Physical Traits====&lt;br /&gt;
[[File:DenurFemale.jpg|thumb|An example of a Denur Woman.]]&lt;br /&gt;
The Denur are a short and stunted race in nature but possess an incredible degree of durability and endurance. They are often referred to as humanoid boulders, much like their environment, as they are practically immovable. The average Denur stands at a humble 1.02m to 1.52m in height, but they make up for their lack of height with their strong build, most noticeably their broad shoulders and powerful legs.  &lt;br /&gt;
&lt;br /&gt;
Denur often have pale skin due to one main reason, their lack of exposure to sunlight. It is not uncommon to see Clan colours painted upon their face as decoration. These mountain folk have a broad spectrum of hair colours, ranging from the deepest blacks to the brightest reds. The colour of their eyes often leans towards the lighter side of blues and greens, as these help with the dim lighting usually found within their underground holds. From a very young age (~12 years old) beards begin to grow on the faces of male Denur, these beards will from then on continue to grow for the rest of their lives. These beards hold a special place in Denur society, as they show their age, wealth, and experience. The longer their beard, the more respect a Denur deserves from his kin, having it trimmed or shaven is seen as a grand slight on one’s honour. Female Denur have this same system, only they similarly braid their hair to show status and renown.&lt;br /&gt;
====Apparel:====&lt;br /&gt;
The Denur have always been masters of adapting to their environment, and now that they mostly dwell in the snowy mountains and frozen tundras, the Denur have made it customary to wear multiple layers of clothing. The materials used for this clothing can consist of fur, leather, and steel and are usually covered in engravings of runes and symbolism of their feats and respective clans. [[File:Hinterskin.png|none|thumb|467x467px|A guide to typical Denur Skin Colors]]&lt;br /&gt;
===Languages===&lt;br /&gt;
Through the centuries of Denur civilization, the language of the Mountainfolk has evolved alongside them. All Denur speak the common tongue, paired with what is usually a hefty accent derived from their original language, known as Denurûm. While speaking the common tongue, Denur often create more guttural sounds than the average speaker. For instance, the present participle of a verb would end with ‘-ing’, but a Denur would pronounce it as ‘-en’. The vowel ‘u’ sounds more similar to an ‘oo’-sound, the ‘i’ would sound more like an ‘eh’-sound, and more often than not they do not pronounce the ‘t’ if a word ends with it, resulting in words like ‘That’ becoming ‘Tha’. Their own, ancient, language of Denurûm is guttural. Denur have deep, resonant voices and a tendency to speak more loudly than is strictly necessary. Consonants are often spat aggressively or gargled in the back of the throat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | The Denurûm Language: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
!Denurûm&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Kverit &lt;br /&gt;
|Greetings&lt;br /&gt;
|Elrik(ar)&lt;br /&gt;
| Elf&lt;br /&gt;
| Harrikum &lt;br /&gt;
|High King&lt;br /&gt;
|-&lt;br /&gt;
|Farvel &lt;br /&gt;
|Farewell&lt;br /&gt;
|Vit-Elrik &lt;br /&gt;
| High Elf&lt;br /&gt;
|Kalanfadur &lt;br /&gt;
|Clan Father&lt;br /&gt;
|-&lt;br /&gt;
|Felag(ar) &lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Holt-Elrik&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Langstrom &lt;br /&gt;
| Ancestor&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;14&amp;quot; |&lt;br /&gt;
|Dôk-Elrik&lt;br /&gt;
|Dark Elf &lt;br /&gt;
|Harstrom &lt;br /&gt;
| Graybeard&lt;br /&gt;
|-&lt;br /&gt;
|Denur&lt;br /&gt;
|Denur &lt;br /&gt;
|Langstrom&lt;br /&gt;
|Longbeard&lt;br /&gt;
|-&lt;br /&gt;
|Ferum(ar)&lt;br /&gt;
| Human(s)&lt;br /&gt;
|Darstrom &lt;br /&gt;
|Fullbeard &lt;br /&gt;
|-&lt;br /&gt;
|Urk(ar)&lt;br /&gt;
| Faulskins(s) &lt;br /&gt;
|Strommi &lt;br /&gt;
|Beardling&lt;br /&gt;
|-&lt;br /&gt;
|Tuvlin&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Thagi &lt;br /&gt;
|Shaven (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;9&amp;quot; |&lt;br /&gt;
|Smidur &lt;br /&gt;
|Smith &lt;br /&gt;
|-&lt;br /&gt;
|Grungar &lt;br /&gt;
|Miner&lt;br /&gt;
|-&lt;br /&gt;
|Fadur &lt;br /&gt;
|Father&lt;br /&gt;
|-&lt;br /&gt;
|Modir &lt;br /&gt;
|Mother&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |   '''Commonly Used Words'''&lt;br /&gt;
|-&lt;br /&gt;
|Karazum &lt;br /&gt;
|Mountain(s)&lt;br /&gt;
|-&lt;br /&gt;
|Kalan &lt;br /&gt;
|Clan&lt;br /&gt;
|-&lt;br /&gt;
| Urk &lt;br /&gt;
|Enemy&lt;br /&gt;
|-&lt;br /&gt;
| Bryn &lt;br /&gt;
|Gold&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
===Naming Schemes===&lt;br /&gt;
The naming of a Denur is often a complicated matter, as throughout their lives they can accrue multiple surnames. When a Denur is born, they are granted the name of their Clan as their surname such as “Whitebeard” or “Grudgebearer”, these names usually describe an overbearing physical feature, ability, skill, or profession that is common in their family. As they get older and begin to gain fame and renown, they may be given (nick)names such as “Heavybrow” or “Flameheart” which would then be placed in between their first name and their family name. These names can get even longer should titles or ranks be rewarded to the Denur.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
Nations and cultures in which the Denur race is present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[File:DarachDenur.png|frameless|200x200px]]&lt;br /&gt;
![[The High Kingdom of Arduan]] &lt;br /&gt;
|What is left of the ancient Empire of the Denur has now been dubbed the High Kingdom of Arduan, the lands in the north of Eden, controlled from the ancient seat of Dar-ach Denur. Here they mine their minerals and hoard their wealth, so that they one day may retake their fallen holds. The High Kingdom is ruled by a council of clans, who all advise the High King in matters of state. Due to this ancient system, the Denur have created a stable base from which to expand. The way of living within the High Kingdom is deeply rooted in their ancient customs and religion, believing that the mountains provide all they need. One nation, one purpose, one High King.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World View==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+General Attian Human opinions on the other races of Eden.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Aye, I do trade with ‘em from time to time. Easy enough to get some bryn out of, they’ll pay for just about anything Denur. Aside from tha’, I don’t talk to ‘em more than I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Sylvia König, Imperial Huntress.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Hardy folk, those Hinterlanders. The northern ones at least, last time some o’ the southern ones moved up north they flooded the area with friends o’ the Urks.”''&lt;br /&gt;
&lt;br /&gt;
*Klaudius Jungling, Merchant from Adelsburg.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“They serve the Dôk-Elrik, an’ anyone who chooses to serve a friend o’ the Urks is an enemy o’ mine. I’m sure they’re equally as tolerable as the rest o’ the Ferumar, if anythin’.”''&lt;br /&gt;
&lt;br /&gt;
*Herman Voss, Imperial Innkeeper in Brandenhafen.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“We’ve always been cordial with these Elrikar, but there’s somethin’ about ‘em tha’ makes me squint, mostly the fact they look down ‘pon us so much, lanky bastards.”''&lt;br /&gt;
&lt;br /&gt;
*Helena Bahl, Imperial border guard.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“They are fine as long as they stay inside their holt, they stay out o’ my way, I’ll stay out o’ theirs. I trade with ‘em, but only because I ‘ave to.”''&lt;br /&gt;
&lt;br /&gt;
*Friederich von Löwenmark, Imperial diplomat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“Urk lovers, plain an’ simple. I’ve never been a fan o’ sand, and they choose to live on top of it, reason ‘nough to keep them at arm’s length I’d say.”''&lt;br /&gt;
&lt;br /&gt;
*Karl Ochsenbauer, Veronian Fisherman.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“I keep ‘em as far away from me as I can, abominations. Tale goes they were once Denur like meself, only they got corrupted by the sun. Nowadays they live down south I believe, they can stay there.”''&lt;br /&gt;
&lt;br /&gt;
*Helmut Ganz, Farmer from Brandenhafen.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Urks, truly our greatest urks. I ever see one o’ them near me hold, it’ll get an axe between its eyes, tha’s for sure.”''&lt;br /&gt;
&lt;br /&gt;
*Holga Schwertz, Hintisch Cheese maker.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Travel in packs, these lot, easy ‘nough to end. Sneaky an’ dangerous should ye give ‘em the chance though. Not a chance I’ll let one of ‘em get away should I stumble ‘pon one.”''&lt;br /&gt;
&lt;br /&gt;
*Ingelbert Mehr, Imperial Soldier from Holstein.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Spawn o’ the void, I tell ya. The Ancestors warned us about them lot, only bad things can come from trusting a Tuvlin. Horns are ‘sposed to be on yer helmet, not yer skull..”''&lt;br /&gt;
&lt;br /&gt;
*Gottfried Schwartzenkraus, Imperial Witch Hunter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Traits==&lt;br /&gt;
Upon creation of an Denur character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Denur&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Sturdy&lt;br /&gt;
|Players with this trait get two extra points in the defence stat.&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|-&lt;br /&gt;
!Enduring as Rock&lt;br /&gt;
|Whenever damage is done to this player, roll a D6. On a 4+, the attack that hit the player with this trait does -1 damage. (Resillience potion effect outside CRP)&lt;br /&gt;
|-&lt;br /&gt;
!Too Angry to Die&lt;br /&gt;
|When a player with this trait reaches 0HP, they roll a D20. On a 15+ they regenerate 4 HP. (Totem of undying effect outside CRP.)&lt;br /&gt;
|-&lt;br /&gt;
!Magical Resilience&lt;br /&gt;
|Players with this trait may ignore spell effects if the effectiveness roll is below 12&lt;br /&gt;
|-&lt;br /&gt;
!Natural Sprinter&lt;br /&gt;
|Players with this trait may once per battle add 5 to their dash action range.&lt;br /&gt;
|-&lt;br /&gt;
!Warden&lt;br /&gt;
|Players with this trait may choose to attempt to take damage aimed at their allies within 3 meters of them during CRP.&lt;br /&gt;
When doing so, roll a D20. On an 8+, the player with the warden trait takes the damage instead of the target player.&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:DarachDenur.png&amp;diff=5945</id>
		<title>File:DarachDenur.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:DarachDenur.png&amp;diff=5945"/>
		<updated>2024-04-01T22:25:21Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dar-ach Denur, the capital of the High Kingdom of Arduan.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:DenurFemale.jpg&amp;diff=5944</id>
		<title>File:DenurFemale.jpg</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:DenurFemale.jpg&amp;diff=5944"/>
		<updated>2024-04-01T21:49:43Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of a Denur woman.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=5942</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=5942"/>
		<updated>2024-04-01T21:27:50Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wikitext.png|center|661x661px|frameless|link=https://www.youtube.com/watch?v=dQw4w9WgXcQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; padding: 3px; vertical-align: top;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
== The Land of Eden ==&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
== General Information ==&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Eden1530.jpg|thumb|316x316px|Eden world map as of 1530. (Download to see all the details)]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;A World of Wonders and Endless Possibilities&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Driven by imagination, the world of Eden is a sandbox filled with interesting races, nations, biomes, stories and characters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the moment you join you will be pulled into a plethora of adventures&lt;br /&gt;
&lt;br /&gt;
which rarely end without something magical happening.&lt;br /&gt;
&lt;br /&gt;
Playing on Eden is an exercise in collaborative creation.&lt;br /&gt;
&lt;br /&gt;
You and your friends have all the freedom to create epic stories filled with&lt;br /&gt;
&lt;br /&gt;
tension and memorable drama.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your collective creativity will build stories that you will tell again and again,&lt;br /&gt;
&lt;br /&gt;
ranging from utterly absurd to the stuff of legends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Welcome to Eden. Welcome to Fables and Fantasy RP'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
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! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Server Lore ==&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NationsTab.png|center|frameless]]&lt;br /&gt;
|[[File:RacesTab.png|center|frameless]]&lt;br /&gt;
|[[File:WorldTab.png|center|frameless]]&lt;br /&gt;
|[[File:MagicTab.png|center|frameless]]&lt;br /&gt;
|[[File:TutorialsTab.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
!The Nations of Eden&lt;br /&gt;
!The inhabitants of Eden&lt;br /&gt;
!World Lore&lt;br /&gt;
!Magic and Spell Lores&lt;br /&gt;
!Server Guides&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| ;text-align: left; |'''Major Factions:'''&lt;br /&gt;
*[[File:Hadriana2.png|20x20px]] [[The Hadrian Empire]]&lt;br /&gt;
*[[File:Luminion blue.png|20x20px]] [[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
*[[File:MitronaIconNew.png|27x27px]] [[The Mystical Empire of Mitrona]]&lt;br /&gt;
*[[File:Anjyarr_coa_transparent.png|22x22px]][[The Empire of Anjyarr]]&lt;br /&gt;
*[[File:IronOrhim1.png|20x20px]] [[The High Kingdom of Arduan]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Minor Factions:'''&lt;br /&gt;
*[[File:ZadhSquare.png|20x20px]] [[Zadh Nadrozz|The Faul Tide of Zadh Nadrozz]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defunct Factions:'''&lt;br /&gt;
&lt;br /&gt;
*[[https://fablesfantasyrp.com/wiki/index.php/Category:Defunct_Nations Defunct Nations]]&lt;br /&gt;
|'''Human races:''' &lt;br /&gt;
*[[Attian Humans]]&lt;br /&gt;
*[[Hinterlanders|Hinterlander Humans]]&lt;br /&gt;
*[[The Khadan Humans|Khadan Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Elven races:'''&lt;br /&gt;
*[[High Elves]]&lt;br /&gt;
*[[Dark Elves]]&lt;br /&gt;
*[[Wood Elves]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarven races:'''&lt;br /&gt;
*[[Denur]]&lt;br /&gt;
&lt;br /&gt;
'''Faulskin races:'''&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
&lt;br /&gt;
'''Other races:'''&lt;br /&gt;
*[[Halflings]]&lt;br /&gt;
*[[Tieflings]]&lt;br /&gt;
*[[Sylvani]]&lt;br /&gt;
|'''World Lore:'''&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Interesting_Locations Interesting Locations]&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/Category:Wars Wars and Conflicts]&lt;br /&gt;
*[[Edens Calendar|Eden's Calendar]]&lt;br /&gt;
*[[Important People]]&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Religions Religions]&lt;br /&gt;
*[[The Cosmos]]&lt;br /&gt;
'''Flora, Fauna, and Minerals:'''&lt;br /&gt;
&lt;br /&gt;
*[[Bestiary]]&lt;br /&gt;
*[[Botany]]&lt;br /&gt;
*[[Geology]]&lt;br /&gt;
&lt;br /&gt;
'''Other:'''&lt;br /&gt;
&lt;br /&gt;
* [https://fablesfantasyrp.com/wiki/index.php/Category:Plagues_and_Diseases Plagues and Diseases]&lt;br /&gt;
&lt;br /&gt;
|'''Magic and how to use it:'''&lt;br /&gt;
* [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
'''Types of Magic:'''&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Magic]]&lt;br /&gt;
*[[Voidal Magic]]&lt;br /&gt;
|'''Guides for the F&amp;amp;F server systems:'''&lt;br /&gt;
*[[The Chat System]]&lt;br /&gt;
*[[Useful Commands]]&lt;br /&gt;
*[[Acquiring Land]]&lt;br /&gt;
*[[The Character System Guide]]&lt;br /&gt;
*[[The Plot System Guide]]&lt;br /&gt;
*[[Party System Guide]]&lt;br /&gt;
*[[Item approval and how to use it]]&lt;br /&gt;
*[[Shop System Guide]]&lt;br /&gt;
*[[Warp System Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5941</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=5941"/>
		<updated>2024-04-01T21:27:21Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** https://fablesfantasyrp.com/wiki/| Fables &amp;amp; Fantasy&lt;br /&gt;
** Starting Guide|Starting Guide&lt;br /&gt;
&lt;br /&gt;
*⚜ Major Factions&lt;br /&gt;
** The_Hadrian_Empire|The Hadrian Empire&lt;br /&gt;
** The_Enlightened_Kingdom_of_Luminion|The Enlightened Kingdom of Luminion&lt;br /&gt;
** The_Mystical_Empire_of_Mitrona|The Mystical Empire of Mitrona&lt;br /&gt;
** The_Empire_of_Anjyarr|The Empire of Anjyarr&lt;br /&gt;
** The_High_Kingdom_of_Arduan|The High Kingdom of Arduan&lt;br /&gt;
&lt;br /&gt;
*⚜ Minor Factions&lt;br /&gt;
** Zadh_Nadrozz|Zadh Nadrozz&lt;br /&gt;
&lt;br /&gt;
*✶ Playable Races&lt;br /&gt;
** Attian_Humans|Attians&lt;br /&gt;
** Hinterlanders|Hinterlanders&lt;br /&gt;
** The_Khadan_Humans|Khadan&lt;br /&gt;
** High_Elves|High Elves&lt;br /&gt;
** Wood_Elves|Wood Elves&lt;br /&gt;
** Dark_Elves|Dark Elves&lt;br /&gt;
** Denur|Denur&lt;br /&gt;
** Orcs|Orcs&lt;br /&gt;
** Goblins|Goblins&lt;br /&gt;
** Tieflings|Tieflings&lt;br /&gt;
** Halflings|Halflings&lt;br /&gt;
** Sylvani|Sylvani&lt;br /&gt;
&lt;br /&gt;
*◉ Eden&lt;br /&gt;
** The_Rotting_Plague|The Rotting Plague&lt;br /&gt;
** https://fablesfantasyrp.com/wiki/index.php/Category:Interesting_Locations | Interesting Locations&lt;br /&gt;
** Magic_and_becoming_a_Spellcaster | Magic&lt;br /&gt;
** Bestiary | Bestiary&lt;br /&gt;
** Botany | Botany&lt;br /&gt;
** Geology | Geology&lt;br /&gt;
** History_of_Eden|History of Eden&lt;br /&gt;
&lt;br /&gt;
*◯ Eseron&lt;br /&gt;
** The_Cosmos|The Cosmos&lt;br /&gt;
** Edens_Calendar|Edens Calendar&lt;br /&gt;
&lt;br /&gt;
* Useful Links&lt;br /&gt;
**https://forums.fablesfantasyrp.com/|Forums&lt;br /&gt;
**https://dynmap.fablesfantasyrp.com/|Dynmap&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Template:Navtable_Nations&amp;diff=5940</id>
		<title>Template:Navtable Nations</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Template:Navtable_Nations&amp;diff=5940"/>
		<updated>2024-04-01T21:26:23Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; width:35%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 120%; color:white; background-color: #4E739D;&amp;quot;|'''Nations'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Human Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[The Hadrian Empire|The Hadrian Empire]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Elvish Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[The Enlightened Kingdom of Luminion|Luminion]] · [[The Mystical Empire of Mitrona|Mitrona]] · [[The Empire of Anjyarr|Anjyarr]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Dwarvish Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[The High Kingdom of Arduan]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Orcish Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| '''[[Zadh Nadrozz]]'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color: #769bc4; text-align: center; width: 30%; font-size: 105%; color:#333333;&amp;quot;| '''Other Nations'''&lt;br /&gt;
| style=&amp;quot;text-align: left; background-color: #ebebeb;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Reforged_Realm_of_the_Denur&amp;diff=5939</id>
		<title>The Reforged Realm of the Denur</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Reforged_Realm_of_the_Denur&amp;diff=5939"/>
		<updated>2024-04-01T21:23:52Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Iron Orhim}}&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:IronOrhim1.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
!'''Location'''&lt;br /&gt;
|Dar-Ach Denur&lt;br /&gt;
|-&lt;br /&gt;
!'''Races'''&lt;br /&gt;
|[[Denur]]&lt;br /&gt;
|-&lt;br /&gt;
!'''Primary Religions'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!'''Political System'''&lt;br /&gt;
|Monarchy&lt;br /&gt;
|-&lt;br /&gt;
!'''Current Leaders'''&lt;br /&gt;
|Kjung Phyrra Obryn&lt;br /&gt;
|-&lt;br /&gt;
!'''Preceded by'''&lt;br /&gt;
|[[The High Kingdom of Arduan]]&lt;br /&gt;
|-&lt;br /&gt;
!'''Succeeded by'''&lt;br /&gt;
|[[The High Kingdom of Arduan]]&lt;br /&gt;
|}&lt;br /&gt;
Like waves the Denur people seemed to rise and fall, nations coming and going with the passing of the years… First the Denur Imperium came and went, followed by the Realm of the Denur, the Iron Orhim, the Denur Triumvirate, and more recently the High Kingdom of Arduan. Each tried to rebuild the once mighty legacy of the Denur people, though for their own reasons could not rise to the task. &lt;br /&gt;
&lt;br /&gt;
Holds remained lost, their forges cold, halls dark, banners torn and tattered. They stood filled with monstrous intruders that gnawed upon the bones of the long-dead Denur ancestors, sitting upon their lost wealth and knowledge. Yet this was to change. A new effort to retake their ancestral homes had begun, the Denur people were once more on the march – Will you join them?&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&lt;br /&gt;
=== The Grand Guilds ===&lt;br /&gt;
''&amp;quot;With ties stronger than blood, the Grand Guilds stand as a testament of Denur unity.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
There is a point in every Denur’s life where they have a choice to make – at the age of 20 there are six paths they may choose from. To join one of the five guilds, or to remain guildless and forge a path unique to themself. To join one of the guilds is no simple matter, the young Denur must prove their willingness to remain true to the guild’s path, and show talent in at least one of the primary skills that the guild practices. Should they pass this first step, they may just be granted an apprenticeship under one of the senior guild members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Apprenticeships generally last 5-10 years, during which the Denur will be taught more advanced techniques of their particular guild, perhaps even branching out into other specialties (smithing and masonry as an example). At the end of their apprenticeship there will be a test of skill, something determined by their mentor, to see if they are suitable to join the senior members of the guild. If successful, the apprentice will be permitted to adopt the name of the guild into their own – Hefor Stoneleg-Azur (as an example). Some may choose to give up their previous surname and instead simply go by the name of their guild, though this is often viewed as extreme dedication to the path and faltering from it will earn the ire of the rest of the guild, sometimes resulting in banishment or worse.&lt;br /&gt;
&lt;br /&gt;
==== The Balos Guild ====&lt;br /&gt;
The Balos Guild was founded alongside the Vziun Guild during the height of Denur power many centuries ago. Originally founded in what is now Zadh Nadrozz by the greatest mind of the ancient Denur world, this guild boasts itself as having produced many of the Denur people’s greatest inventions, and even carving out many of the holds themselves. &lt;br /&gt;
&lt;br /&gt;
Members of this guild pride themselves on being the best at what they do, with each individual Denur tending to specialize in a particular craft. Some focus on smithing, while others may be experts in masonry – any Denur desiring to be a craftsman of some sort would likely join this guild.&lt;br /&gt;
&lt;br /&gt;
==== The Vziun Guild ====&lt;br /&gt;
The Vziun Guild was founded alongside the Balos Guild during the height of Denur power many centuries ago. Originally founded in the fallen hold of Dar Vziun by the greatest of the Denur warriors, this guild was responsible for maintaining and training the Denur military, bodyguards, and new royal guards to protect the reigning monarch. &lt;br /&gt;
&lt;br /&gt;
Any Denur wishing to be a soldier, guard, or similar professions may opt to join this guild.&lt;br /&gt;
&lt;br /&gt;
==== The Azur Guild ====&lt;br /&gt;
The Azur Guild was founded some centuries after the Vziun and Balos guilds shortly after the construction of Dar Azur. This fallen hold quickly became the center of Denur ingenuity when it came to the arts, though it also acted as its primary producer of food. &lt;br /&gt;
&lt;br /&gt;
Denur wanting to pursue a career in farming, brewing, as an entertainer, performer, or similar, are likely to join this guild.&lt;br /&gt;
&lt;br /&gt;
==== The Zenour Guild ====&lt;br /&gt;
The Zenour Guild is one of the more recently founded guilds, though it still dates back at least a few centuries. Originally founded in Dar Zenour in the southern savannahs by the Lord of the lost hold, it became a guild focused on amassing and protecting the wealth of the Denur people. These Denur tend to have a mind specially suited for acquiring more coin, often being particularly adept businessmen.&lt;br /&gt;
&lt;br /&gt;
A Denur wanting to pursue a profitable career in mining, mercantilism, banking, or other similar business ventures may choose to join this guild.&lt;br /&gt;
&lt;br /&gt;
==== The Obryn Guild ====&lt;br /&gt;
The Obryn Guild is the newest of the Grand Guilds to have arrived in Eden, only having first appeared roughly 200 years ago. Their people hail from the far north, well beyond Eden’s borders, claiming to have come from a lost Hold known as Dar Obryn located somewhere within the Ancient Giant Lands. These Denur tend to have an especially potent hatred for anything Void related, and are usually driven by a strong sense of justice. &lt;br /&gt;
&lt;br /&gt;
A Denur wanting to cleanse the land of Voidal threats, act as a bounty hunter, or simply handle mundane monsters that might plague the land will usually choose to join this guild.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Political Structure ==&lt;br /&gt;
=== Kjung ===&lt;br /&gt;
The Kjung, or King in the common tongue, can refer to any Denur that sits upon the throne of the Denur people. While traditionally the title of King is reserved for men, that is not the case with the Denur. They are responsible for making major decisions within the Realm, such as going to war, political treaties, presiding over court trials as the judge, and regular meetings with the Council of Three to address the concerns of citizens.&lt;br /&gt;
&lt;br /&gt;
=== Council of Three ===&lt;br /&gt;
The Council of Three serves directly beneath the Kjung and is usually made up of notable members of the Denur community. These individuals act as representatives of the people and are expected to bring forth concerns while handling day to day tasks that do not require the Kjung’s attention. &lt;br /&gt;
An example of what the Council of Three could look like has been included below…&lt;br /&gt;
*Guard Captain: The guard captain will be responsible for hiring new guards, oversee their training, hosting regular patrols around the city, and overall just doing regular guard activities. &lt;br /&gt;
*Community Manager: Responsible for accepting new citizens, getting them integrated into the city, housing, tours, etc. &lt;br /&gt;
*Tavern Master: A position that requires the oversight of the inn and fighting pit. They should take the initiative to hire workers to keep the inn active and host weekly pit fights.&lt;br /&gt;
&lt;br /&gt;
=== Denur Thanes ===&lt;br /&gt;
The Denur Thanes are a recognized nobility that have been granted land by the Kjung. It is mostly an honorary title granted for great acts of service, for the position does not provide any political authority within the hold of Dar-ach Denur. That isn’t to say that the Thanes are not respected, as they are usually highly respected individuals, though their position is not one that needs worry about day-to-day matters in the capital. They are permitted to build upon their land, ranging from manors, to forts, or even villages if they so desire. While these do fall under the scope of The Reforged Realm, the Thanes are trusted to run them as they see fit. Thanes are however responsible for keeping their lands safe from outside threats, and handling the costs of their upkeep.&lt;br /&gt;
&lt;br /&gt;
=== Clans ===&lt;br /&gt;
Clans within the Reforged Realm have been granted a lower status than what they had in previous Denur nations. Having seen the clan system as one of the primary symptoms of their people’s repeated fall, Phyrra Obryn opted to have them act as no more than what they really were, families. Clans still exist, and many still hold great pride in their clan, but belonging to a specific clan no longer grants official political power.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Religion has been absent amongst the Denur for several decades now, having been rather prominent during the reign of the Denur Imperium and slowly dying out after their fall. Recently however, members of the Obryn Guild have been making a push for others to adopt their belief system, and while successful with some, many still choose to remain as atheists or to follow other small faiths. Regardless of what faith a Denur chooses to follow, most others will turn a blind eye, so long as it does not pose a risk to their way of life.&lt;br /&gt;
&lt;br /&gt;
=== Festivals &amp;amp; Celebrations ===&lt;br /&gt;
Festivals in the Reforged Realm were adopted from its predecessor, the High Kingdom of Arduan. Some guilds may also have their own celebrations that they host. &lt;br /&gt;
&lt;br /&gt;
'''Founder’s Day''' | A day of celebration for the founder of Dar-ach Denur, Arduan. It is usually celebrated with a large feast in one of the holds, and all Denur travel there to celebrate the day.&lt;br /&gt;
&lt;br /&gt;
'''The Great Melee''' | A day of brawling and drinking for the Denur, all are invited to test their mettle and fight to see who is the strongest in the hold. Bets are usually placed and spectators come from afar to watch.&lt;br /&gt;
&lt;br /&gt;
'''Keg’s End''' | Celebrated on the night of the new year, this holiday marks a special moment for the Denur. All kegs within the hold must be emptied when the sun rises, and thrown onto a big pyre which is then set aflame during a ritual, promising good health and prosperity.&lt;br /&gt;
&lt;br /&gt;
== Military, Guards &amp;amp; Law ==&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
The Denur military is structured quite simply. During times of war guards are expected to double as soldiers, while other citizens may choose to aid in the war efforts should they wish to seek glory or defend their homes. The Kjung acts as the sole general of the Denur military during wartime, though they generally appoint other commanders to act beneath them during campaigns. &lt;br /&gt;
&lt;br /&gt;
=== The Throne Guard ===&lt;br /&gt;
The Throne Guard, as their name suggests, are the royal guards that serve directly under the Kjung. There are usually only one or two of these guards at a time, and only the best of the best from the Iron Guard are usually given the chance to rise to this position. Throne Guards tend to be equipped with superior and often magical equipment so they may better protect the Kjung.&lt;br /&gt;
&lt;br /&gt;
=== The Iron Guard ===&lt;br /&gt;
The main guard force of the nation. The Iron Guard are Denur who keep their Hold safe from day-to-day criminals, though may be called upon to act as soldiers during times of war. Due to this, they are regularly put through an intense training regimen to ensure that they are always at their best. &lt;br /&gt;
&lt;br /&gt;
=== Law ===&lt;br /&gt;
Below are a list of example laws to provide an idea of what sorts of actions might fall under certain categories. They are by no means the full list of laws in the Denur nation, and punishment may often be decided on a case by case basis.&lt;br /&gt;
&lt;br /&gt;
'''High Crime'''&lt;br /&gt;
&lt;br /&gt;
These crimes are often the most heinous and are naturally punished as such. Processing is handled by the Guard Captain and the accused will always be placed on trial to be judged by the Kjung. &lt;br /&gt;
&lt;br /&gt;
I. Active use of Void Magic - Execution.&lt;br /&gt;
&lt;br /&gt;
II. Treason - Banishment and a betrayer brand applied to the accused’s cheek, execution, or imprisonment. &lt;br /&gt;
&lt;br /&gt;
III. Murder - Imprisonment or Execution. &lt;br /&gt;
&lt;br /&gt;
'''Low Crime'''&lt;br /&gt;
&lt;br /&gt;
These crimes are generally still quite severe, though will never result in execution. Processing is handled by the Guard Captain, in rare cases a trial may be needed.&lt;br /&gt;
&lt;br /&gt;
I. Stealing - Price of goods stolen + 250 Andros Fine, thief brand applied to the accused’s cheek.&lt;br /&gt;
&lt;br /&gt;
II. Assault - 300 Andros Fine. &lt;br /&gt;
&lt;br /&gt;
III. Destruction of Property - 250 Andros Fine + cost to repair or replace the damaged property.&lt;br /&gt;
&lt;br /&gt;
IV. Association with Voidal Entities - 500 Andros Fine, betrayer brand applied to the accused’s cheek. Repeated offenses may result in High Crime punishment.&lt;br /&gt;
&lt;br /&gt;
V. Failure to Pay Fines - Jail time. 25 Andros = 1 IC Month of Jail time. &lt;br /&gt;
&lt;br /&gt;
'''Petty Crime'''&lt;br /&gt;
These crimes will usually just result in a fine. Repeated offenses may result in the crime being upgraded to a Low Crime. Processing is handled by the guards on duty, no trial is needed.&lt;br /&gt;
&lt;br /&gt;
I. Trespassing - 25 Andros Fine.&lt;br /&gt;
&lt;br /&gt;
II. Concealing One’s Identity - A warning. If they refuse to identify themself after this warning then they are presumed to be a criminal and taken into custody. Further punishment will be decided from there. &lt;br /&gt;
&lt;br /&gt;
III. Possessing Lockpicks - Confiscation of the lockpicks and a 25 Andros Fine per Lockpick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Reforged Realm’s history is still very much in the making… &lt;br /&gt;
&lt;br /&gt;
To see the full history of the Denur people please see previous nation pages.&lt;br /&gt;
Preceded by: [[The Denur Imperium]], [[Realm of the Denur]], and [[The High Kingdom of Arduan]].&lt;br /&gt;
&lt;br /&gt;
Founded in 1536 by Phyrra Obryn, the Reforged Realm sought to do away with what she saw to be outdated and often self harming traditions that continued to bring the Denur people to their knees. In doing so it was hoped that moving forwards the Realm would have a better chance at survival, even if its acting monarch were to pass or step aside. The entire political structure of the Realm was altered, doing away with the Clan system of old and instead shifting towards a council-based leadership system with the acting Kjung at the helm. With this change made the previous Great Clans were stripped of the political presence they had and deemed to be no more than Denur families – names still held weight and respect, but they were no longer part of the political structure of the Denur. &lt;br /&gt;
&lt;br /&gt;
Nearing the end of the year 1539 the Denur finally achieved their decades long goal of retaking Dar-ach Denur. Through the united power of the coalition formed between the Denur remnants, Mitrona, Luminion, the Order of Thyst, and many other brave unaffiliated warriors they managed to bring down the trolls, frost giants, and even the demonically empowered ice mage that had stolen and defiled the once great Hold. On that day the Void was dealt a loss, the first of many to come.&lt;br /&gt;
&lt;br /&gt;
A new era was on the horizon for the Denur, but there was still much to be done. A year of rest was ordered by the Kjung, a time to recuperate, rebuild, and prepare for the many fights against the Void and its servants to come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Nations|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;br /&gt;
{{DEFAULTSORT:The_Iron_Orhim}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_High_Kingdom_of_Arduan&amp;diff=5938</id>
		<title>The High Kingdom of Arduan</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_High_Kingdom_of_Arduan&amp;diff=5938"/>
		<updated>2024-04-01T21:23:00Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Iron Orhim}}&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:Arduan.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|Drzathas Mountains&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Denur]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|Ancestor Gods&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System'''&lt;br /&gt;
|Clanship Elective Monarchy&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leaders'''&lt;br /&gt;
|High King Skargrod Emberthorn&lt;br /&gt;
|-&lt;br /&gt;
|'''Preceded by:'''&lt;br /&gt;
|[[The Reforged Realm of the Denur]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The High Kingdom of Arduan was once one of the great centres of civilisation on Eden and was named after its legendary founder; Arduan Starforged. The forges plenty, their beards long, none would dare to sully the name of any Denur. A prideful people, their love for rock and stone is reflected in the ancient halls that can be seen throughout the entire continent. &lt;br /&gt;
&lt;br /&gt;
This once mighty yet still proud civilisation, expelled from its mountain home of Dar-ach Denur, has never ceased its efforts to reclaim what is rightfully theirs. Their forges still run hot, and their ale still flows, always keeping in line with their ancient customs. The Denur of the High Kingdom work in unison to rebuild from the Jägershoff Brewery and gather what is left of their scattered brethren, hoping that one day they may return to the mountains and usher in a new golden age for all Denur.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Culture and Society==&lt;br /&gt;
&lt;br /&gt;
=== '''The Clans of Arduan''' ===&lt;br /&gt;
The Denur of Arduan are a closely-knit people and can be described as a large family contriving of other, smaller families. Families within the High Kingdom often refer to themselves as clans, with the largest and most prominent of them being part of the great clans and thus the clan council. These clans, although often rivals, continually work together to better the High Kingdom. Some clans can trace their heritage back to the times of Arduan himself, and some of the newer clans will tirelessly attempt to build their own legacy. Being part of a clan is one of the greatest pleasures for a Denur, the clans are often filled with Denur that are of the same mind and heart. Each and every clan has their own speciality, and it is not uncommon for clans to take in and adopt those that show great promise in their field. Those within a clan dine together, fight together, and form one political block within the council. Through this system of clans, these Denur have forged a system where those who provide service to the High Kingdom have a say within it, and ultimately choose a new High King when the previous dies or retires.&lt;br /&gt;
&lt;br /&gt;
Noteworthy Clans:&lt;br /&gt;
&lt;br /&gt;
===== Whitebeard =====&lt;br /&gt;
The Whitebeard clan is a Great Clan of Arduan. The Whitebeards are one of the oldest and proudest clans within the High Kingdom. They are often famed for the many High Kings that have come from their lineage, and strive to retain their political dominance. Denur who carry Whitebeard blood are often born with their signature white mane and adopted into the clan.&lt;br /&gt;
&lt;br /&gt;
===== Doomforged =====&lt;br /&gt;
The Doomforged clan is a Great Clan of Arduan. Said to be born in darkness, and forged in fire; dwelling in deep caves, living close to the bubbling magma of the very depths. They are known to be dedicated smiths, and skilled prospectors. Usually of darker skin, and born with crimson or orange eyes. Known to be secretive about their history and skills, the Doomforged are usually extremely stubborn and distrustful of outsiders— and even their own. Often the Doomforged are seen wearing ceremonial paint in the colors of their eyes and environment, that being the streams of fire and magma.&lt;br /&gt;
&lt;br /&gt;
===== Emberborn =====&lt;br /&gt;
The Emberborn clan is a Great Clan of Arduan. Founded by some of the greatest minds the Denur had ever seen, the Emberborn pride themselves upon their ingenuity and mental prowess. Their inventions have decorated their halls and assisted the Denur for many years, advancing their kin through hard work and determination. Members of the Emberborn clan often have blonde hair and tend to be slightly taller than the average Denur.&lt;br /&gt;
&lt;br /&gt;
===== Battlehand =====&lt;br /&gt;
The Battlehand clan is a Great Clan of Arduan. The Battlehands are a clan of notorious Denur, known for their ferocious style of combat. These Denur pride themselves upon a long lineage of legendary fighters and Grand Marshals within the High Kingdom. The Denur of the Battlehand clan are often built leaner than their brethren and are brown of hair.&lt;br /&gt;
&lt;br /&gt;
=== Political Beliefs ===&lt;br /&gt;
The consensus among the Denur of the High Kingdom has often been that the only ones they can rely upon are themselves. This is reflected in all they do, on both a small and global scale. These Denur believe that only through their own unity and strength, they can reclaim the greatness that was lost with time. This does not mean they do not interact with the other races, kingdoms and empires of Eden, for fate has forced them to. However, these Denur are often very distrusting and cynical about the intent of all things foreign and will rarely lock themselves into anything unless their trust has been won over, which remains a feat few have ever attained. Their trust in one another is something different entirely though, these Denur have always seen one another as brethren, and aside from the occasional squabble and grumble, Denur are known to be willing to lay down their lives in protection of their own.&lt;br /&gt;
&lt;br /&gt;
=== The Denur Craft ===&lt;br /&gt;
Every area inhabited by Denur is often filled with the clanging of steel against steel, the grinding of gems and the carving of rock. The Denur of the High Kingdom are no different in that regard, with most Denur choosing a path of craftsmanship next to their usual thirst for a fight. All Denur are taught a craft and are expected to become masters within that craft, honouring their ancestors in the process.&lt;br /&gt;
&lt;br /&gt;
Life in the High Kingdom is mainly focused on hard work, no matter the branch, which starts from the moment a youngling can walk. Depending on which clan a young Denur is born into, if any at all, they are given a task and a goal to attain in life. The Denur of Arduan have always believed that practice is the best, and only, teacher. From a young age, these young Denur become apprentices of their elders, striving to surpass the skill of their forebears. A certain hunger for improvement lives within the hearts of all Denur, and once chosen a path, a Denur rarely strays from it. Many of the Denur smiths and artisans have been craftsmen for tens, sometimes hundreds of years, with each generation passing on their knowledge and tricks to the next. In Denur society, working is one of the greatest honours, and diligence is a great virtue within their ranks. A Denur rarely stops working until they die, for it would bring great shame upon their clan if they were to do so.&lt;br /&gt;
&lt;br /&gt;
=== Festivals and Celebrations ===&lt;br /&gt;
Founder’s Day | A day of celebration for the founder of Dar-ach Denur, Arduan. It is usually celebrated with a large feast in one of the holds, and all Denur travel there to celebrate the day.&lt;br /&gt;
&lt;br /&gt;
The Great Melee | A day of brawling and drinking for the Denur, all are invited to test their mettle and fight to see who is the strongest in the hold. Bets are usually placed and spectators come from afar to watch.&lt;br /&gt;
&lt;br /&gt;
Keg’s End | Celebrated on the night of the new year, this holiday marks a special moment for the Denur. All kegs within the hold must be emptied when the sun rises, and thrown onto a big pyre which is then set aflame during a ritual, promising good health and prosperity.&lt;br /&gt;
&lt;br /&gt;
==Military and Law:==&lt;br /&gt;
&lt;br /&gt;
=== The Way of Iron and Steel ===&lt;br /&gt;
Aside from their usual life of crafting and drinking, all Denur are known to be quite inclined to fight. A long tradition of having to ward off the many dangers the continent of Eden has to offer has bred a need for strong warriors within the Denur ranks. Like their craft, a Denur born in Arduan is taught to hold their own in combat from a very young age, often by the elders within their clan. A short and sturdy folk, most younglings opt to fight with hammers, axes and shields and are known to prefer getting up close and personal with their enemy. Some exceptionally skilled Denur choose to live a life of constant fighting and end up joining the Iron Guard, the standing army of Arduan.&lt;br /&gt;
&lt;br /&gt;
==== The Iron Guard ====&lt;br /&gt;
The standing army of Arduan, a collection of Denur whose calling it is to fight. Sometimes they are referred to as ‘Arduan’s Slayers’, and will often act similar to a mercenary company. The Iron Guard takes quests and works to rid the continent of different beasts and enemies in search for glory and in some cases redemption. Though that is their purpose during peacetime, their main goal is to preserve the survival of the Denur race and the High Kingdom itself.&lt;br /&gt;
&lt;br /&gt;
==== Trial and Punishment ====&lt;br /&gt;
Should someone break one of Arduan’s sacred laws, they are to be brought before a tribunal of clans where their fate shall be decided. Punishments differ depending on the crime, though most Denur criminals are sentenced to serve in the Iron Guard and redeem themselves and restore honour to their name. There is only one crime punishable by death within the High Kingdom, kinslaying, for it is seen as the ultimate dishonour upon one’s soul and the entire race. Punishments for outsiders are often much more severe, as those who take advantage of Denur hospitality are deemed unworthy, and a grudge must be settled. This can range from dismemberment to execution, yet it is safe to say that the Denur will have their satisfaction, usually taken with blood.&lt;br /&gt;
&lt;br /&gt;
==History:==&lt;br /&gt;
&lt;br /&gt;
The history of the High Kingdom of Arduan is heavily influenced by the High Kjung of their times. Each High Kjung brought with them their own visions and beliefs, bringing about a new age for the folk living inside the Kingdom time and time again. From the founder, Arduan Starforged, to any modern day High Kjung, history is defined by their actions. &lt;br /&gt;
&lt;br /&gt;
=== Noteworthy High Kings of Arduan ===&lt;br /&gt;
'''Arduan Starforged''' | The first High King of the Denur, it is said he built Dar-ach Denur for his people, safe from all outside perils. A great commander and a true leader, he wielded a large greataxe adorned by a shining white gem. The greataxe was the symbol for the High King, as it was masterfully crafted from metal originating from outer space, finding its way into the Dzrathas Mountains in the form of a meteorite. This greataxe later become known as the Starforged Greataxe. It is disputed what Arduan may have looked like, but he is often depicted to have a great brown beard with hazel, burning eyes. The High Kingdom was later named after him and he is often famed as the Father of the Mountain. Arduan was the first to realize the potential of the earth and all of its various minerals, starting the creation of the various Denur keeps utilizing clever contraptions made of bronze, iron, gold, and dark steel. Arduan handed over the High Kingdom to his friend, Argilac, as he continued searching for more legendary metals. The coronation where Arduan left the Starforged Greataxe in the care of Argilac is the last recorded entry of his existence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Argilac Stoneguard''' | Famed as one of the greatest geomancers of his time, he was the High King of Arduan and brought an era of peace with him. The Denur flourished under his reign, and geomancy became more widespread throughout the holds. Many underground trade routes were constructed using the wisdom of Argilac. Though, after the decline of geomancy, these routes were doomed to collapse in the end. Argilac managed to pick up where Arduan left off and develop the holds into nigh impenetrable strongholds. These strongholds would later become the target of perilous corruption soon after their golden age. Dar Zenour and Dar Azur fell one after another to an unknown corruption that still haunts these places to this day. Many have tried entering the fallen holds, yet few return from such adventures. The cause of this corruption is said to have come from within, as these holds were almost impossible to conquer from the outside. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Orun Grudgebearer''' | One of the greatest High Kings to have lived, he forged the Great Book of Grudges and declared all slights against the Denur people be written within it, to be avenged at the hands of himself and all future High Kings. A great council was called where all the clans could write down their grudges within the book, creating a collective list of grudges against the Denur people. The Great Book of Grudges is now passed down from each High King to the next and provides the base for Denur culture. This would be the origin of the council of clans which can be seen operating until this very day. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Uldrig Proudfist''' | The sitting High King during the Great Collapse, known for his pride, some Denur speculate that is what brought forth the downfall of his Kingdom. Uldrig is often remembered as an angry Denur, more stubborn than most. He believed in denur supremacy over anything else, refusing to take aid when the High Kingdom most needed it. Uldrig shut the doors of the great denur holds during the Rotting Plague, causing the rations to dwindle quickly and the farms outside to be abandoned. When the Rotting Plague was over, not many Denur had even known it was really going on. The five years of the plague were spent indoors by the Denur, with only a few succumbing to it due to travelling outside of the holds when the plague first hit. When the Denur emerged from their isolation, they had been richer through years of dedicated mining. However, they found their farms were no longer functioning which caused The Great Starvation. An event where many Denur folk lost their lives due to the lack of insight by their High King. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Grilthram Runefist''' | A High King who fought a losing battle, having to pick up as successor to Uldrig. Grilthram attempted to bring back the Denur from the brink of destruction. A heavy famine had claimed many lives as Grilthram spent effort after effort to re-invigorate the food production of the Denur. Many adversaries laid their eyes bare to the impenetrable mountain hold of Dar-Ach Denur that was now laid to waste. First came a demon of rot, attempting to take over the hold by force, but a coalition between Denur and Men led a resistance that repelled the invaders, killing greater demons in the process. A time of relative peace ensued after, restoration plans underway and Denur-kind rising up again. This peace would not last as another evil looked towards the mountain as their base of operations. On the Night of Statues, an intense cold invaded Dar-Ach Denur, causing many Denur to be frozen solid in an instant turning them into statues of ice. Those who managed to survive became wanderers, but the body of Grilthram was never found. He is said to still stand in the mountain as he was willing to face whatever attacked the High Kingdom during the event. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Belegar Whitebeard''' | A former High King of Arduan, who was vital in the effort of retaking Dar-ach Denur, attempting to gather what was left of his brethren. He is known to have a white beard with icicles hanging from it, having survived the Night of Statues, and a magically imbued greataxe at his side.&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Nations|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;br /&gt;
{{DEFAULTSORT:The_Iron_Orhim}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Denur1.jpg&amp;diff=5937</id>
		<title>File:Denur1.jpg</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Denur1.jpg&amp;diff=5937"/>
		<updated>2024-04-01T20:47:48Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The average Denur.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5875</id>
		<title>Gregor von Volker</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5875"/>
		<updated>2024-03-11T13:31:56Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Gregor von Volker&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:VaterGregor.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1501 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouse(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|[[Patriarch Alexios]]&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1536 - Present&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;
''Vater Gregor von Volker I, born as Gregor Walder, is the first Vater of the reformed Alderist Temple in the Hadrian Empire.''&lt;br /&gt;
&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Gregor is an Attian middle aged man, with a noble bearing and a determined gait. The fact that half of Gregor’s face is covered by a silver mask is the first thing that you would notice, he wears it because of the scarring an illness in his youth left behind. He has thick dark brown hair cut short, piercing black eyes enhance his grim and shadowy expression, which hides a profound knowledge. He usually wears his papal clothes partly made of a sumptuous metal armour, with rich red and black embroidery embellished with a golden 9-pointed star and an emblem that consists of a sword and a single open eye.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gregor is an intellectual man, and believes himself to be just that. He often refers to himself as a living encyclopedia, though the many years of isolation and his intellect have made his mind hyperactive and full of inklings and forebodings. Nevertheless Gregor prides himself upon his unshakeable faith, it doesn't matter what may happen nor anything else that is of this world. Gregor's faith is immutable, a granite truth. Nothing that happens ever truly shocks him, as he is a firm believer in the pre-determination that the Alderist faith teaches. Though underneath the armour of a staunch priest lies a more nuanced version of the Vater, Gregor has a pragmatic approach to faith and tries to hide the fact that he tends to give more weight to institutions and people in his choices with rhetoric, rather than blindly following the dogmas and truths of the faith. What is beneficial to the Temple is beneficial to Alder, that is his true belief.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
=== Gregor Walder ===&lt;br /&gt;
Born in Adelsburg into a family of minstrels, his still young parents were among the first to be affected by the Rotting Plague when Gregor was only five years old. As the horrible disease consumed them, they noticed that it had miraculously stopped in their son, following repeated prayers addressed to Aristea. Before dying, Leopold and Brunhilde Walder entrusted their son to the Temple to raise, knowing they would die. Gregor never really knew his parents, of whom he only has vague memories of the lullabies he heard in his cradle as a child. He grew up among the clergy of Adelsburg, spending most of his time among the books of the Curia, becoming passionate about the most varied and disparate interests, as well as Alderism. At the age of 16, he joined the clergy as a novice and chose Volker as his sentinel because he saw his goal and destiny in his wisdom and ability to read the world. After spending most of his time between books and theological studies, he made his fortune in the politics of the Alderist clergy, as he was considered by the many rival factions without charisma and of little political weight: an ideal candidate in a Temple divided by many disagreements. In a short time he then became Erzbishop of Adelsburg and afterwards Vater, acclaimed by the clergy of Adelsburg.&lt;br /&gt;
&lt;br /&gt;
=== Gregor von Volker I ===&lt;br /&gt;
Elected Vater in an antiquated Temple which was struggling to be heard, Gregor identified decentralization and a lack of independence as the main problems he had to face. Gregor was responsible for the reduction of the police freedoms of the cult of Mortius, the reform of the imperial inquisition, a position that was in disuse, and the foundation of the order of Templar Paladins. This controversial reform, aimed at providing the Vater with a personal guard, generated criticism among nobility for the fact that he began to recruit and re-educate some former criminals, including Nihil von Rosatia, the first and most (in)famous of the Templar Paladins. Gregor therefore decided to regulate the introduction of a minor celibacy for the Erzbishops, and to reassure the nobility by guaranteeing their &amp;quot;Herolds&amp;quot; the exclusive position of Grand Master of the Templars, providing the aforementioned with the possibility of receiving fiefdoms from the state.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Patriarch_Alexios&amp;diff=5874</id>
		<title>Patriarch Alexios</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Patriarch_Alexios&amp;diff=5874"/>
		<updated>2024-03-11T13:25:08Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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;
|+&lt;br /&gt;
Patriarch Alexios&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:PatriarchAlexios.png|center|frameless|300x300px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Patriarch of the Alderist Church&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Illegitimate&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1493 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Died&lt;br /&gt;
|''Unknown''&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|[[Gregor von Volker]]&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1532 - 1534&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Hinterlanders|Hinterlander Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Alexios was a short yet slender man, he had piercing blue eyes and relatively plain features, hidden by a long and full black beard. He looked withered, even for his age, but those who saw him deliver his sermons could attest to seeing a blue flame in his eyes. Whether such a flame came forth from passion, faith or hatred, it was nonetheless visible.&lt;br /&gt;
&lt;br /&gt;
==Summary:==&lt;br /&gt;
Patriarch Alexios was installed during the short reign of [[Sine Verrador]], and his duties were thus performed within the Electorate Imperium of Hadriana. His time as Patriarch, although shortlived, left a lasting and irreversible impact on the Alderist Church. During his time, the Church, along with most other institutions in the Electorate Replubic experienced a large decline in support. His fiery speeches and sermons fell deaf on the ears of the Hadrian populace and at the end of his reign, the Church was whittled down so much, it had become a farce. His seat was St. Onnodrith's Cathedral in Adelsburg, before it was knocked down and replaced after the reclamation of the city by Diederick-Göbel von Lichtenfelts. With that, the returning Kaiser ushered in a new age for the Church and it was dubbed the Temple of Alder, with a Vater at the helm. A large new Temple was built where St. Onnodrith's Cathedral had once stood and it was from then that the faith began to heal and grow within the populace once more. In many ways, Patriarch Alexios' reign is seen as one of the most prominent black pages in Alderist recollection.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Patriarch_Alexios&amp;diff=5873</id>
		<title>Patriarch Alexios</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Patriarch_Alexios&amp;diff=5873"/>
		<updated>2024-03-11T13:24:57Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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;
|+&lt;br /&gt;
Patriarch Alexios&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:PatriarchAlexios.png|center|frameless|300x300px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Patriarch of the Alderist Church&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Illegitimate&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1493 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Died&lt;br /&gt;
|''Unknown''&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|[[Gregor von Volker]]&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1532 - 1534&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Hinterlanders|Hinterlander Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Alexios was a short yet slender man, he had piercing blue eyes and relatively plain features, hidden by a long and full black beard. He looked withered, even for his age, but those who saw him deliver his sermons could attest to seeing a blue flame in his eyes. Whether such a flame came forth from passion, faith or hatred, it was nonetheless visible.&lt;br /&gt;
&lt;br /&gt;
==Summary:==&lt;br /&gt;
Patriarch Alexios was installed during the short reign of [[Sine Verrador]], and his duties were thus performed within the Electorate Imperium of Hadriana. His time as Patriarch, although shortlived, left a lasting and irreversible impact on the Alderist Church. During his time, the Church, along with most other institutions in the Electorate Replubic experienced a large decline in support. His fiery speeches and sermons fell deaf on the ears of the Hadrian populace and at the end of his reign, the Church was whittled down so much, it had become a farce. His seat was St. Onnodrith's Cathedral in Adelsburg, before it was knocked down and replaced after the reclamation of the city by Diederick-Göbel von Lichtenfelts. With that, the returning Kaiser ushered in a new age for the Church and it was dubbed the Temple of Alder, with a Vater at the helm. A large new Temple was built where St. Onnodrith's Cathedral had once stood and it was from then that the faith began to heal and grow within the populace once more. In many ways, Patriarch Alexios' reign is seen as one of the most prominent black pages in Alderist recollection.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Patriarch_Alexios&amp;diff=5872</id>
		<title>Patriarch Alexios</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Patriarch_Alexios&amp;diff=5872"/>
		<updated>2024-03-11T13:24:44Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot; |+ Patriarch Alexios | colspan=&amp;quot;2&amp;quot; |300x300px |- |Title(s) |Patriarch of the Alderist Church |- |Nickname(s) |The Illegitimate |- |Born |1493 AFS |- |Died |''Unknown'' |- |Spouses |N/A |- |Issue |N/A |- |Predecessor |N/A |- |Successor |Gregor von Volker |- |Rule |1532 - 1534 |- |Realm(s) |The Hadrian Empire |- |Race |Hinterlander Humans |-...&amp;quot;&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;
|+&lt;br /&gt;
Patriarch Alexios&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:PatriarchAlexios.png|center|frameless|300x300px]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Patriarch of the Alderist Church&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|The Illegitimate&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1493 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Died&lt;br /&gt;
|''Unknown''&lt;br /&gt;
|-&lt;br /&gt;
|Spouses&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|[[Gregor von Volker]]&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1532 - 1534&lt;br /&gt;
|-&lt;br /&gt;
|Realm(s)&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|Race&lt;br /&gt;
|[[Hinterlanders|Hinterlander Humans]]&lt;br /&gt;
|-&lt;br /&gt;
|Culture&lt;br /&gt;
|Hadrian&lt;br /&gt;
|}&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Alexios was a short yet slender man, he had piercing blue eyes and relatively plain features, hidden by a long and full black beard. He looked withered, even for his age, but those who saw him deliver his sermons could attest to seeing a blue flame in his eyes. Whether such a flame came forth from passion, faith or hatred, it was nonetheless visible.&lt;br /&gt;
&lt;br /&gt;
==Summary:==&lt;br /&gt;
Patriarch Alexios was installed during the short reign of [[Sine Verrador]], and his duties were thus performed within the Electorate Imperium of Hadriana. His time as Patriarch, although shortlived, left a lasting and irreversible impact on the Alderist Church. During his time, the Church, along with most other institutions in the Electorate Replubic experienced a large decline in support. His fiery speeches and sermons fell deaf on the ears of the Hadrian populace and at the end of his reign, the Church was whittled down so much, it had become a farce. His seat was St. Onnodrith's Cathedral in Adelsburg, before it was knocked down and replaced after the reclamation of the city by Diederick-Göbel von Lichtenfelts. With that, the returning Kaiser ushered in a new age for the Church and it was dubbed the Temple of Alder, with a Vater at the helm. A large new Temple was built where St. Onnodrith's Cathedral had once stood and it was from then that the faith began to heal and grow within the populace once more. In many ways, Patriarch Alexios' reign is seen as one of the most prominent black pages in Alderist recollection.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:PatriarchAlexios.png&amp;diff=5871</id>
		<title>File:PatriarchAlexios.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:PatriarchAlexios.png&amp;diff=5871"/>
		<updated>2024-03-11T13:02:45Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heathen Patriarch of the Alderist Temple&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5870</id>
		<title>Gregor von Volker</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5870"/>
		<updated>2024-03-11T12:52:33Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Gregor von Volker&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:VaterGregor.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1501 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouse(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|[[Patriarch Alexios]]&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1540 - Present&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;
''Vater Gregor von Volker I, born as Gregor Walder, is the first Vater of the reformed Alderist Temple in the Hadrian Empire.''&lt;br /&gt;
&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Gregor is an Attian middle aged man, with a noble bearing and a determined gait. The fact that half of Gregor’s face is covered by a silver mask is the first thing that you would notice, he wears it because of the scarring an illness in his youth left behind. He has thick dark brown hair cut short, piercing black eyes enhance his grim and shadowy expression, which hides a profound knowledge. He usually wears his papal clothes partly made of a sumptuous metal armour, with rich red and black embroidery embellished with a golden 9-pointed star and an emblem that consists of a sword and a single open eye.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gregor is an intellectual man, and believes himself to be just that. He often refers to himself as a living encyclopedia, though the many years of isolation and his intellect have made his mind hyperactive and full of inklings and forebodings. Nevertheless Gregor prides himself upon his unshakeable faith, it doesn't matter what may happen nor anything else that is of this world. Gregor's faith is immutable, a granite truth. Nothing that happens ever truly shocks him, as he is a firm believer in the pre-determination that the Alderist faith teaches. Though underneath the armour of a staunch priest lies a more nuanced version of the Vater, Gregor has a pragmatic approach to faith and tries to hide the fact that he tends to give more weight to institutions and people in his choices with rhetoric, rather than blindly following the dogmas and truths of the faith. What is beneficial to the Temple is beneficial to Alder, that is his true belief.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
=== Gregor Walder ===&lt;br /&gt;
Born in Adelsburg into a family of minstrels, his still young parents were among the first to be affected by the Rotting Plague when Gregor was only five years old. As the horrible disease consumed them, they noticed that it had miraculously stopped in their son, following repeated prayers addressed to Aristea. Before dying, Leopold and Brunhilde Walder entrusted their son to the Temple to raise, knowing they would die. Gregor never really knew his parents, of whom he only has vague memories of the lullabies he heard in his cradle as a child. He grew up among the clergy of Adelsburg, spending most of his time among the books of the Curia, becoming passionate about the most varied and disparate interests, as well as Alderism. At the age of 16, he joined the clergy as a novice and chose Volker as his sentinel because he saw his goal and destiny in his wisdom and ability to read the world. After spending most of his time between books and theological studies, he made his fortune in the politics of the Alderist clergy, as he was considered by the many rival factions without charisma and of little political weight: an ideal candidate in a Temple divided by many disagreements. In a short time he then became Erzbishop of Adelsburg and afterwards Vater, acclaimed by the clergy of Adelsburg.&lt;br /&gt;
&lt;br /&gt;
=== Gregor von Volker I ===&lt;br /&gt;
Elected Vater in an antiquated Temple which was struggling to be heard, Gregor identified decentralization and a lack of independence as the main problems he had to face. Gregor was responsible for the reduction of the police freedoms of the cult of Mortius, the reform of the imperial inquisition, a position that was in disuse, and the foundation of the order of Templar Paladins. This controversial reform, aimed at providing the Vater with a personal guard, generated criticism among nobility for the fact that he began to recruit and re-educate some former criminals, including Nihil von Rosatia, the first and most (in)famous of the Templar Paladins. Gregor therefore decided to regulate the introduction of a minor celibacy for the Erzbishops, and to reassure the nobility by guaranteeing their &amp;quot;Herolds&amp;quot; the exclusive position of Grand Master of the Templars, providing the aforementioned with the possibility of receiving fiefdoms from the state.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5869</id>
		<title>Gregor von Volker</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5869"/>
		<updated>2024-03-11T12:46:13Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Gregor von Volker&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:VaterGregor.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the [[Alderism|Alderist Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1501 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouse(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1540 - Present&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;
''Vater Gregor von Volker I, born as Gregor Walder, is the first Vater of the reformed Alderist Temple in the Hadrian Empire.''&lt;br /&gt;
&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Gregor is an Attian middle aged man, with a noble bearing and a determined gait. The fact that half of Gregor’s face is covered by a silver mask is the first thing that you would notice, he wears it because of the scarring an illness in his youth left behind. He has thick dark brown hair cut short, piercing black eyes enhance his grim and shadowy expression, which hides a profound knowledge. He usually wears his papal clothes partly made of a sumptuous metal armour, with rich red and black embroidery embellished with a golden 9-pointed star and an emblem that consists of a sword and a single open eye.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gregor is an intellectual man, and believes himself to be just that. He often refers to himself as a living encyclopedia, though the many years of isolation and his intellect have made his mind hyperactive and full of inklings and forebodings. Nevertheless Gregor prides himself upon his unshakeable faith, it doesn't matter what may happen nor anything else that is of this world. Gregor's faith is immutable, a granite truth. Nothing that happens ever truly shocks him, as he is a firm believer in the pre-determination that the Alderist faith teaches. Though underneath the armour of a staunch priest lies a more nuanced version of the Vater, Gregor has a pragmatic approach to faith and tries to hide the fact that he tends to give more weight to institutions and people in his choices with rhetoric, rather than blindly following the dogmas and truths of the faith. What is beneficial to the Temple is beneficial to Alder, that is his true belief.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
=== Gregor Walder ===&lt;br /&gt;
Born in Adelsburg into a family of minstrels, his still young parents were among the first to be affected by the Rotting Plague when Gregor was only five years old. As the horrible disease consumed them, they noticed that it had miraculously stopped in their son, following repeated prayers addressed to Aristea. Before dying, Leopold and Brunhilde Walder entrusted their son to the Temple to raise, knowing they would die. Gregor never really knew his parents, of whom he only has vague memories of the lullabies he heard in his cradle as a child. He grew up among the clergy of Adelsburg, spending most of his time among the books of the Curia, becoming passionate about the most varied and disparate interests, as well as Alderism. At the age of 16, he joined the clergy as a novice and chose Volker as his sentinel because he saw his goal and destiny in his wisdom and ability to read the world. After spending most of his time between books and theological studies, he made his fortune in the politics of the Alderist clergy, as he was considered by the many rival factions without charisma and of little political weight: an ideal candidate in a Temple divided by many disagreements. In a short time he then became Erzbishop of Adelsburg and afterwards Vater, acclaimed by the clergy of Adelsburg.&lt;br /&gt;
&lt;br /&gt;
=== Gregor von Volker I ===&lt;br /&gt;
Elected Vater in an antiquated Temple which was struggling to be heard, Gregor identified decentralization and a lack of independence as the main problems he had to face. Gregor was responsible for the reduction of the police freedoms of the cult of Mortius, the reform of the imperial inquisition, a position that was in disuse, and the foundation of the order of Templar Paladins. This controversial reform, aimed at providing the Vater with a personal guard, generated criticism among nobility for the fact that he began to recruit and re-educate some former criminals, including Nihil von Rosatia, the first and most (in)famous of the Templar Paladins. Gregor therefore decided to regulate the introduction of a minor celibacy for the Erzbishops, and to reassure the nobility by guaranteeing their &amp;quot;Herolds&amp;quot; the exclusive position of Grand Master of the Templars, providing the aforementioned with the possibility of receiving fiefdoms from the state.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5868</id>
		<title>Gregor von Volker</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5868"/>
		<updated>2024-03-11T12:45:02Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Gregor von Volker&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:VaterGregor.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the Alderist Temple&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1501 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouse(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1540 - Present&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;
''Vater Gregor von Volker I, born as Gregor Walder, is the first Vater of the reformed Alderist Temple in the Hadrian Empire.''&lt;br /&gt;
&lt;br /&gt;
==Physical Description:==&lt;br /&gt;
Gregor is an Attian middle aged man, with a noble bearing and a determined gait. The fact that half of Gregor’s face is covered by a silver mask is the first thing that you would notice, he wears it because of the scarring an illness in his youth left behind. He has thick dark brown hair cut short, piercing black eyes enhance his grim and shadowy expression, which hides a profound knowledge. He usually wears his papal clothes partly made of a sumptuous metal armor, with rich red and black embroidery embellished with a golden 9-pointed star and an emblem that consists of a sword and a single open eye.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gregor is an intellectual man, and believes himself to be just that. He often refers to himself as a living encyclopedia, though the many years of isolation and his intellect have made his mind hyperactive and full of inklings and forebodings. Nevertheless Gregor prides himself upon his unshakeable faith, it doesn't matter what may happen nor anything else that is of this world. Gregor's faith is immutable, a granite truth. Nothing that happens ever truly shocks him, as he is a firm believer in the pre-determination that the Alderist faith teaches. Though underneath the armour of a staunch priest lies a more nuanced version of the Vater, Gregor has a pragmatic approach to faith and tries to hide the fact that he tends to give more weight to institutions and people in his choices with rhetoric, rather than blindly following the dogmas and truths of the faith. What is beneficial to the Temple is beneficial to Alder, that is his true belief.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
=== Gregor Walder ===&lt;br /&gt;
Born in Adelsburg into a family of minstrels, his still young parents were among the first to be affected by the Rotting Plague when Gregor was only five years old. As the horrible disease consumed them, they noticed that it had miraculously stopped in their son, following repeated prayers addressed to Aristea. Before dying, Leopold and Brunhilde Walder entrusted their son to the Temple to raise, knowing they would die. Gregor never really knew his parents, of whom he only has vague memories of the lullabies he heard in his cradle as a child. He grew up among the clergy of Adelsburg, spending most of his time among the books of the Curia, becoming passionate about the most varied and disparate interests, as well as Alderism. At the age of 16, he joined the clergy as a novice and chose Volker as his sentinel because he saw his goal and destiny in his wisdom and ability to read the world. After spending most of his time between books and theological studies, he made his fortune in the politics of the Alderist clergy, as he was considered by the many rival factions without charisma and of little political weight: an ideal candidate in a Temple divided by many disagreements. In a short time he then became Erzbishop of Adelsburg and afterwards Vater, acclaimed by the clergy of Adelsburg.&lt;br /&gt;
&lt;br /&gt;
=== Gregor von Volker I ===&lt;br /&gt;
Elected Vater in an antiquated Temple which was struggling to be heard, Gregor identified decentralization and a lack of independence as the main problems he had to face. Gregor was responsible for the reduction of the police freedoms of the cult of Mortius, the reform of the imperial inquisition, a position that was in disuse, and the foundation of the order of Templar Paladins. This controversial reform, aimed at providing the Vater with a personal guard, generated criticism among nobility for the fact that he began to recruit and re-educate some former criminals, including Nihil von Rosatia, the first and most (in)famous of the Templar Paladins. Gregor therefore decided to regulate the introduction of a minor celibacy for the Erzbishops, and to reassure the nobility by guaranteeing their &amp;quot;Herolds&amp;quot; the exclusive position of Grand Master of the Templars, providing the aforementioned with the possibility of receiving fiefdoms from the state.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5867</id>
		<title>Gregor von Volker</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gregor_von_Volker&amp;diff=5867"/>
		<updated>2024-03-11T12:44:23Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: Created page with &amp;quot;''Vater Gregor von Volker I, born as Gregor Walder, is the first Vater of the reformed Alderist Temple in the Hadrian Empire.'' {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot; |+ Gregor von Volker | colspan=&amp;quot;2&amp;quot; |frameless |- |Title(s) |Vater of the Alderist Temple |- |Nickname(s) |N/A |- |Born |1501 AFS |- |Spouse(s) |N/A |- |Issue |N/A |- |Predecessor |N/A |- |Successor |N/A |- |Rule |1540 - Present |- |Realm(s) |The Hadria...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Vater Gregor von Volker I, born as Gregor Walder, is the first Vater of the reformed Alderist Temple in the Hadrian Empire.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Gregor von Volker&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:VaterGregor.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|Title(s)&lt;br /&gt;
|Vater of the Alderist Temple&lt;br /&gt;
|-&lt;br /&gt;
|Nickname(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Born&lt;br /&gt;
|1501 AFS&lt;br /&gt;
|-&lt;br /&gt;
|Spouse(s)&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Issue&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Predecessor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Successor&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rule&lt;br /&gt;
|1540 - Present&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;
Gregor is an Attian middle aged man, with a noble bearing and a determined gait. The fact that half of Gregor’s face is covered by a silver mask is the first thing that you would notice, he wears it because of the scarring an illness in his youth left behind. He has thick dark brown hair cut short, piercing black eyes enhance his grim and shadowy expression, which hides a profound knowledge. He usually wears his papal clothes partly made of a sumptuous metal armor, with rich red and black embroidery embellished with a golden 9-pointed star and an emblem that consists of a sword and a single open eye.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Gregor is an intellectual man, and believes himself to be just that. He often refers to himself as a living encyclopedia, though the many years of isolation and his intellect have made his mind hyperactive and full of inklings and forebodings. Nevertheless Gregor prides himself upon his unshakeable faith, it doesn't matter what may happen nor anything else that is of this world. Gregor's faith is immutable, a granite truth. Nothing that happens ever truly shocks him, as he is a firm believer in the pre-determination that the Alderist faith teaches. Though underneath the armour of a staunch priest lies a more nuanced version of the Vater, Gregor has a pragmatic approach to faith and tries to hide the fact that he tends to give more weight to institutions and people in his choices with rhetoric, rather than blindly following the dogmas and truths of the faith. What is beneficial to the Temple is beneficial to Alder, that is his true belief.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
=== Gregor Walder ===&lt;br /&gt;
Born in Adelsburg into a family of minstrels, his still young parents were among the first to be affected by the Rotting Plague when Gregor was only five years old. As the horrible disease consumed them, they noticed that it had miraculously stopped in their son, following repeated prayers addressed to Aristea. Before dying, Leopold and Brunhilde Walder entrusted their son to the Temple to raise, knowing they would die. Gregor never really knew his parents, of whom he only has vague memories of the lullabies he heard in his cradle as a child. He grew up among the clergy of Adelsburg, spending most of his time among the books of the Curia, becoming passionate about the most varied and disparate interests, as well as Alderism. At the age of 16, he joined the clergy as a novice and chose Volker as his sentinel because he saw his goal and destiny in his wisdom and ability to read the world. After spending most of his time between books and theological studies, he made his fortune in the politics of the Alderist clergy, as he was considered by the many rival factions without charisma and of little political weight: an ideal candidate in a Temple divided by many disagreements. In a short time he then became Erzbishop of Adelsburg and afterwards Vater, acclaimed by the clergy of Adelsburg.&lt;br /&gt;
&lt;br /&gt;
=== Gregor von Volker I ===&lt;br /&gt;
Elected Vater in an antiquated Temple which was struggling to be heard, Gregor identified decentralization and a lack of independence as the main problems he had to face. Gregor was responsible for the reduction of the police freedoms of the cult of Mortius, the reform of the imperial inquisition, a position that was in disuse, and the foundation of the order of Templar Paladins. This controversial reform, aimed at providing the Vater with a personal guard, generated criticism among nobility for the fact that he began to recruit and re-educate some former criminals, including Nihil von Rosatia, the first and most (in)famous of the Templar Paladins. Gregor therefore decided to regulate the introduction of a minor celibacy for the Erzbishops, and to reassure the nobility by guaranteeing their &amp;quot;Herolds&amp;quot; the exclusive position of Grand Master of the Templars, providing the aforementioned with the possibility of receiving fiefdoms from the state.&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:VaterGregor.png&amp;diff=5866</id>
		<title>File:VaterGregor.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:VaterGregor.png&amp;diff=5866"/>
		<updated>2024-03-11T12:22:28Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vater Gregor von Volker&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Alderism&amp;diff=5865</id>
		<title>Alderism</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Alderism&amp;diff=5865"/>
		<updated>2024-03-11T12:19:10Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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;
|+Alderism&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:AlderismSidfriendly.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Theology'''&lt;br /&gt;
|Polytheism&lt;br /&gt;
|-&lt;br /&gt;
|'''Language'''&lt;br /&gt;
|High Attian&lt;br /&gt;
|-&lt;br /&gt;
|'''Founder'''&lt;br /&gt;
|[[Alder Himmelschwert]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Vater'''&lt;br /&gt;
|[[Gregor von Volker]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Origin'''&lt;br /&gt;
|[[The Attian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Territory'''&lt;br /&gt;
|Norlanden, The Hinterlands, The Heartlands&lt;br /&gt;
|-&lt;br /&gt;
|'''Most Dominant'''&lt;br /&gt;
|[[The Hadrian Empire]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Separations'''&lt;br /&gt;
|[[Makerism]], [[Wahrheit Alderism]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Orders'''&lt;br /&gt;
|[[The Cult of Mortius]], [[Alda's Sisters]], [[The Order of the Alderist Temple|The Templars]]&lt;br /&gt;
|}&lt;br /&gt;
==Intro==&lt;br /&gt;
The most prominent religion among human settlements along the western reaches of the continent, Eden, is Alderism. As the name suggests, the religion revolves around the figure named “Alder” or “Alder Himmelschwert”. A mortal made God through his understanding of the Greater Pre-Determination. Those who follow Alderism believe that a greater force known as the previously mentioned Greater Pre-Determination is the ruling guiding power of everything that has ever happened and will happen in the future. Every possible state of the universe has been Pre-Determined by this force and can generally be cast into two distinct sides. The Ruling of Order, and The Ruling of Chaos. Alder was the first mortal amongst humanity who was capable of seeing and interpreting the two sides of the Pre-Determination and the guidance it provided to reach either of those ruling ends. He used this knowledge granted to him by the Greater Pre-Determination to pave a path for mortals to follow to the Ruling of Order. His excellent guidance in mortal life granted him a God-like status in death as his seed, The Nine Sentinels, were born as a result of his ascension and continued to guide mortals along the path to Order except one. Dolus, sentinel of Deceit and Corruption was born from Alder’s passing as well but unlike the other eight, he represents the darkness Alder bore within his heart and has become a Sentinel dedicated to guiding mortals to the Ruling of Chaos and through that, eternal damnation. &lt;br /&gt;
&lt;br /&gt;
Mortals blessed with the chaotic power of free will are now at a crossroads between following Alder’s Guidance to enlightenment, or Dolus’ guidance to eternal damnation.&lt;br /&gt;
&lt;br /&gt;
== The Legend ==&lt;br /&gt;
&lt;br /&gt;
=== The Age of Prosperity ===&lt;br /&gt;
&lt;br /&gt;
==== 1.1 Origins ====&lt;br /&gt;
It was in the age of barbarism when mortal life wandered aimlessly throughout the mortal realms. Their fate had been decided as without guidance to the path of enlightenment, free-willed mortals such as the first Attian Humans were doomed to fall to damnation under the Ruling of Chaos. Humanity dwelled in the darkness for ages until the rise of Alder, a mortal man destined to lead humanity onto the path to Enlightenment and save them from the pre-determined fate of Chaos. Alder was no man of high standing nor was he gifted with the spiritual blessings of the arcane and would grow up to become a simple thief to keep his family fed. Though from a young age, Alder began receiving visions of unknown origin. At first, these visions were dismissed as simple dreams, yet these dreams persisted with the same message. A call to action from the Greater Pre-Determination, an offer for mortal life to step on the path to enlightenment and rise from the darkness in which they lived. &lt;br /&gt;
&lt;br /&gt;
It would only be when Alder encountered a golden feathered griffin in the woods that he said spoke to him directly when he was out foraging. The griffin appeared to be a spirit that emitted a soft golden light from its eyes. When Alder made eye contact with this creature, a voice appeared in his head that repeated the same message from his visions, telling him to rise to lead his tribe and then unite the northern people under his guidance. Only then could mortal life be saved from damnation. To achieve his first goal of rising to the position of king of the tribe, Alder was said to have been gifted a greatsword by the golden griffin before it faded. Through this encounter, Alder was set on his pre-determined path to greatness.&lt;br /&gt;
&lt;br /&gt;
==== 1.2 The Rise to Power ====&lt;br /&gt;
Alder’s first challenge on his path manifested itself shortly after he embraced his fate of becoming the chosen guide of humanity. When the priests from his hometown were made aware of a to them stranger preaching of a new faith, they moved swiftly to eradicate this newcomer before he created a foothold within the town. Alder was arrested by the religious cult of his town and brought before the high priest who in order to prove the falsehood of his religion challenged him to a duel. The high priest fought with a great axe painted red with the blood of those slain by it. Opposite to him stood Alder with his sword. A brutal duel ensued that quickly shifted in favor of the high priest until Alder’s sword out of nowhere erupted into golden flame. Those observing the duel said that they saw the golden griffin manifest behind Alder and that his sword became guided by the beast’s claw. With a single blow with this blade, Alder would strike down the priest, evaporating his body in an instant. From this point on, Alder cemented himself and his new religion as the new dominant theological force of the region as this great deed’s rumor spread like wildfire. Alder would burn down the temple of the old faith and have a sanctum to the Greater Pre-Determination built from which he acted as its oracle. He would continue this life up until the death of his tribe’s king without a living heir. It was here that his pre-determined destiny to lead the people would materialize for he would be chosen as the tribe’s next king.&lt;br /&gt;
&lt;br /&gt;
==== 1.3 The Unification Wars ====&lt;br /&gt;
[[File:AldersmallV2.png|thumb|Alder standing on the field of battle during the unification wars.]]&lt;br /&gt;
Not long after his ascension to kingship was it that Alder was granted another vision from the Greater Pre-Determination in which he would ride atop the golden griffin and unite the tribes of Magna Attia under his banner and faith. He would start his campaign of unification a few years after his coronation, starting with those closest to him. Instead of outright attacking the tribes, Alder would allow them the option to join his army peacefully. Most kings accepted though hesitantly, fearing Alder after hearing the rumor of what he did to the priest of his home village that defied him. Others who would not accept were challenged to a duel by Alder, defeating most kings easily in the same manner as the high priest, adding to his legend.&lt;br /&gt;
&lt;br /&gt;
After a short and brutal campaign in the south of Magna Attia lasting for a little over three years, most of the human tribes of the Attians were united under Alder’s banner. This great achievement marked the end of Alder’s first march and shortly after its conclusion, he declared his new domain the Attian Empire. Though impressive, Alder was not satisfied with his conquests for there were many more tribes to enlighten to the will of the Greater Pre-Determination. Alder’s second march marked the conquest of the north which he launched after ten years of ruling his southern domains, enlightening them to the way of the Greater Pre-Determination, opening temples, and appointing oracles to interpret his visions and spread them to the commoners. His visions allowed him to become an extremely gifted and wise leader who built an empire that was meant to last a thousand years. Massive progress was made in terms of education, warfare, science, magic, and the taming and domesticating of a variety of local creatures. Alder’s Second March was meant to bring the northern tribes of Magna Attia into the Empire and save them from eternal damnation through his guidance.&lt;br /&gt;
&lt;br /&gt;
Alder would cross the great dividing river that previously marked the northern borders of his realm and repeated many of the tactics used on the southern tribes afterward. At first, this worked about as well as one would expect. Many tribes would bend the knee or fall in swift brutal campaigns of subjugation. These swift unification wars came to an abrupt end in Lilith's Veil of the second campaign year when Alder attacked a northern tribe during the harsh cold and with stretched supply lines. Alder once again would use his tactic of peaceful subjugation and when that was rejected, a duel. This time Alder would face a king blessed by voidal powers. This king, Barjandal The Mighty, struck Alder down with a demonic blade, wounding Alder severely and ending his campaign. He would return to his capital, Attia, once the cold passed where he started to slowly withered away. Imperial doctors tried whatever they could, yet none could cure the festering voidal wound Alder suffered on his chest. &lt;br /&gt;
&lt;br /&gt;
This vile act of voidal intervention with the Greater Pre-Determination was an act of those who followed the Ruling of Chaos. This shock through the plans of Alder’s guide prompted a direct intervention in return from the Greater Pre-Determination’s Ruling of Order. As Alder’s days dwindled and it was clear that he would pass shortly, the Greater Pre-Determination preserved his essence, and when he eventually passed, reformed it into nine distinct shards of his being. These new life forms were known as the Sentinels, each representing a piece of Alder’s wisdom and granted visions from the Greater Pre-Determination. From that point on, mortals had to rely on Alder’s writings and teachings combined with the visions and pearls of wisdom granted by the Sentinels who now acted as the new custodians of the will of the Ruling of Order.&lt;br /&gt;
&lt;br /&gt;
=== The Age of the Phantom ===&lt;br /&gt;
&lt;br /&gt;
==== 2.1 The Fall of Attia ====&lt;br /&gt;
[[File:Adelskerk.png|thumb|414x414px|The Grand Cathedral of Alder in [[Adelsburg]], 1536]]&lt;br /&gt;
It did not take long for Alder’s Imperium to crack and crumble in the void of his absence. The succession crisis was resolved relatively quickly as the predecessors of what is now House von Lichtenfelts took power over the Attian people and their empire for they were the first to align with Alder and were unwaveringly loyal to him, through this they were granted the by far greatest slice of the Attian domain. The new theological void left behind by Alder was cobbled together by his oracles into what is now known as the Temple of Alder. Where Alder’s Oracles are on a constant quest to interpret the scriptures and visions provided by Alder and the Sentinels after him. In Alder’s place came the “Vater”, a head of the new temple meant to act as a sort of replacement for Alder as the ultimate religious guide and leader to ensure the people of Alder remain on the path of Order. This though suitable solution was flawed for without Alder’s direct guidance, it would all come crumbling down eventually, and it would, for when the last Attian Emperor, [[Claudius I von Lichtenfelts]], allowed himself to be corrupted by the forces of the Ruling of Chaos, it all came crashing down and Attia together with the entire Imperial heartland and Alder’s artifacts were swept from the face of the world by a great flooding, forever rendering the lands uninhabitable.&lt;br /&gt;
&lt;br /&gt;
==== 2.2 Modern Alderism ====&lt;br /&gt;
The remnants of the Empire fled south and resettled in the hinterlands after a brutal campaign of forceful replacement of the local less developed Hintish populace and from there, the new Temple of Alder flourished and shaped itself into what is experienced today. What one would notice is that the temple shifted its focus from directly interacting with the Greater Pre-Determination to interpreting Alder’s visions and writings together with Sentinel worship to ensure mortals return and remain on the path of enlightenment and the Ruling of Order.&lt;br /&gt;
&lt;br /&gt;
== The Rulings of Order and Chaos ==&lt;br /&gt;
&lt;br /&gt;
=== The Fields of the Unliving ===&lt;br /&gt;
Alderists believe that they stand at a great crossroads between the path to either Enlightenment or Damnation. They have through the gift of free will the ability to independently follow the signs of the Greater Pre-Determination to either end of the rulings. Those who are unbelievers and refuse to follow either path throughout their lives are doomed to eternally wander in the fields of the unliving. This afterlife purgatory is without the guidance of either Pre-determinating force. Those who thread there are without purpose and without protection, ripe for the taking by the claws of voidal beings, making them their unliving puppets for all eternity in their demonic realms. Those whose fate this is are forever purposeless puppets free to be controlled by their new masters who do enjoy the guidance of Pre-Determination, be it for Order or Chaos. They lose the one thing they hoped to maintain by staying clear of any path, their free will, for it is their new masters who control their every move if they so desire, even if your mind tries to resist, your body shall march forward in eternal servitude. There is no way out of this fate.&lt;br /&gt;
&lt;br /&gt;
=== The Ruling of Order and The Halls of Alder ===&lt;br /&gt;
Those who live their lives aligned to the path that Alder set out will after death find themselves beyond the fields of the Unliving and instead wander golden fields where golden apple trees dot the landscape. Throughout these fields run golden paved roads that will lead those who follow them to the Halls of Alder, a mystical place where the living may sit alongside their guide, Alder, once more in his renewed kingdom in the lands of the Ruling of Order where no being of Chaos can thread. Living under the Ruling of Order is a perfect existence far away from the world of mortals. Order reigns supreme under the guidance of the greater Pre-Determination’s side of order. Those who enter the realm feel as if they are enlightened as great ideas form in the mind, potential once being but a dream suddenly materializes as those enlightened by order feel as if the very air of the realm is saturated with guidance’s essence that ensures great success for every saved soul using it to further the realm.&lt;br /&gt;
&lt;br /&gt;
=== The Ruling of Chaos and The Six Spires of Dolus ===&lt;br /&gt;
Mortals who for whatever dark reasonings decide to follow Dolus’ guidance and through him the Greater Pre-Determination's Ruling of Chaos will find themselves in the Ashen Abyss, a dark and vast woodlands that will eventually lead to a great clearance in the center of the realm. From this clearance, mortal wandering souls are met with Dolus’ scribe who judges the worthiness of the individual, reads their soul, and sends them to one of the Six paths leading from this clearance. Each of these paths should under no circumstance be left unless the mortal wishes to risk eternal enslavement similar to those who find themselves in the fields of the unliving, leading to one of six great dark spires. Each of them towers far beyond what the wandering soul’s eyes can see. Once the entrance of a spire is reached, the wanderers are expected to climb its steps to the top where their infernal blessing awaits. When the top of these spires is reached, the soul shall find Dolus who with a single touch burns the mortal skin off the wanderer and reshapes them into a Demon of the spire they climbed and thus now serve. Those expecting freedom away from the in their eyes shackles of Alder may find themselves tricked by Dolus for not all souls are equally worthy to him and thus may not all lead to infernal greatness. Some lucky souls may find themselves rising to demonhood as a powerful lord of Dolus’ domain, bound to his and the spire’s servitude and are tasked with destroying Alder’s guidance and the Ruling of Order at the head of Dolus’ infernal forces. Yet most souls do not meet this same glorious Chaotic fate and are reborn as nothing more as runt lesser demons that serve no more purpose than to be the pawns of Dolus doomed to eternally be reborn after they are slain on the field of battle or banished from the mortal plain by the servants of Alder and Order. &lt;br /&gt;
&lt;br /&gt;
Each demon born anew from the followers of Chaos represents the spire they are birthed in. Those who are born as demon lords are reborn from the Spire of Wrath. The lesser demons are born from the other five, those being the spires of Carnality, Gluttony, Deceit, Greed, and Indolence.&lt;br /&gt;
&lt;br /&gt;
== Alder, Dolus, and the Sentinels ==&lt;br /&gt;
&lt;br /&gt;
=== The great oracle, Alder Himmelschwert. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Alder Himmelschwert |&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Common Tongue: Sword of Heaven&lt;br /&gt;
|Ruler of the Halls of Alder in the golden fields of the Ruling of Order. He is the divine oracle of the greater pre-determination and thus earned himself a godly status in death.&lt;br /&gt;
'''Physical Depiction:''' A dark-haired man with fair and aging skin, clad in steel plate armor and wielding Heillicht, a Zweihander said to be forged from the star of Hadrius itself. He wears a dark red cape over his plating and rides the Golden Griffin, Goldmane, into battle.&lt;br /&gt;
|[[File:AldersmallV2.png|center|frameless|163x163px]]&lt;br /&gt;
|}&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=== '''The Nine Fragments of Alder, The Sentinels.''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Volker | Sentinel of Change and Destiny&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Volker stands for creation and destiny and is responsible for carving out the path for those who wish to follow the guidance of Alder closely. He is the Sentinel that reflects Alder’s mind as the Oracle of Order and thus receives the will and all possible paths of the greater pre-determination directly. Volker can see all possible paths mortals can wander through his visions and can use his harp, mistweaver, to shape the destiny of his followers to ensure they find their way to Alder’s halls in death. Those who dedicate their prayers to him will receive fragments of Volker’s visions, showing them their path forward. These fragments are all filtered to ensure the misleading paths of Chaos are weeded out. Volker is especially popular among the clergymen of the temple of Alder.&lt;br /&gt;
'''Physical Depiction:''' Volker is depicted as an older man with grey hair; he has a third eye which he uses to see the destinies of all beings and write them. Volker is sometimes depicted with a harp, the strings symbolizing the threads of destiny he weaves.&lt;br /&gt;
|[[File:Volker.jpg|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Rosatia | Sentinel of Wisdom and Learning&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Rosatia stands for wisdom and learning and is responsible for providing aid to any mind who seeks enlightenment. Those who dedicate their prayers to her and have them answered are blessed with a wave of inspiration and problems that haunted their minds for years will resolve themselves in mere minutes as it is Rosita that guides their mind towards a solution.&lt;br /&gt;
'''Physical Depiction:''' Depicted as a fair woman wearing a white gown. She is usually depicted with a white owl at her side, as well as a book said to contain the moral truths of the world.&lt;br /&gt;
|[[File:Rosita.jpg|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Salvor | Sentinel of War and Honour&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Salvor stands for war and honor and is responsible for guiding the bravest of mortal warriors on the field of battle with the strength of Alder himself. He is a leader of armies and usually a favorite amongst Knights. Praying to him may grant believers with newfound bravery and strength to overcome their foes on the field of battle. The only favor Salvor asks in return is to remain chivalrous and not fall to the same barbarisms Alder spent so many years uprooting from his own people.&lt;br /&gt;
'''Physical Depiction:''' Much like Alder, he is usually depicted clad in armor and wielding various weapons. These weapons range from swords to spears and war hammers. He is depicted as a handsome man with blonde hair, though he is scarred across his entire body from all his fighting. &lt;br /&gt;
|[[File:Salvor.jpg|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Elric | Sentinel of Judgement and Justice&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Elric stands for judgment and justice and is responsible for all fairness and equality within the world, he grants those dedicated to him the wisdom and insight required to cast fair judgment of those who stray from the Enlightened path of order. Those who dedicate their prayers to him are said to if answered receive visions in which the right path to preserving the guidance of order is shown to the individual.&lt;br /&gt;
'''Physical Depiction:''' Elric is depicted as a tall and thin man with blonde hair and wearing an Attian judges’ gown; he wields a golden staff in his right hand and a scale in his left. An eagle is said to follow him, whose eyes he can use.&lt;br /&gt;
|[[File:Elric.jpg|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Alda | Sentinel of Love and Beauty&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Alda stands for love and beauty and is responsible for all things stunning in the world and the love within it. She is usually associated with motherhood and art. Those who dedicate their prayers to her will be granted renewed passion and love for those around them. Lovers will be overcome with lust and mothers find renewed passion in taking care of their family.&lt;br /&gt;
'''Physical Depiction:''' Alda is usually depicted as a tall woman in a white dress adorned with different flowers, she is said to be the most beautiful of all the Sentinels. A dozen doves always fly near her, and these animals are now always connected to her.&lt;br /&gt;
|[[File:Alda.jpg|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Aristea | Sentinel of Fertility and Decay&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Aristea stands for fertility and decay and is always associated with nature, she is the token Sentinel for all farmers and lovers of nature. Those dedicating their prayers to her will be granted an abundance of crops the next harvest and their animals will carry many young. Parents struggling with pregnancy also dedicate prayers to her in the hope that she grants them new life as well. Yet the duality of Aristea is that those defiling her name or places of worship will be cursed with decay and see their lives wither away before them.&lt;br /&gt;
'''Physical Depiction:''' Aristea is usually depicted as a short woman. Half of her body is in a state of eternal decay, while the other is life. She wields an ebony staff of which the top is a carved serpent hugging a lotus.&lt;br /&gt;
|[[File:Aristea.jpg|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Reimar | Sentinel of Creation and Craftsmanship&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Reimar stands for creation and craftsmanship and is responsible for providing guidance to creators and craftsmen on their roads to mastership. Those dedicating their prayers to him will find a renewed will to continue their craft and be blessed with new insights to develop their skills further. Ideas of new revolutionary inventions manifest in the minds of the most dedicated followers of Reimar constantly.&lt;br /&gt;
'''Physical Depiction:''' Reimar is depicted as a tall, muscular man with dark hair and a bushy beard wielding a hammer and a simple leather apron. He has a large ruby inlaid on his forehead and seems to be crafting in every depiction he is in.&lt;br /&gt;
|[[File:Reimar.jpg|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Mortius | Sentinel of Death and Dreams&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Mortius stands for death and dreams and guides souls toward the afterlife. When a mortal passes, Mortius retrieves the souls of those who find themselves on the plains of order and guides them to the halls of Alder. Praying to him is only done when death is around the corner and hope has ceased. Those praying beg the Sentinel of death to ensure the mortal soul’s safe passage. When answered, those praying receive either the vision of a golden gate surrounded by mist, showing the mortal that the path to the halls is cleared, or though rare, a vision of a misty road leading to a pile of skulls, showing that this soul can no longer be saved, even in death.&lt;br /&gt;
'''Physical Depiction:''' Mortius is depicted as a hooded skeletal figure. His robes are decorated with the skulls of those fallen. The spectral faces of the souls he saved can appear under his hood when mortals try to peer under his shadowy face. He rides a black spectral horse and carries a long dark blade on his side. He always carries a skull named Asmodai to his side. When guiding a soul to the halls of Alder, the skull forms a spectral body beneath it and acts as Mortius’ scribe. Noting down the name of the newly saved soul along with the deeds that granted them a space along Alder’s side.&lt;br /&gt;
|[[File:MortiusSentinel.jpg|frameless|130x130px]]&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;Dolus | Sentinel of Deceit and Corruption&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Dolus is the one fragment of Alder that represents the darkness that loomed in his soul. For even though Alder was the champion of the Ruling of Order, a fragment of Chaos stirred within which eventually steered Alder off the path, leading to his death. Dolus is a Sentinel born from this chaos and is now hailed as the champion of the Ruling of Chaos and its dark domain where Dolus’ six spires loom over the dark wilderness.&lt;br /&gt;
'''Physical Depiction:''' A hooded figure that is said to be surrounded by smoke. Nobody knows their true form, since Dolus can manifest in whatever shape they desire. No matter their form though, their only goal is to sow Chaos wherever they go.&lt;br /&gt;
|[[File:Dolus.jpg|frameless|130x130px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Workings of the Temple ==&lt;br /&gt;
&lt;br /&gt;
=== The Steps of Alder ===&lt;br /&gt;
The clerical reformations of the temple of the greater determination throughout the ages have brought with it many ranks and branches of the now-Alderist temple structure. The servants of Alder and the Greater Pre-Determination roam Imperial lands and their symbolism is plastered on every street corner. The oracles of the greater pre-determination who acted as Alder’s disciples have now reformed themselves into Bishops and the Vater at its helm to guide the people on the path of order towards Alder’s halls far away from eternal damnation brought forth by Chaos.&lt;br /&gt;
&lt;br /&gt;
==== The Vater ====&lt;br /&gt;
[[File:AbbeyAdelsburg.png|thumb|240x240px|Sigil of the Vater and Grand Cathedral of Alder in [[Adelsburg]].]]&lt;br /&gt;
The head of the Alderist Temple is known as the Vater, translating to the Father of the Alderists. He is the sole chosen leader of the faith within the Empire. The Vater is looked at as the heir of Alder himself and is tasked with setting out a course for the citizens of the Empire, translating Alder’s scriptures and the sentinel’s visions, and spreading the word of Alder’s will. Vaters themselves do not actually interpret the will of the Greater Pre-Determination directly for no religious leader after Alder has ever received direct guidance, yet through the word of the great oracle, Alder, the Vater follows a path to ensure enlightenment in the Ruling of Order. The Vater travels across the empire constantly to enlighten the Erzbishops of duchies with newfound knowledge to ensure the clerical body keeps moving in the same direction. The Vater is also an elector of the empire, meaning he has a number of votes in the Imperial Diet, granting him the power to push policy and vote for who becomes the next emperor. The position of Vater can only be assigned to a full-blooded Attian of the male gender.&lt;br /&gt;
&lt;br /&gt;
==== Erzbishops &amp;amp; Imperial Inquisitors ====&lt;br /&gt;
The Erzbishops of the empire are the apostles of the Vater himself, carrying out his will across the empire and acting both as Alder’s will and fists against the ever-encroaching tides of Chaotic influence trying to steer Alder’s children of the path of Order. Erzbishops are stationed in each of the Empire’s Grand Duchies where they are operating from their local headquarters at the temple. They answer only to the Vater himself and enact his will wherever they are. Erzbishops usually have small bands of Imperial Inquisitors below them that trace down any sign of unbelief within the Empire and have complete free reign to arrest, kill, and destroy any servant of the voidal powers and their possessions and as long as they are in service of the temple are on paper completely immune to any form prosecution by Imperial states. Only the Vater or the Erzbishop who commands them may take action against inquisitors if their actions are deemed to be against the temple. Erzbishops are assigned by the ruling Vater and is often selected from the previous bishop’s inquisitorial ranks.&lt;br /&gt;
&lt;br /&gt;
==== Cultists ====&lt;br /&gt;
Outside the primary branch of the Alderist temple, there exist several independent cults that dedicate their lives and services to a singular sentinel instead of serving the broader temple. They answer to the Vater but beyond this pledge of service act completely independent from the greater church. One of the most prominent cults is The Cult of Mortius, a death cult dedicated to the sentinel of Death and Dreams. Offering mourning families guidance, overseeing funerals, guarding graves, and caring for those who are about to pass on to Alder’s halls. Another prominent cult is the cult of Alda’s Sisters. An all-women cult dedicated to the sentinel of Love and Beauty, Alda. These women are both warriors, mostly consisting of magic wielders who do not back down from vaporizing any who stands against the ruling of order with their spells and are central within the civil culture of the empire. They act as wedding maids, guide women blessed with upcoming motherhood along the road toward birthing, and can act as medics during the process. They’re a band of very versatile women who carry a great share of society on their shoulders.&lt;br /&gt;
&lt;br /&gt;
=== The Way of Alder ===&lt;br /&gt;
&lt;br /&gt;
==== Sentinel Devotion ====&lt;br /&gt;
It is common practice for citizens of the Empire to dedicate themselves to one of the Sentinel’s teachings when they reach adulthood. These young adults announce their choice in a local temple during an event dedicated to these sentinel devotions. Those participating announce their choice and then speak their vows to the sentinel, offering their eternal service to them. From then on it is expected of the imperial citizen to live by the teachings of their chosen patrol sentinel and use it to aid those around them as their sentinel demands. Some of these new devotees, mostly those dedicated to Alda or Mortius swiftly seek membership in their respected cults for they are often shunned outside of those. This is due to a history of Mortius devotees turning to necromancy and those dedicated to Alda outside the cult often resorting to working in pleasure houses which though not illegal, is often looked down upon and in some instances seen as a sign that the individual is threading on Dolus’ path of lust.&lt;br /&gt;
&lt;br /&gt;
==== Romance and Marriage ====&lt;br /&gt;
Marriage is considered a grand occurrence in Hadrian society for it is both a milestone on the path towards the Halls of Alder, as finding a partner for life is considered one of the fundamental deeds of any Alderist since before you can leave for Alder’s halls, it is every Alderist’s purpose to secure a next generation of Alder’s children is ready to replace them. Due to this mindset, interracial marriages that cannot produce this next generation are frowned upon for it is deemed to go directly against Alder’s guidance. Furthermore, when two lovers spend time together before marriage, and the woman is found to be pregnant, it is deemed a sign of the Greater Pre-Determination giving the sign that they were meant to be together. The two are then expected to marry as soon as they can, either before or after childbirth to answer the call.&lt;br /&gt;
&lt;br /&gt;
Wedding ceremonies usually take place in local temples or cathedrals, being led by either a local bishop or Sister of Alda. The bride and groom are expected to say their vows to one another and then swear to the clergyman that they will answer the greater pre-determination’s call if the marriage comes as a result of an unexpected pregnancy. A ceremony then follows where the clergyman heats the wedding rings that the couple provided to the point where they begin to glow before carefully placing them on the couple’s fingers, burning into the flesh of those wed to eternally mark them as bound to one another. Some couples take the burning ritual as a chance to brand themselves with the initials of their lovers by having those put on the inside of the ring by the jeweler.&lt;br /&gt;
&lt;br /&gt;
=== Tenets ===&lt;br /&gt;
&lt;br /&gt;
* Live by the scriptures of the great oracle, Alder Himmelschwerd.&lt;br /&gt;
* Bear true allegiance to the sitting Emperor without question.&lt;br /&gt;
* Obey your orders, no matter how questionable they may be.&lt;br /&gt;
* Promote the formation of families to secure the next generation of Alderists.&lt;br /&gt;
* Uproot and destroy the followers of the ruling of chaos.&lt;br /&gt;
* Promote unity within the Empire on the basis of Alder’s guidance and preserving his legacy.&lt;br /&gt;
&lt;br /&gt;
== Symbolism ==&lt;br /&gt;
'''THE NINE-POINTED STAR'''&lt;br /&gt;
&lt;br /&gt;
The symbol of the Temple of Alder is a white nine-pointed star, representing Alder and his eight Sentinels. These nine-pointed stars can be found everywhere, on clothing, armour, weapons and shields. Followers of the Temple of Alder can usually be seen wearing a pendant of this nine-pointed star, made from various metals such as gold, silver and steel. These pendants are worn around the neck or the wrist and are said to ward you from the influence of Dolus.&lt;br /&gt;
&lt;br /&gt;
'''HEILLICHT, THE ZWEIHANDER'''&lt;br /&gt;
&lt;br /&gt;
The weapon of Alder himself, it is very common practice for Alderites to either use Zweihanders in combat or adorn their clothing, armour and shields with symbols of the Zweihander. Having been the weapon that warded off the invasion from Lilith, it stands for good luck and perseverance through hardship.&lt;br /&gt;
[[Category:Religions]]&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=5864</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=5864"/>
		<updated>2024-03-11T12:13:16Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: Changed 'Pillar of Stone' casting value from 10 to 12 as per the ingame plugin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes. Proof in lore ticket. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a Gamemaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the Gamemaster Team.&lt;br /&gt;
&lt;br /&gt;
== Bodily Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Biomancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a biomancer's connection to the natural world of Eseron itself, the biomancer is able to communicate with plants and animals. They understand their motivations and fears, even though their communication is limited.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
As the mage connects more deeply to the nature of Eseron and Kor, their physical embodiment might undergo a harmonious transformation. Antlers might sprout from their head where leaves would naturally unfurl. Hair could adopt shades of moss green or other verdant hues mimicking the vitality of thriving flora. Their skin might take on a healthier, more vibrant tone aswell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biomancers might also be affected as they turn to a more neutral and calm way of living. They don't pick a side but they also don't disagree and agree they will first take action if they are the ones being harmed.&lt;br /&gt;
&lt;br /&gt;
=== Petromancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a petromancer's connection to the inner core of Kor, their skin gains a subtle, stone-like hardness, although a sword still pierces their skin as easily as normal skin.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
A deeper connection to the inner parts of Kor, like done in petromancy could manifest through subtle yet distinctive changes. Their skin may develop a gentle tint of gray, mimicking the subtle shades of stone. Eyes might transform into an array of gemstone-like colors, evoking the hidden treasures within the earth. Hair could shift into vibrant, gem-inspired shades, capturing the brilliance and allure of precious minerals. Because of their close connections to mountains, the Petromancers also learned to adapt a thing or 2 from the dwarves of the north as some petromancers are seen with rather large majestical beards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their habits might become less reactive and more stoic, like a rock as their habits might start repeating in a more strict pattern having a harder time breaking from them and even seeming to not wish to as it would mean stepping out of their comfort zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a d4+1 to determine the number of rounds until the crystals would vanish. If summoned successfully, the shield will cover a four-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb any remaining damage done that attack. &lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armour. No other spells can be cast while this spell is active, the caster can cancel this spell whenever without using an action. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Shard&lt;br /&gt;
|Desc = The casters focus on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = If the caster casts the spell successfully, the crystal shard does d2+2 damage to the one single enemy it hits.&lt;br /&gt;
|Fail = The spell fails and a pebble comes out of the tear instead, doing nothing.&lt;br /&gt;
|Succ = The shard is extra sharp and does 2d2+2 instead.&lt;br /&gt;
|RedLines = The crystal shard gets shot out of a tear towards a target to hit it. This target could be whatever. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 5x5x5 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely and the materials for repair are in the area. For example, heated metal can’t be repaired while hot. And a fully burned wooden bridge cannot be repaired without wood present. &lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 10x10x10.&lt;br /&gt;
|RedLines = A Gamemaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that protrudes the ground and damages the unknowing.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 2x2x3 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 3 meters, possibly disengaging them.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain and creates a second spike which they can use on the same or a different enemy as the first. &lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air. Ground or stone is needed to perform it. This spell cannot be used to edit the terrain, the spike disappears after the spell ends. The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll intelligence or get hit. When the spell hits, it does d3 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster in the back of the head, causing the spell to fail.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15m&lt;br /&gt;
|Damage = One of the following effects will take place;&lt;br /&gt;
&lt;br /&gt;
In combat, the caster shoots the ball of liquid metal at their target within 15m, and it solidifies before impact. This deals 2d2 damage on success, halving the target's speed for their next turn. Or the caster makes a regular weapon or shield for 3 rounds. &lt;br /&gt;
&lt;br /&gt;
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Gamemaster supervision. [GM determined]. Intricate tools such as these can only be made once an OOC day.&lt;br /&gt;
&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield stays for 6 rounds. This effect does not work on consumable tools such as lockpicks. &lt;br /&gt;
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to ranged attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher. &lt;br /&gt;
&lt;br /&gt;
The armor lasts for 4 turns if not destroyed or washed away. &lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for their next round, taking 1 damage of crushing at the start of their next round. &lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and trapping them for 1 round.&lt;br /&gt;
|Succ = The rocks are extremely firm and the target is stuck for 2 rounds, taking 1 damage at the start of each round. &lt;br /&gt;
|RedLines = To use this spell out of combat, a Gamemaster has to supervise. Players trapped inside the rock tomb can not attack or be attacked. The same enemy cannot be trapped again for 3 rounds after escaping once before, but will still take damage if the spell is used on them again. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2-meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The target may attempt to break free by rolling a d20 intelligence. If the target rolls higher than the casting value of the caster they escape. The target always escapes when they roll 15 or higher.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, the player now has to roll at least an 17 or higher to escape.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like). The victim's allies can attempt to dig them out by spending their own action that turn. An encasd player cannot attack or be attacked. An encased player cannot be encased again for 2 rounds after escaping. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in an 8-meter-long by 5-meter-wide area. Everyone hit within this area takes 2d2 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell have their feet pierced and cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-5 = Iron. Giving +1 to attacks using a strength roll.&lt;br /&gt;
6-8 = Steel. Giving a +2 to attacks using a strength roll.&lt;br /&gt;
9-10 = Damascus Steel. Giving a +3 to attacks using a strength roll.&lt;br /&gt;
&lt;br /&gt;
 These weapons are not permanent and disappear after the battle has ended or the caster strays too far from the tear. &lt;br /&gt;
|Fail = The caster fails to create any weapon, and is too exhausted to move their next turn. &lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium. Giving a +4 to attacks using strength rolls. &lt;br /&gt;
|RedLines = The caster can either make a one-handed or two-handed weapon. If a player doesn't have a weapon in their inventory they can act as if they do. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster sends it back or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
30 HP, 8 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the caster, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mineral Dome&lt;br /&gt;
|Desc = The casters calls forth crystal pillars and spikes from the ground, each radiating their arcane energy and blessing all who are allies to the caster and stand within. The aura surrounds them as it empowers their strikes and precision and the aura wraps around them like a shield to protect them from harm.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 7 meters&lt;br /&gt;
|Damage = The caster creates an immaterial dome, powered by magically infused crystal spikes in a 15 by 15 area in front of the caster. These spikes and pillars have a total of 10 HP. &lt;br /&gt;
Any ally to the caster standing inside becomes empowered by the magical aura the crystal radiates and gains a +2 bonus to melee attack rolls. And while inside the dome, a magical aura protects them, allowing them to absorb 1 damage per round. The dome stays for D3+1 rounds, or until it's broken by enemies.&lt;br /&gt;
|Fail = The dome shatters, and the energy they radiate becomes weakening. Every ally gets -1 to their rolls for the next round.&lt;br /&gt;
|Succ = The dome stays for the full duration (4 rounds) in and has a total of 14 HP.&lt;br /&gt;
|RedLines = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Gamemaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a Gamemaster supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines = This spell is always active. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = Once activated, the caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals allies and themselves.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The caster heals up to 3 targets within range for 1 HP for 3 turns. &lt;br /&gt;
|RedLines = The caster may also heal themselves. This ability takes an action to activate.&lt;br /&gt;
Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&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>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=5863</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=5863"/>
		<updated>2024-03-11T01:29:31Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: Changed Aros Manifestation to no longer contradict the 'Limitations' tab on the Aquamancy page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
== Bodily Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Frigumancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
As an Aquamancer connects to the colder regions of Aros this will start affecting both their body. Their temperature will plummet down into a rather cold stage this is a result of the frigid essence within their body. Their breath always comes out as a cold mist even within the desert heat alongside seeming to have this cold mist lingering around them.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
Because of the connection to the outer part of Aros and colder regions the Frigumancer might change physically. Frost might manifest as physical changes in their appearance. Their skin could adopt a more pallid hue, ranging from a faint icy white to a chilly blue. Their hair turning white, touched by the essence of snow and frost, might glisten with crystalline flecks. Their eye color could transform into a frosty shade, evoking the cool brilliance of winter mornings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their way of acting might also change making them colder and not minding solitude and being alone though they tend to have a strong sense of friendliness at the same time, they just have a little harder showing it than others. &lt;br /&gt;
&lt;br /&gt;
=== Marinamancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
As an Aquamancer connects to the more lively areas of Aros with Coral life and sea life their body and mind undergo change. This includes their body temperature dropping a little though far from as much as a Frigumancer. They also now have the ability to speak to marine animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
Because of the connection to the inner part of Aros and more lively and exotic regions, the Marinamancer might undergo physical changes. Their hair starts flowing within the air like the sea waves having this unnatural look to them. Eyes, reflecting the depths of the sea, could turn a rich shade of blue, reminiscent of tranquil waters. Subtle scales resembling those of marine creatures might adorn their skin in various areas and shades of blue, creating an otherworldly aura of oceanic affinity. Their fingers and toes will grow webbed membranes almost like mermaids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marinamancers tend to be more willing to listen and open-minded, they don't deny other options but also need a reason to change their mind, they also most of the time are easier to reason with than most people. They might also start enjoying being near the calm waves as they tend to find peace next to the ocean side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = The caster cannot create a body of water for this spell, only bless existing bodies of water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 Meters [Radius]&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them In a 10m Radius.&lt;br /&gt;
The creature closest to the caster within this area takes D3 damage, and all remaining targets up to a maximum of 3 people, take D2 damage. &lt;br /&gt;
&lt;br /&gt;
If there are more then 2 targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round. &lt;br /&gt;
This spell can maximum hit 4 people &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
&lt;br /&gt;
This spell can also move diagonally through only 15 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds. &lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Limbs&lt;br /&gt;
|Desc = The caster uses nearby water or water from their tear to conjure two long tentacles of water to use as an extra set of limbs.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = Out of combat, the caster gains two extra limbs that can move independently of one another and are able to assist with all kinds of chores. For example, they can hold a weapon, push, pull or carry items.&lt;br /&gt;
In combat, the liquid limbs serve as extensions of the caster's arms and increase their melee range by 4 meters. &lt;br /&gt;
If the caster lacks arms, this spell allows them to use weapons and items.&lt;br /&gt;
The liquid limbs increase the caster's strength rolls by 1, while subtracting 2 from agility rolls.&lt;br /&gt;
|Fail = The limbs wrap around the caster's wrist, preventing their arms from being used for D3 rounds. The spell simply fails if the caster lacks arms.&lt;br /&gt;
|Succ = The limbs will extend their range by 6 blocks instead.&lt;br /&gt;
|RedLines = The limbs lack any kind of fingers and struggle to achieve any kind of delicate motion. They cannot be used to move characters or beasts.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters of additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar, this includes magical damage zones and AOE attacks you are within range of. You as a caster are hard to spot but not invisible. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. &lt;br /&gt;
&lt;br /&gt;
The copy's turn is after the caster's. &lt;br /&gt;
&lt;br /&gt;
This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks (non-magical attacks). The copy can take up to 5HP of damage from magical attacks where afterward it disappears.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The coral within the ocean cuts open those within while the summoned water aids the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start being cut open by the coral and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The effects last for the maximum duration.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A Gamemaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This pane also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Puff of Snow&lt;br /&gt;
|Desc = The caster creates powdered snow, throwing it at people.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The spellcaster creates D2+1 puffs of snow, letting them fall on targets in range. They heal 1 HP per puff.&lt;br /&gt;
&lt;br /&gt;
|Fail = The snow freezes, making the caster unable to move for 1 round.&lt;br /&gt;
|Succ = The snow is soft and bountiful, forming 2D2 puffs instead.&lt;br /&gt;
|RedLines = One person may only be targeted a maximum of by 2 puffs of snow.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sliding Frost&lt;br /&gt;
|Desc = The caster forms ice on their own feet to move around the battlefield quickly.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster channels power from aros through their tear creating ice skates on the casters feet, gaining 4 meters additional movement for D3+1 rounds.&lt;br /&gt;
|Fail = The caster fails to form the ice around their feet, taking 1 damage from it.&lt;br /&gt;
|Succ = The caster forms extra slippery ice gaining 4 meters additional movement for D3+2.&lt;br /&gt;
|RedLines = The Movement bonus gained from this spell does not stack with other spells.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
Any Pyromancy spell or Fire will end the duration early.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 7 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
Once per turn, the person trapped inside the ice can roll a Strength check with a DC of 15 to break out of the ice and end the spell's effect early. This uses their action for the turn.&lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
The ice won't break from attacks unless melted.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a 2D2 to see how many spears of ice are created. The caster must use all spears within their turn else they turn to snow and disappear. You maximum target the same person twice. Each spear deals D2 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a Gamemaster's digression.&lt;br /&gt;
|Fail = The spear goes unstable exploding in the casters hands dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The caster rolls a D3 instead to determine the damage of each spear projectile.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature. &lt;br /&gt;
&lt;br /&gt;
The freezing stat does not stack. Any Pyromancy spell or Fire will end the duration of the freezing effect early.&lt;br /&gt;
&lt;br /&gt;
To dodge an incoming spear you will have to roll intelligence.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
&lt;br /&gt;
This wall will also only last for 1d3+1 rounds if not broken beforehand.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster's hands freeze, unable to use their hands for 1 round.&lt;br /&gt;
|Succ = The wall is extra strong and lasts the max amount of time.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving &lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters [Radius]&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. This cloud's center will be where the caster stands. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Ice cold: The fog applies Frostbite dealing 1 damage at the start of someone's turn, or if you enter it on your turn.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog but still has to roll a D3, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Wave&lt;br /&gt;
|Desc = The Frigumancer creates a monstrous wave of ice, barelling toward their enemies.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a big wave of Frost, that moves toward the enemy in a 3 by 10 meter area, always starting at the caster's position.&lt;br /&gt;
Anyone hit by this wave takes 2D3 HP Damage and has their feet frozen for 1 round.&lt;br /&gt;
|Fail = While trying to form the wave it collapses on the caster, they take D4 damage and become Paralyzed for 1 turn.&lt;br /&gt;
|Succ = The wave hits the enemy’s so hard, they take +1 damage.&lt;br /&gt;
|RedLines = Freezing effects do not stack, and if the player is hit with fire magic they will be thawed out.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide this wave will remain for 3 rounds.&lt;br /&gt;
While the wave is active, the caster must use all of their movement every round, or the spell ends early.&lt;br /&gt;
&lt;br /&gt;
This wave of water knocks any creature it passes over down stunning them for 1 round and dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
This spell ends if the caster isn't within range of their tear&lt;br /&gt;
&lt;br /&gt;
You can't damage the same person more than once each turn&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pressure of the Sea&lt;br /&gt;
|Desc = A weakening ray of briny salt water.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster quickly coats the target in salt water and uses it to make them feel the pressure of the deep sea. The target is paralyzed for D2 rounds and the salt water weakens the target's defenses, giving them a -3 debuff to their defense.&lt;br /&gt;
|Fail = The salt water coats the caster instead, paralyzing them for 1 round.&lt;br /&gt;
|Succ = The effect lasts for D2+1 rounds instead.&lt;br /&gt;
|RedLines = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster sends the serpent forward or around itself, dealing 2D4 damage to a single target, or 2D3 damage to all targets within a 3-meter radius around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration does not stack with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, paralyzing themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, the caster will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Gamemaster supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&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;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Hadrian-Raevendrecht_War&amp;diff=5593</id>
		<title>The Hadrian-Raevendrecht War</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Hadrian-Raevendrecht_War&amp;diff=5593"/>
		<updated>2024-01-30T21:43:07Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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-Raevendrecht War&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:FlussLanding.png|center|frameless|283x283px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Date'''&lt;br /&gt;
|1530 - 1532 A.F.S.&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|[[The Duchy of Flüssland]] &lt;br /&gt;
[[New-Wakkerdam]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|Hadrian Military Victory&lt;br /&gt;
Raevendrecht Strategic Victory&lt;br /&gt;
&lt;br /&gt;
* The Republic is severely destabilized&lt;br /&gt;
&lt;br /&gt;
* The Republic's army is decimated&lt;br /&gt;
* [[Philipp Wilhelm II|Philipp II]] is assassinated&lt;br /&gt;
* Crown Prinz [[Karl Philipp von Lichtenfelts|Karl]] is assassinated&lt;br /&gt;
* The [[Third Hadrian Civil War]] begins&lt;br /&gt;
* The Empire is reformed into the &lt;br /&gt;
Electoral Imperium of Hadriana&lt;br /&gt;
* Raevendrecht annexes Flüssland&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |'''Belligerents'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hadriana2.png|19x19px]] [[The Hadrian Empire]]&lt;br /&gt;
[[File:LazarusCoa.png|19x19px]] [[The Order of Lazarus]]&lt;br /&gt;
|[[File:Raevenbro.png|16x16px]] [[Highland Freestate|The Republic of Raevendrecht]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commanders and Leaders&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hadriana2.png|19x19px]] [[Philipp Wilhelm II|Kaiser Philipp II]] von&lt;br /&gt;
Lichtenfelts&lt;br /&gt;
&lt;br /&gt;
[[File:Hadriana2.png|19x19px]] Prinz [[Hugo Alekzander]]&lt;br /&gt;
&lt;br /&gt;
von Lichtenfelts&lt;br /&gt;
&lt;br /&gt;
[[File:Hadriana2.png|19x19px]] Prinz [[Karl Philipp von Lichtenfelts|Karl Philipp]]&lt;br /&gt;
&lt;br /&gt;
von Lichtenfelts&lt;br /&gt;
&lt;br /&gt;
[[File:ReichsarmeeCOA.png|19x19px]] Reichsmarshall [[Siegfried od Albion|Siegfried]]&lt;br /&gt;
&lt;br /&gt;
[[Siegfried od Albion|od Albion]]&lt;br /&gt;
&lt;br /&gt;
[[File:ReichsarmeeCOA.png|19x19px]] Chancellor [[Sine Verrador]]&lt;br /&gt;
&lt;br /&gt;
[[File:TzyrnowskiCrest.png|19x19px]] Herzog [[Janczyck-Mariuz Tzyrnowski|Janczyck]]-Mariuz&lt;br /&gt;
&lt;br /&gt;
Tzyrnowski&lt;br /&gt;
&lt;br /&gt;
[[File:LazarusCoa.png|19x19px]] [[Godwyn]]&lt;br /&gt;
&lt;br /&gt;
[[File:LazarusCoa.png|19x19px]] [[The Librarian]]&lt;br /&gt;
|[[File:LeuverenCrest.png|18x18px]] Stadtholder [[Silas van Leuveren]]&lt;br /&gt;
[[File:LeuverenCrest.png|18x18px]] General [[Johan van Leuveren]]&lt;br /&gt;
&lt;br /&gt;
[[File:Raevenbro.png|16x16px]] General [[Zhen Dhelvin]]&lt;br /&gt;
&lt;br /&gt;
[[File:Raevenbro.png|16x16px]] General [[Dain Zakarian]]&lt;br /&gt;
&lt;br /&gt;
[[File:Raevenbro.png|16x16px]] Captain [[Berend Berendzoon]]&lt;br /&gt;
|}&lt;br /&gt;
==Prelude==&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Hadrian-Raevendrecht_War&amp;diff=5592</id>
		<title>The Hadrian-Raevendrecht War</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Hadrian-Raevendrecht_War&amp;diff=5592"/>
		<updated>2024-01-30T21:42:42Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: &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-Raevendrecht War&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:FlussLanding.png|center|frameless|283x283px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Date'''&lt;br /&gt;
|1530 - 1532 A.F.S.&lt;br /&gt;
|-&lt;br /&gt;
|'''Location'''&lt;br /&gt;
|[[The Duchy of Flüssland]] &lt;br /&gt;
[[New-Wakkerdam]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Result'''&lt;br /&gt;
|Hadrian Military Victory&lt;br /&gt;
Raevendrecht Strategic Victory&lt;br /&gt;
&lt;br /&gt;
* The Republic is severely destabilized&lt;br /&gt;
&lt;br /&gt;
* The Republic's army is decimated&lt;br /&gt;
* [[Philipp Wilhelm II|Philipp II]] is assassinated&lt;br /&gt;
* Crown Prinz [[Karl Philipp von Lichtenfelts|Karl]] is assassinated&lt;br /&gt;
* The [[Third Hadrian Civil War]] begins&lt;br /&gt;
* The Empire is reformed into the &lt;br /&gt;
Electoral Imperium of Hadriana&lt;br /&gt;
* Raevendrecht annexes Flüssland&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |'''Belligerents'''&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hadriana2.png|19x19px]] [[The Hadrian Empire]]&lt;br /&gt;
[[File:LazarusCoa.png|19x19px]] [[The Order of Lazarus]]&lt;br /&gt;
|[[File:Raevenbro.png|16x16px]] [[Highland Freestate|The Republic of Raevendrecht]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commanders and Leaders&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hadriana2.png|19x19px]] [[Philipp Wilhelm II|Kaiser Philipp II]] von&lt;br /&gt;
Lichtenfelts&lt;br /&gt;
&lt;br /&gt;
[[File:Hadriana2.png|19x19px]] Prinz [[Hugo Alekzander]]&lt;br /&gt;
&lt;br /&gt;
von Lichtenfelts&lt;br /&gt;
&lt;br /&gt;
[[File:Hadriana2.png|19x19px]] Prinz [[Karl Philipp von Lichtenfelts|Karl Philipp]]&lt;br /&gt;
&lt;br /&gt;
von Lichtenfelts&lt;br /&gt;
&lt;br /&gt;
[[File:ReichsarmeeCOA.png|19x19px]] Reichsmarshall [[Siegfried od Albion|Siegfried]]&lt;br /&gt;
&lt;br /&gt;
[[Siegfried od Albion|od Albion]]&lt;br /&gt;
&lt;br /&gt;
[[File:ReichsarmeeCOA.png|19x19px]] Chancellor [[Sine Verrador]]&lt;br /&gt;
&lt;br /&gt;
[[File:TzyrnowskiCrest.png|19x19px]] Herzog [[Janczyck-Mariuz Tzyrnowski|Janczyck]]-Mariuz&lt;br /&gt;
&lt;br /&gt;
Tzyrnowski&lt;br /&gt;
&lt;br /&gt;
[[File:LazarusCoa.png|19x19px]] [[Godwyn]]&lt;br /&gt;
&lt;br /&gt;
[[File:LazarusCoa.png|19x19px]] [[The Librarian]]&lt;br /&gt;
|[[File:LeuverenCrest.png|18x18px]] Stadtholder [[Silas van Leuveren]]&lt;br /&gt;
[[File:LeuverenCrest.png|18x18px]] General [[Johan van Leuveren]]&lt;br /&gt;
&lt;br /&gt;
[[File:Raevenbro.png|16x16px]] General [[Zhen Dhelvin]]&lt;br /&gt;
&lt;br /&gt;
[[File:Raevenbro.png|16x16px]] General [[Dain Zakarian]]&lt;br /&gt;
&lt;br /&gt;
[[File:Raevenbro.png|16x16px]] Captain [[Berend Berendzoon]]&lt;br /&gt;
&lt;br /&gt;
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|}&lt;br /&gt;
==Prelude==&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Old_Tieflings&amp;diff=5563</id>
		<title>Old Tieflings</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Old_Tieflings&amp;diff=5563"/>
		<updated>2024-01-28T19:45:37Z</updated>

		<summary type="html">&lt;p&gt;Sidnerius: Clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = TieflingSkin.png &lt;br /&gt;
|Name = The Tieflings&lt;br /&gt;
|Nicknames = Devenir, Tieflinere&lt;br /&gt;
|Languages = Notre Voix, Common&lt;br /&gt;
|Height = 1.52m - 1.71m (5'0&amp;quot; - 5'5&amp;quot;)&lt;br /&gt;
|Weight = 52kg - 68kg (115lbs - 150lbs)&lt;br /&gt;
|Land = Eden &lt;br /&gt;
|Capital = None&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
The Devenir is a pale race that loves to adorn themselves with bright colors, paints, and jewelry, even going as far as to embed patterns of metals into their skin. Many of them dye their hair and paint their skin with colored mud and glittery makeup to cover up their ashen white or light gray skin. Tieflings are a unique bestial race. They have ivory or black horns that can be grown in the style of short deer antlers, ram horns, or even the back-bent horns similar to the common eland antelope. They have deer-like legs and hooves, though they have forward-facing knees like humans. Tieflings even have a small cervine tail to match. They also tend to have longer canines and pointed ears similar to the Elves, though not nearly as long.&lt;br /&gt;
&lt;br /&gt;
Hair and eyes vary between bloodlines since such fixed things are often bred into children when one can't get them themselves. Bloodlines are often known for these &amp;quot;bred-in&amp;quot; traits, such as natural stark red hair or bright blue eyes. Their natural eye colors are very similar to humans, though the colors are often deeper. It is common to have bright emerald greens, deep chocolate browns, or stormy blue-gray hazels. They also tend to have blond/cream to brown hair, though their blonds aren't nearly as stark as the High Elves. Tieflings also share Elven's difficulty growing facial hair, and curly hair is rather uncommon. Most Tieflings are also covered in short fur-like hair near their tails, which matches the color of their head hair. &lt;br /&gt;
&lt;br /&gt;
Most Tieflings fall in love with appearance and one's colors rather than personality. They are very look-oriented people and often try to palette-match their partners. &amp;quot;Do your blues look good with my greens? How long can I stand to look at that obnoxious yellow you love?&amp;quot; It is often said that the self is a blank slate, and it is up to the individual to paint it. Some Tieflings even worship this idea of the &amp;quot;blank slate&amp;quot; and wish to remain colorless. Beauty and class standards are often synonymous with how many colors one has or how many ones can show. The rich hoard colorful things, clothes, and jewelry but often display what they can't wear in their homes. For most people, to be beautiful is to have and show off many beautiful things. A lot of pressure is put on the Tieflings to have bright, colorful clothes. They must paint themselves well instead of elaborating and covering themselves with precious metals and stones.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
Tieflings most commonly can be seen speaking the common tongue all across of eden. However, there are those that still have the dialect of Notre Voix which used to be a language spoken by many Tieflings which hails from their once homeland. Now only words remain mixed in with the general common tongue. &lt;br /&gt;
&lt;br /&gt;
'''Often used ancient Tiefling words that found their way into common speech:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Notre Voix&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Bonjour&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Au revoir&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Ami(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elfe&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Haut&lt;br /&gt;
|High Elf/Pure Elf&lt;br /&gt;
|-&lt;br /&gt;
|Boisé&lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|-&lt;br /&gt;
|Sombre&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|-&lt;br /&gt;
|Rocheux&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Humain&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vert(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Denevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Celebrations and Holidays&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Since the fall of Nous, many of the tieflings no longer practice their predominant culture that was once part of Nous. Instead, they practice the culture of the nation they reside in &lt;br /&gt;
&lt;br /&gt;
Some of the holidays they previously practiced were:&lt;br /&gt;
&lt;br /&gt;
* '''Fire Festival'''&lt;br /&gt;
:: Typically, at the start of Summer, the Fire Festival celebrates the coming hot season through bonfires, burning wishes (and therefore granting them), smoking fortunes (to see how the season will go), gambling tournaments, and fire dances.&lt;br /&gt;
&lt;br /&gt;
* '''Color Festival/Turning of the Leaves'''&lt;br /&gt;
:: This festival is at the start of the First Autumn, and it is to celebrate and show appreciation towards the colors of Autumn. This day holds painting competitions, art booths, paint and dye-making workshops, fashion and design shows, as well as, of course, song and food. When the Color Festival ends, the first trading season is to begin.&lt;br /&gt;
&lt;br /&gt;
* '''The Giving of Belle'''&lt;br /&gt;
:: This is a day to gather all the trinkets picked up on the road, organize them, sell unwanted things, and give gifts to your loved ones. It, too, is celebrated with a feast and a &amp;quot;raising of spirits,&amp;quot; which is a toast to life and love. Each person celebrating is to raise their glass and gives a toast based on what they are thankful for and something they have learned this year. &lt;br /&gt;
&lt;br /&gt;
* '''Flower Festival'''&lt;br /&gt;
:: The Flower Festival is exactly what it sounds like! Flowers are collected from gardens and the surrounding area and displayed in extravagant displays. A flower parade through town shows off these displays, baking competitions, community gardening, and, of course, another feast. When the day is done, people can take the leftover flowers for use in dye and paint making or to dry and reuse next season. It is also to celebrate the last season of the year.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Expression and Art&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Common artworks are paintings, large-scale murals, pottery, and small sculptures. Paintings are often abstract, focusing on certain colors to convey the actual subject of the picture (such as having an abstract painting with many blues and greens to convey the sea and land or wisdom and greed.) Pots are made from colored clays and are often used in worship and ceremonies rather than simple decoration. Small sculptures are made of cheap, soft materials that most people have access to, such as soapstone, wood, and clay. It is rare to find metal or glass sculptures simply because most Tieflings don't have the tools to do such, and sculptures are rarely large since they have to be easy to move. &lt;br /&gt;
&lt;br /&gt;
Dance and song are other common forms of self-expression and are often incorporated into plays and stories to give them more depth and complexity. Using song and music to paint scenes is common, with dance used to portray characters and the internal self. &lt;br /&gt;
&lt;br /&gt;
Tieflings are rather fond of string instruments such as lutes and harps. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Food and Table manners&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Devenir isn't so complicated when it comes to food. They love spices of any kind and prefer dishes with many parts. Simple chicken on rice can be turned into a Deveniresque dish by marinating the chicken, baking it in a blend of five spices, serving it with white rice, and covered in some sweet sauce. There aren't many set preferences for taste— the Devenir not only love to explore the world, but they also love to explore food. Anything from salty to sour to savory, just as long as it's never bland.&lt;br /&gt;
&lt;br /&gt;
In table manners, they don't have many standards, though some would say their standards are opposed to the norm. The Tieflings are a very social race and represent that in their dinner etiquette. If you're dining at a bar or at home, part of the standard is to be loud. Slurping up your noodles and burping after a beer might be considered distasteful, but to a Tiefling chef, it is the highest praise. If you're eating around others, it's customary to talk to them, especially about the dish. What's good about it? What's bad about it? A Tiefling restaurant is a loud place. Telling one of your guests to &amp;quot;mind their manners&amp;quot; or &amp;quot;quiet down&amp;quot; is extremely rude. Let the people enjoy their dinner and their company. &lt;br /&gt;
&lt;br /&gt;
One of the few &amp;quot;no-nos&amp;quot; of dining is not using a napkin. Clean dining is supreme dining, as it's said. While they might be boisterous, spilling a drink is always a sin, especially on oneself or another person. Ruining someone's clothes is such an offense that it can get a patron banned from a bar or household. Even accidentally dipping a sleeve in one's meal is a reason for embarrassment. It's a waste of wonderful food and a stain on a perfectly beautiful outfit. &lt;br /&gt;
&lt;br /&gt;
Something that isn't necessarily held up at home but is expected within courts or restaurants is that one must finish their entire meal or risk deeply upsetting the chef. Yes, even if it's bad.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Religion&amp;lt;/u&amp;gt; ===&lt;br /&gt;
From the beginning, the Tieflings have believed in the Nature, spirits, and grounds that surrounded their home or settlement that they reside in. Tieflings are strongly aware of the natural world and see the power of the spirits in the ongoing cycle of life and death.&lt;br /&gt;
&lt;br /&gt;
They believe that the cycles of life and death are the center of everything in the world.&lt;br /&gt;
&lt;br /&gt;
This was the case before the fall of Nous, During the current times, Tieflings are either very dedicated to what their Ancestors believed, or They adopt the predominant religion of the nation they reside in &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance and Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Courting ====&lt;br /&gt;
Courting for a Tiefling is similar to that of a bird. They dance, sing, and bring shiny or colorful gifts to the ones they wish to woo. Some might even change their entire color scheme or wardrobe to match a potential partner better. Most Tieflings are not drawn to wealth but to how unique something may be. Piles of gold jewelry are nothing compared to one opal necklace. &lt;br /&gt;
&lt;br /&gt;
Courtship dances often include using ribbon or many layers of light, flowy cloth to adorn the dancer to enhance the show. Most dances are close to ballet or strange contemporary dance. Most flashy dances with flowy movements are preferred. &lt;br /&gt;
&lt;br /&gt;
==== Marriage/Binding ====&lt;br /&gt;
The ceremony of &amp;quot;Binding&amp;quot; is a week-long endeavor, like most major celebrations. The pairing (or all the parties in a polygamous binding) will then commune with their major spirits to see if the pairing is acceptable. Pairings such as fire and water are difficult but fruitful, and pairings such as earth and air are calm but boring. This communion is a way to see how simple or complicated the partnership will be. &lt;br /&gt;
&lt;br /&gt;
Then the pair collect the gifts they received from one another and explain the meaning of each one. This is something similar to human vows. Each item is a part of their relationship and should represent something valuable to the person and the pair.&lt;br /&gt;
&lt;br /&gt;
It is customary to take two sheets of cloth colored to represent each person in the pairing and cut them up. The pair then sew the cloth in patterns that come naturally to the pairing and then display that in their home. &lt;br /&gt;
&lt;br /&gt;
Each person that celebrates with them is to bring the newly bound people a gift. It doesn't matter what it is, as long as it's heartfelt. A flower plucked from your garden is just as valued as a new sailing vessel, even though one has more monetary worth than the other. &lt;br /&gt;
&lt;br /&gt;
It is also expected that during this week of feasting and partying, the couple creates a work of art together and displays it separately from the bound cloth. Whatever the couple makes is up to them, whether that be a dance, statue, painting, or poem. &lt;br /&gt;
&lt;br /&gt;
If these pairs ever wish to be &amp;quot;unbound,&amp;quot; they must destroy everything they have made together. This includes the cloth they sewed together during their binding, the art they made, and anything else they've created together (excluding living things such as plants and children.) The couple will be unbound only when the last thing is torn apart, broken, or burned. &lt;br /&gt;
&lt;br /&gt;
A red flag for most Tiefling marriages is when one partner is unwilling to share or create things with their partner. It is assumed then that they are unwilling to commit to the marriage and commit to this bonded way of life. &lt;br /&gt;
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=== &amp;lt;u&amp;gt;Life and Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Tieflings live up to age 130 and age more slowly than their human neighbors. &lt;br /&gt;
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Tieflings go into puberty at age 18 and become adults at 30, from which point on they are fertile. &lt;br /&gt;
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Despite being able to live up to 130 years, female Tieflings begin losing fertility at around age 40, with males following a decade later, leaving a very small window open to have children.&lt;br /&gt;
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If a Tiefling manages to get pregnant, its small size and other biological factors make it difficult to deliver a baby to term and not die during childbirth. For this reason, infant mortality rates are high. However, the body attempts to balance this by having a shorter gestation period than most and prematurely giving birth. &lt;br /&gt;
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Most gestation periods last only five and a half months, much shorter than most other races. Since most babies are born prematurely, it is unlikely that a child's lungs will be fully developed, making Tieflings highly susceptible to respiratory diseases and more likely to develop breathing issues such as asthma. &lt;br /&gt;
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=== &amp;lt;u&amp;gt;Death and Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Tieflings often accept death as a natural part of life and do not see it as a terrible loss. They believe that the people that have passed have met their maker and are safe and sound.&lt;br /&gt;
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Tieflings don't necessarily have funerals, but they have ways to honor their dead that might seem macabre and taboo to other cultures. They cut out one's horns, burn the bodies, and then shift through the ashes for the remaining bones. Bones and horns are often carved into figurines, instruments, and bowls or can be cast into the sea, buried, or burned a second time. Some families spread ashes around meaningful locations or keep a vial of ash for each family member. Considering your death and discussing how you want your remains to be treated in death is a common subject in life to be sure that you will not be disrespected.&lt;br /&gt;
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== History ==&lt;br /&gt;
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=== Before the Fall of Nous ===&lt;br /&gt;
The Tieflings strived inside a ravine, making homes inside the caves and tents. There was a large nation known as Nous. This is where all the Tieflings lived their lives. No other race lived here because they were close to each other and would not include other races in their traditions. Nous was a colorful place with banners all around, the farm animals painted with paste to fit with the rest of the lands, and tents made from colorful silk and wool. They were a joyful race and would always be seen with a smile on their faces and love for one another. The love for trade and meeting new people was what they lived for, though they did not like them to stay too long. Mystique van Hugh was the man in charge of this nation, and he was a noble person with love for his people and their wellbeing.&lt;br /&gt;
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=== The Plague ===&lt;br /&gt;
The Tieflings were quite peaceful and lived their lives without bothering others. They got their food, drink, and resources to sustain themselves. Never be a part of any big meetings or wars against other nations because, in their eyes, no one was on their side. So why should they be on any others? All was well, and they were happy until one day, a sickness arose, and some children began getting sick to the point of dying. A few days later, the first cases rose. No petty sickness would pass in a few days or weeks. No, this sickness even was caught by the livestock inside Nous and would then kill off their major food supply, and even the wool would become scarce. This brought worry to Mystique van Hugh. This was a test for him to prove he could take control and do what was best for his people. After two years of struggle, he decided to take a small group of soldiers and citizens north to look for unknown lands, to find food or anything to help them.&lt;br /&gt;
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=== The Fall of Nous ===&lt;br /&gt;
Upon moving north, they were greeted by a massive forest with wildlife flowing inside. Many colors of mushrooms and berries would show the closer they got. So a decision was made to farm off as much food as they could carry. Morale was raised as they could make medicines from some herbs to help ease the pain of the rotting Plague. After many trips, they sent more and more people to help gather. They did a little scouting ahead because of how much in need they were. This was an ill move on their part. They began cutting trees for the wood to use on the fires and wooden huts to move from their primitive homes. After weeks of constant farming and scavenging, arrows shot through the forest and killed many Tieflings. Screaming was heard from all over the land. Blood ran through the forest with guts hung on the tree branches. This was a horrific day for the Tieflings, and once word got back to Mystique van Hugh, it was too late moments after large copper-skinned folk with pointy ears surrounded Nous and began their attack, killing as much as they could. Many Tieflings escaped the attack, wandering the lands. But those that were left, left behind a horrific scene, one from the bottom of the Void; the lands were colored in red, the fire was burning the tents, and these people were looting the home for all that the Tieflings had left. &lt;br /&gt;
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=== Present ===&lt;br /&gt;
After these events, the Tieflings are seen throughout Eden, living anywhere they can. They swore not to forget what had happened to them in this time in Nous, but in recent times the new generations are not taught their history, for it would scare the children into their lives. The Plague is now over and does not worry the people anymore. The place of Nous is overgrown with green and mushrooms, the most beautiful in Eden. The bodies that lay must have fed the soil and plants to create this place for remembrance and could still be visited to pay respects; some things still lay here that were there when Nous was still a striving settlement for the Tieflings. They will live where they can for now but aim to recreate their nation to show all others that they do not need any other race to survive.&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
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* There is a legend among Tieflings that states that those who embrace a blue colour of skin may over time develop a sickly allergic reaction to the early sun rays of the Emerald Dusk. Why this is exactly is unclear, though many suspect it has something to do with the way the blue skin paint is produced. Not many believe this legend, yet occasionally a record is found detailing one of these legendary cases.&lt;br /&gt;
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{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Sidnerius</name></author>
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