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		<id>https://www.skaldsongrp.com/wiki/index.php?title=Rules_and_Gameplay&amp;diff=77368</id>
		<title>Rules and Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Rules_and_Gameplay&amp;diff=77368"/>
				<updated>2020-12-31T22:10:13Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These rules are written in support/addition to the [[TOS |Terms of Service]].&lt;br /&gt;
&lt;br /&gt;
As times change, the rules may to address the player base's needs and concerns.&lt;br /&gt;
&lt;br /&gt;
This page gives a general list. Rules for more specific parts of the site can be found with information about those parts (ie: Guild Creation rules, Character Creation rules, etc)&lt;br /&gt;
&lt;br /&gt;
=Images=&lt;br /&gt;
*Profile images are 300x300 px MAXIMUM.&lt;br /&gt;
*Signature images are 500(w) x 100(h) px MAXIMUM.&lt;br /&gt;
*Posters for room walls can be up to 400x400 px MAXIMUM.&lt;br /&gt;
*'''All''' images are to be 150kb or less. &lt;br /&gt;
*Pornographic/Explicit photos will be removed without warning.&lt;br /&gt;
&lt;br /&gt;
==Claims and Copyright==&lt;br /&gt;
&lt;br /&gt;
SkaldSong RP does not claim rights to any photo uploaded by a player. All claims are considered personal use.&lt;br /&gt;
&lt;br /&gt;
=Game Information Use=&lt;br /&gt;
*You cannot declare to know someone without permission from the other person(s) or reasonable explanation (ie renowned status)&lt;br /&gt;
*You cannot declare your character(s) to share history or a background with another character(s) without permission from the other person(s)&lt;br /&gt;
*Even if you recognize a character from another site, do not assume or expect that history to be valid still.&lt;br /&gt;
&lt;br /&gt;
==Player Disputes==&lt;br /&gt;
We expect every player to conduct themselves maturely with one another. However in the event that players cannot come to a decision they can choose to ''request'' mediation by the Staff. Staff members will do all they can to come to a decision and can issue overrides to certain plot points that might not have been considered kosher otherwise. &lt;br /&gt;
&lt;br /&gt;
By default the Staff will not intervene unless the situation is disruptive to the community (ie ''public, explosive arguments'') or at the request of a player involved. &lt;br /&gt;
&lt;br /&gt;
'''Requesting mediation by staff is not in any way considered a strike against either party!'''&lt;br /&gt;
&lt;br /&gt;
Direct complaints about a player must be made directly to one of the staff and announced as such. Only then will we proceed with fact finding and take action on your situation.&lt;br /&gt;
&lt;br /&gt;
=Rooms and Privacy=&lt;br /&gt;
Rooms are considered '''free to join''' unless otherwise written in the room title. &lt;br /&gt;
&lt;br /&gt;
Private role plays should be reserved for one-off situations, such as campaigns or situations where it is virtually impossible for others to attend. On the forum private role plays are still public to be read, so be considerate in how you use them.&lt;br /&gt;
&lt;br /&gt;
''If you want to watch only, it is courteous to ask permission first. Some people don't mind people joining on the fly, but it can be a little nerving being watched.''&lt;br /&gt;
&lt;br /&gt;
''If you are told no, please do not subvert a player's wish by waiting until they exit to read the 'back log'.''&lt;br /&gt;
===Temporary Rooms===&lt;br /&gt;
The use of temporary rooms are not to be used to subvert the rules and logs remain long after the room vanishes.&lt;br /&gt;
&lt;br /&gt;
They are great for creating a more localized setting not normally offered. For example there may be a group playing in the Market Square and within that room three of you are actually inside a building. In order to not confuse the setting or hold anyone up you might feel inclined to create the shop as a room to continue. This is a great way to reduce room anxiety for those who aren't familiar with playing in larger groups.&lt;br /&gt;
&lt;br /&gt;
===Out of Character Privacy===&lt;br /&gt;
Internet 101: Never give out your personal details to strangers.&lt;br /&gt;
&lt;br /&gt;
=Mature Content=&lt;br /&gt;
[[File:322.png | link=http://rpgrating.com]]&lt;br /&gt;
&lt;br /&gt;
The contents of roleplay that may be found on Skaldsong may not be necessarily suitable to minors. &lt;br /&gt;
&lt;br /&gt;
==Graphic Scenes==&lt;br /&gt;
Players may choose to 'shut the bedroom door' and continue the scene from the aftermath, denoted with some form of line break (***, ~*~, etc) or as preferable. Those who choose to carry forth and allow depth into the scene should restrict themselves to what one would read in a romantica novel. Best put as:&lt;br /&gt;
&lt;br /&gt;
'''All About Romance.com (Sensuality Ratings Guide) wrote:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''While our lovers do make love, and the reader is there with them, physical details are described, but are not graphically depicted. Much is left to the reader’s imagination and/or possibly the use of euphemistic “code words.” But what’s most important are feelings and emotions, not body parts.''&lt;br /&gt;
&lt;br /&gt;
For ''violence'' much of the same considerations should be taken and depending on the nature and comfort of those involved.&lt;br /&gt;
&lt;br /&gt;
'''Never feel obligated to continue a scene of either type.'''&lt;br /&gt;
&lt;br /&gt;
That being said, the use of temporary rooms, marked &amp;quot;private&amp;quot; is advised.&lt;br /&gt;
&lt;br /&gt;
=Skirmishes=&lt;br /&gt;
Fighting in play by active posting roleplay (as opposed to forum based roleplay) can be a daunting challenge for those who do not regularly do so.  There are many favored styles out there, from a reliance on dice to a reliance on “honor” (although regardless of the fight choice chosen, being honest will get you in fewer tough situations should a moderator have to be involved.)  Your characters can fight dirty, but you, the player, have to be honest about that dirt.&lt;br /&gt;
&lt;br /&gt;
Event fights (those centered around holidays or events created or approved by the Staff) will almost certainly be moderated and possess their own rules due to the nature of the scene.  For example, a joust would not necessarily follow the same rules as a wrestling match or archery contest, and thus would be moderated with different rules.  Also, fights that occur out in the world may need special attention to details in their own way.&lt;br /&gt;
&lt;br /&gt;
===Conduct===&lt;br /&gt;
&lt;br /&gt;
*Determine the method you ''both'' will agree to. Come to an agreement before you engage. &lt;br /&gt;
** If you cannot, consider talking out about what might occur and the ending, or agree to using a referee. &lt;br /&gt;
&lt;br /&gt;
*Items, including hidden ones, as well as most powers are accounted for before the fight begins.  This is to simply provide proof against 'deus ex' actions and is for the benefit of any referee you might recruit. Leniency may occur between people who are comfortable with the situation or if the match is not so serious to need such specificity.&lt;br /&gt;
&lt;br /&gt;
*Actions should be detailed and numbered for legibility.&lt;br /&gt;
** For example: ''He swung the sword with his right hand horizontally across his enemy's waistline(1). His left arm braced the shield upward to catch the blow from the mace.'') Defending actions are typically responsive of logic cause and effect, or dice, and as such do not need to be specified unless is part of an attack itself (''[...]blow from the mace and pushed back to topple the attacker backward a step(2)'')&lt;br /&gt;
&lt;br /&gt;
*Accepted hits are acknowledged and carried forward through the fight. Injuries should be as severe as they would realistically be and no one flesh or fabric is impervious. Hair gets cut, and armor is designed to take a beating, so give it some dents and scratches. &lt;br /&gt;
&lt;br /&gt;
''Always remember that you are choreographing a story with others. This is not a fight between you and your opponent, but a story of a clashing.'' &lt;br /&gt;
&lt;br /&gt;
Consider these:&lt;br /&gt;
&lt;br /&gt;
*Is this training, a death match, or something in between?&lt;br /&gt;
*What is the end goal? Will someone lose or will there be a stalemate/escape?&lt;br /&gt;
*Does this fight have a purpose oocly? (Giving character rights to something?)&lt;br /&gt;
&lt;br /&gt;
Often simply knowing these answers can diffuse most OOC squabbles before they have ever begun.  Always reach out to the other player in order to clarify anything you might not have understood from their point of view before making your post and you will have avoided a large amount of unnecessary frustration altogether.&lt;br /&gt;
&lt;br /&gt;
You can also have someone read and referee a fight if you like, and this person can be ''anyone'' as long as they are recognized as impartial by the fighters.&lt;br /&gt;
&lt;br /&gt;
===Methods===&lt;br /&gt;
There is no enforceable system for fights beyond the guidelines listed above. Players may opt to use dice or stick to strictly text, regardless they should be open and honest with their character's abilities, strengths, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Basic dice usually involve just tossing the agreed die (usually a d20 or d100) at each other and taking into account not only whose is highest, but the difference between the resulting numbers to determine how bad of a miss or how bad of a hit that might have occurred. The dice here are just a guide and are idea for those who don't really care what happens along the way. &lt;br /&gt;
&lt;br /&gt;
Sometimes people use dice to simply make personal decisions about what to do, or as a building-consequence type of rolling where they are trying to achieve through dice a particular number or total in order to proceed with a character's trait or skill.&lt;br /&gt;
&lt;br /&gt;
Feel free to use other systems you feel might work for your fight, so long as its understood, and agreed upon!&lt;br /&gt;
&lt;br /&gt;
=Life Cycles=&lt;br /&gt;
'''The following rules may be adjusted based on player feedback, or necessity in order to keep a certain flow with the player base.''' &lt;br /&gt;
&lt;br /&gt;
Pregnancies and Deaths involve badges, so please remember to apply for them so we know you need them!&lt;br /&gt;
&lt;br /&gt;
==Pregnancies==&lt;br /&gt;
Having a character go through a pregnancy can be almost as an exciting time as it might be in real life. Some players may go all out, using it as a time to develop their character further as they navigate their first with all the ups and downs that come along the way. A pregnant woman, after all, is ''not'' useless and unplayable! However all players will need to keep these in mind:&lt;br /&gt;
&lt;br /&gt;
*Affected characters must be of age.&lt;br /&gt;
*Pregnancies will last a '''minimum''' of 9 RL weeks. You can totally have them go the full gestation!&lt;br /&gt;
&lt;br /&gt;
As always make sure you get on the same page with your rp partner as far as if this child will be a played character, who will play it, etc. Though this is fantasy we do extend some OOC rights to the other half of the pregnancy, minimally. This is to say you may not claim your character to have a miscarriage if you two stop playing or come to a disagreement. Likewise running away with the traits gained is frowned upon.&lt;br /&gt;
&lt;br /&gt;
==Growth==&lt;br /&gt;
Playing children can be fun, but it's not for everyone. Even in real life we are often in a hurry to grow up. And like real life, once we reach a certain age we just want time to stop!&lt;br /&gt;
&lt;br /&gt;
This can create some odd situations when adults aren't aging but children are. Or where some children are and others aren't.&lt;br /&gt;
&lt;br /&gt;
While we do not currently have a guideline for how to age your characters, we encourage you to use your better judgement and to remind yourself that time moves a lot faster than it feels, let your kid character be kid characters for a while!&lt;br /&gt;
*Feel free to give us ideas/feedback on how you would like us to handle this!&lt;br /&gt;
&lt;br /&gt;
==Death and Beyond==&lt;br /&gt;
No character is immune from death.&lt;br /&gt;
&lt;br /&gt;
We want to encourage you to let characters die, without fear that you have lost them. That being said, if you remain in a situation in which can kill your character and they fail to survive, your character will die. '''But fret not, they do not have to stay dead!'''&lt;br /&gt;
&lt;br /&gt;
===Rebirth and Resurrections===&lt;br /&gt;
Culturally speaking, the natives of The Tapestry believe in rebirth-- that a loved one could be reborn onto a new path, or a worthy person will find themselves awake again before funeral rites are completed. And they do not necessarily have to worship this being to get this perk. This is the artist's gift to the world to continue the stories. However it is not without some... miscalculations.&lt;br /&gt;
&lt;br /&gt;
This means you can use the death of a character to change things up, or as a simple road bump in its life.&lt;br /&gt;
&lt;br /&gt;
There are two methods you can use to bring back your character, both will require ''one month'' (which you can use to finalize your decisions and get the gang organized) to do:&lt;br /&gt;
&lt;br /&gt;
'''Rebirth'''&lt;br /&gt;
*If your character is less than a month old (play time) you are eligible for this without fine print.&lt;br /&gt;
*If your character has Renown rank, you are eligible for this without fine print.&lt;br /&gt;
&lt;br /&gt;
The Skald has recognized your fall out of turn and has manually altered your path. One month into your slumber you find yourself awake again.&lt;br /&gt;
&lt;br /&gt;
''The Fine Print:'' A feature or more of yourself has changed (looks, gender, powers, etc). &lt;br /&gt;
*This method is ideal if you were trying to change subject claims or wanted to restart a character you have been regularly playing with some tweaks, perhaps you feel they would have been better suited as another race? Maybe you decided you didn't like their abilities or tone. &lt;br /&gt;
&lt;br /&gt;
'''Resurrection'''&lt;br /&gt;
&lt;br /&gt;
With the aid of others a plea is made to The Skald to consider you. With your combined efforts and power the hero is brought back. How unscathed you are highly depends on how you fell and the power of the people helping you.&lt;br /&gt;
*This method is ideal if you had let your character die for plot reasons, but otherwise wanted to keep playing them. We thank you for your participation!&lt;br /&gt;
&lt;br /&gt;
'''Ghosts and Soul-less'''&lt;br /&gt;
Ghosts in The Tapestry have lost their way. The process for Resurrection might have been cut short with an unrecognizable body, or the offer of Rebirth had been ignored, or prevented via entrapment or binding to somewhere or something.&lt;br /&gt;
&lt;br /&gt;
If your character sells their soul, or has their soul taken from them, they will NOT be able to resurrect by any method without the soul's owner's participation.&lt;br /&gt;
&lt;br /&gt;
A devoured soul is unrecoverable, and perhaps the only way for someone to permanently die.&lt;br /&gt;
&lt;br /&gt;
=Magic Item Requests=&lt;br /&gt;
&lt;br /&gt;
'''Magic Item request information and requirements.'''&lt;br /&gt;
&lt;br /&gt;
So, you want a custom magical item? This is where you will find out the requirements for getting such a thing.&lt;br /&gt;
&lt;br /&gt;
The following is a list of criteria for your item to be created. Following that, will be the explanation of reasons why we have created this process. It is advised you read both before making an item request. Following that will be a list of likely questions that will be updated if and when people ask for more information.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
*'''Before setting out to make an item/ask for one to be added to chat, contact the staff first.'''&lt;br /&gt;
This is courteous, and can help us get your item ready and off the ground quicker if we have some lead time to work on it with you. “I said they could have it tomorrow” or similar promises on our behalf are unlikely to be progressed as a request.&lt;br /&gt;
&lt;br /&gt;
*'''A ‘plot’ hook for the item:'''&lt;br /&gt;
Why is this item significant? Who is it for? How do they get it? Examples of answers to this question are a long quest that requires special materials for someone to make it, a personal sacrifice on the part of the desired bearer. Or perhaps it is representative of a bond or commemorative of a special event - the story of an item should guide why you want it where possible.&lt;br /&gt;
&lt;br /&gt;
*'''What it does:'''&lt;br /&gt;
Is it a magic sword that bursts into flames? Is it an earring that allows you to remote view a given location? Tell us what it does and how. If it has weaknesses or failings (being made of a brittle material, or it does not work underwater, etc). If we are aware of what the item can do, then we can properly support or mediate for you if the item causes a situation where the outcome is not clear.&lt;br /&gt;
&lt;br /&gt;
*'''An image for the item to use in chat:''' &lt;br /&gt;
Width and height dimensions of 150x150, keep the data size as low as is practically possible. Also try to pick an image that clearly displays what the item is - this may be challenging, such as with a sword that will not fit in the image dimensions without being very small, but use your best judgement. Some creative cropping can go a long way!&lt;br /&gt;
&lt;br /&gt;
*'''Description text:'''&lt;br /&gt;
*Short description: eg: heirloom blade, jade armlet, etc&lt;br /&gt;
*Long description: The basic info about the item - this is about a tweet’s worth of information. Eg: “A tome inlaid with precious metals and stones, that contains secret information.” Note: Code restrictions mean it really must be a brief description, so be economical with your item descriptions - what it is at a glance will suffice. Also note that the short description is not strictly necessary if you do not want to include one.&lt;br /&gt;
&lt;br /&gt;
=Cursed Items=&lt;br /&gt;
Cursed items follow a very similar path of approval, but with some additional criteria in mind.&lt;br /&gt;
&lt;br /&gt;
* A curse must have a clear intent, easily understood from an out of character perspective, even if not in character.&lt;br /&gt;
Curses are often cryptic to unravel, but their intent and effect is often obvious. This, again, falls in to the category of enabling us to properly assist or intervene if required, if we clearly understand what your cursed item is intended to do. &lt;br /&gt;
&lt;br /&gt;
* A clear means of dismantling the curse. &lt;br /&gt;
Assuming there is not some agreement between players that this be a long lasting or permanent thing or a specific and limited duration, the possibility for remedy must exist somehow, that is easy to understand from an out of character standpoint.&lt;br /&gt;
&lt;br /&gt;
* A player should know before hand that they are getting a cursed item.&lt;br /&gt;
While it can be entertaining to spring an unpleasant surprise on a character, it should not be an unpleasant surprise for the writer. Tricking or manipulating a person in to a situation that puts a curse on their character is problematic in many ways, so it should be clear to the person receiving the item that it is cursed.&lt;br /&gt;
&lt;br /&gt;
=Legacy Items=&lt;br /&gt;
&lt;br /&gt;
Legacy items are a slightly different spin on magic items, that require a longer term investment - Legacy items are items of significant story and history, that have accrued their special properties through the deeds of the wielder. Such items do not spring up over night, nor can a craftsman simply make one. Their story - their legacy - is what gives them their powers. The sword of a famous beast slayer that has become an especially effective tool at killing monsters, or the lyre of a famous performer whose legend was cut short by tragedy might be examples of legacy items. These items are for people who would like to build something special over time, by unlocking the legacy of an old and storied item, or by creating their own legacy from the ground up based on the merit of their own deeds.&lt;br /&gt;
&lt;br /&gt;
'''Application for a legacy item:'''&lt;br /&gt;
&lt;br /&gt;
'''A legacy item should:'''&lt;br /&gt;
&lt;br /&gt;
*Be long term goals&lt;br /&gt;
&lt;br /&gt;
*Have power that is rewarding of that time investment, and unlocked exclusively by roleplay &lt;br /&gt;
&lt;br /&gt;
*Be story driven - the journey is as much a part of owning an item like this, as the item itself, maybe moreso, because the legacy is what makes it special. They should have a specific theme and intent in mind.&lt;br /&gt;
&lt;br /&gt;
*Be either a new legacy (where the character will undergo rps to turn an item then own into a legacy item) or a discovered item (where they will rp learning about the item and recreating the moments that created its properties in order to 'reactivate' the legacy.&lt;br /&gt;
&lt;br /&gt;
Once you have an item in mind, it then becomes a matter of talking to the staff about what you would like to do, and how to achieve it. Does your character discover an item that has a legacy waiting to be discovered, or are they going to start a legacy themselves? Either way, you should write up a list of the abilities you would like the item to have, (be detailed, this will go in your favour) and how your character might unlock these properties. From there the staff will help you work out something suitable for your needs that matches the Tapestry's power level and thematic appropriateness. Below is an example of how a legacy item might look:&lt;br /&gt;
&lt;br /&gt;
'''Dragon ward - 2 tier item:''' &lt;br /&gt;
(Note: Dragons are a special and rare thing in the Tapestry, unlikely to be encountered, this item is just to show design being focused around theme and story)&lt;br /&gt;
&lt;br /&gt;
Initial ritual, verse 1:&lt;br /&gt;
&lt;br /&gt;
Climb to the top of a mountain where a dragon is said to reside, and come what may, stay there in meditation for 2 days.&lt;br /&gt;
&lt;br /&gt;
Legacy property for item: Wyrmsense: While holding the item, you are intuitively aware of a dragon within half a mile of you. You do not know the position or distance in any strict sense, but while you bear the item you will always have at least a little warning of their presence.&lt;br /&gt;
&lt;br /&gt;
(This is a relatively small and situational power, but this is the start of the legacy item, an indication of what it might become and what it might do. It’s also a small perk to give them incentive to keep the thing going. The properties they can get may improve with each iteration if it has multiple steps to its legacy)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Improvement - verse 2:&lt;br /&gt;
&lt;br /&gt;
During an altercation with a dragon, you must survive, and you must help get any people nearby who are injured or non-combatant to safety.&lt;br /&gt;
&lt;br /&gt;
Legacy property: Sanctuary: While holding this item, The first time you or people immediately around you are attacked by a dragon’s breath weapon, you are shielded from harm.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The ‘why’ of magic item requirements:'''&lt;br /&gt;
&lt;br /&gt;
A sense of significance or ‘character’:&lt;br /&gt;
&lt;br /&gt;
Magic items are generally considered to be significant and special if we choose to make an item for them in chat. This is partly because the world of the Tapestry is generally quite low magic level, and magic swords and the like are not super common in circulation. By limiting the creation of items it keeps them special and noteworthy - think of magic items as badges of a different kind - you don’t get one for no reason, and it should be a commemorative reward for work done and stories explored. Such items offer more to the chat and the world they are in if they are properly managed and kept relatively infrequent in appearance.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Rules_and_Gameplay&amp;diff=77359</id>
		<title>Rules and Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Rules_and_Gameplay&amp;diff=77359"/>
				<updated>2020-08-30T21:54:24Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These rules are written in support/addition to the [[TOS |Terms of Service]].&lt;br /&gt;
&lt;br /&gt;
As times change, the rules may to address the player base's needs and concerns.&lt;br /&gt;
&lt;br /&gt;
This page gives a general list. Rules for more specific parts of the site can be found with information about those parts (ie: Guild Creation rules, Character Creation rules, etc)&lt;br /&gt;
&lt;br /&gt;
=Images=&lt;br /&gt;
*Profile images are 300x300 px MAXIMUM.&lt;br /&gt;
*Signature images are 500(w) x 100(h) px MAXIMUM.&lt;br /&gt;
*Posters for room walls can be up to 400x400 px MAXIMUM.&lt;br /&gt;
*'''All''' images are to be 150kb or less. &lt;br /&gt;
*Pornographic/Explicit photos will be removed without warning.&lt;br /&gt;
&lt;br /&gt;
==Claims and Copyright==&lt;br /&gt;
&lt;br /&gt;
SkaldSong RP does not claim rights to any photo uploaded by a player. All claims are considered personal use.&lt;br /&gt;
&lt;br /&gt;
=Game Information Use=&lt;br /&gt;
*You cannot declare to know someone without permission from the other person(s) or reasonable explanation (ie renowned status)&lt;br /&gt;
*You cannot declare your character(s) to share history or a background with another character(s) without permission from the other person(s)&lt;br /&gt;
*Even if you recognize a character from another site, do not assume or expect that history to be valid still.&lt;br /&gt;
&lt;br /&gt;
==Player Disputes==&lt;br /&gt;
We expect every player to conduct themselves maturely with one another. However in the event that players cannot come to a decision they can choose to ''request'' mediation by the Staff. Staff members will do all they can to come to a decision and can issue overrides to certain plot points that might not have been considered kosher otherwise. &lt;br /&gt;
&lt;br /&gt;
By default the Staff will not intervene unless the situation is disruptive to the community (ie ''public, explosive arguments'') or at the request of a player involved. &lt;br /&gt;
&lt;br /&gt;
'''Requesting mediation by staff is not in any way considered a strike against either party!'''&lt;br /&gt;
&lt;br /&gt;
Direct complaints about a player must be made directly to one of the staff and announced as such. Only then will we proceed with fact finding and take action on your situation.&lt;br /&gt;
&lt;br /&gt;
=Rooms and Privacy=&lt;br /&gt;
Rooms are considered '''free to join''' unless otherwise written in the room title. &lt;br /&gt;
&lt;br /&gt;
Private role plays should be reserved for one-off situations, such as campaigns or situations where it is virtually impossible for others to attend. On the forum private role plays are still public to be read, so be considerate in how you use them.&lt;br /&gt;
&lt;br /&gt;
''If you want to watch only, it is courteous to ask permission first. Some people don't mind people joining on the fly, but it can be a little nerving being watched.''&lt;br /&gt;
&lt;br /&gt;
''If you are told no, please do not subvert a player's wish by waiting until they exit to read the 'back log'.''&lt;br /&gt;
===Temporary Rooms===&lt;br /&gt;
The use of temporary rooms are not to be used to subvert the rules and logs remain long after the room vanishes.&lt;br /&gt;
&lt;br /&gt;
They are great for creating a more localized setting not normally offered. For example there may be a group playing in the Market Square and within that room three of you are actually inside a building. In order to not confuse the setting or hold anyone up you might feel inclined to create the shop as a room to continue. This is a great way to reduce room anxiety for those who aren't familiar with playing in larger groups.&lt;br /&gt;
&lt;br /&gt;
===Out of Character Privacy===&lt;br /&gt;
Internet 101: Never give out your personal details to strangers.&lt;br /&gt;
&lt;br /&gt;
=Mature Content=&lt;br /&gt;
[[File:322.png | link=http://rpgrating.com]]&lt;br /&gt;
&lt;br /&gt;
The contents of roleplay that may be found on Skaldsong may not be necessarily suitable to minors. &lt;br /&gt;
&lt;br /&gt;
==Graphic Scenes==&lt;br /&gt;
Players may choose to 'shut the bedroom door' and continue the scene from the aftermath, denoted with some form of line break (***, ~*~, etc) or as preferable. Those who choose to carry forth and allow depth into the scene should restrict themselves to what one would read in a romantica novel. Best put as:&lt;br /&gt;
&lt;br /&gt;
'''All About Romance.com (Sensuality Ratings Guide) wrote:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''While our lovers do make love, and the reader is there with them, physical details are described, but are not graphically depicted. Much is left to the reader’s imagination and/or possibly the use of euphemistic “code words.” But what’s most important are feelings and emotions, not body parts.''&lt;br /&gt;
&lt;br /&gt;
For ''violence'' much of the same considerations should be taken and depending on the nature and comfort of those involved.&lt;br /&gt;
&lt;br /&gt;
'''Never feel obligated to continue a scene of either type.'''&lt;br /&gt;
&lt;br /&gt;
That being said, the use of temporary rooms, marked &amp;quot;private&amp;quot; is advised.&lt;br /&gt;
&lt;br /&gt;
=Skirmishes=&lt;br /&gt;
Fighting in play by active posting roleplay (as opposed to forum based roleplay) can be a daunting challenge for those who do not regularly do so.  There are many favored styles out there, from a reliance on dice to a reliance on “honor” (although regardless of the fight choice chosen, being honest will get you in fewer tough situations should a moderator have to be involved.)  Your characters can fight dirty, but you, the player, have to be honest about that dirt.&lt;br /&gt;
&lt;br /&gt;
Event fights (those centered around holidays or events created or approved by the Staff) will almost certainly be moderated and possess their own rules due to the nature of the scene.  For example, a joust would not necessarily follow the same rules as a wrestling match or archery contest, and thus would be moderated with different rules.  Also, fights that occur out in the world may need special attention to details in their own way.&lt;br /&gt;
&lt;br /&gt;
===Conduct===&lt;br /&gt;
&lt;br /&gt;
*Determine the method you ''both'' will agree to. Come to an agreement before you engage. &lt;br /&gt;
** If you cannot, consider talking out about what might occur and the ending, or agree to using a referee. &lt;br /&gt;
&lt;br /&gt;
*Items, including hidden ones, as well as most powers are accounted for before the fight begins.  This is to simply provide proof against 'deus ex' actions and is for the benefit of any referee you might recruit. Leniency may occur between people who are comfortable with the situation or if the match is not so serious to need such specificity.&lt;br /&gt;
&lt;br /&gt;
*Actions should be detailed and numbered for legibility.&lt;br /&gt;
** For example: ''He swung the sword with his right hand horizontally across his enemy's waistline(1). His left arm braced the shield upward to catch the blow from the mace.'') Defending actions are typically responsive of logic cause and effect, or dice, and as such do not need to be specified unless is part of an attack itself (''[...]blow from the mace and pushed back to topple the attacker backward a step(2)'')&lt;br /&gt;
&lt;br /&gt;
*Accepted hits are acknowledged and carried forward through the fight. Injuries should be as severe as they would realistically be and no one flesh or fabric is impervious. Hair gets cut, and armor is designed to take a beating, so give it some dents and scratches. &lt;br /&gt;
&lt;br /&gt;
''Always remember that you are choreographing a story with others. This is not a fight between you and your opponent, but a story of a clashing.'' &lt;br /&gt;
&lt;br /&gt;
Consider these:&lt;br /&gt;
&lt;br /&gt;
*Is this training, a death match, or something in between?&lt;br /&gt;
*What is the end goal? Will someone lose or will there be a stalemate/escape?&lt;br /&gt;
*Does this fight have a purpose oocly? (Giving character rights to something?)&lt;br /&gt;
&lt;br /&gt;
Often simply knowing these answers can diffuse most OOC squabbles before they have ever begun.  Always reach out to the other player in order to clarify anything you might not have understood from their point of view before making your post and you will have avoided a large amount of unnecessary frustration altogether.&lt;br /&gt;
&lt;br /&gt;
You can also have someone read and referee a fight if you like, and this person can be ''anyone'' as long as they are recognized as impartial by the fighters.&lt;br /&gt;
&lt;br /&gt;
===Methods===&lt;br /&gt;
There is no enforceable system for fights beyond the guidelines listed above. Players may opt to use dice or stick to strictly text, regardless they should be open and honest with their character's abilities, strengths, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Basic dice usually involve just tossing the agreed die (usually a d20 or d100) at each other and taking into account not only whose is highest, but the difference between the resulting numbers to determine how bad of a miss or how bad of a hit that might have occurred. The dice here are just a guide and are idea for those who don't really care what happens along the way. &lt;br /&gt;
&lt;br /&gt;
Sometimes people use dice to simply make personal decisions about what to do, or as a building-consequence type of rolling where they are trying to achieve through dice a particular number or total in order to proceed with a character's trait or skill.&lt;br /&gt;
&lt;br /&gt;
Feel free to use other systems you feel might work for your fight, so long as its understood, and agreed upon!&lt;br /&gt;
&lt;br /&gt;
=Life Cycles=&lt;br /&gt;
'''The following rules may be adjusted based on player feedback, or necessity in order to keep a certain flow with the player base.''' &lt;br /&gt;
&lt;br /&gt;
Pregnancies and Deaths involve badges, so please remember to apply for them so we know you need them!&lt;br /&gt;
&lt;br /&gt;
==Pregnancies==&lt;br /&gt;
Having a character go through a pregnancy can be almost as an exciting time as it might be in real life. Some players may go all out, using it as a time to develop their character further as they navigate their first with all the ups and downs that come along the way. A pregnant woman, after all, is ''not'' useless and unplayable! However all players will need to keep these in mind:&lt;br /&gt;
&lt;br /&gt;
*Affected characters must be of age.&lt;br /&gt;
*Pregnancies will last a '''minimum''' of 9 RL weeks. You can totally have them go the full gestation!&lt;br /&gt;
&lt;br /&gt;
As always make sure you get on the same page with your rp partner as far as if this child will be a played character, who will play it, etc. Though this is fantasy we do extend some OOC rights to the other half of the pregnancy, minimally. This is to say you may not claim your character to have a miscarriage if you two stop playing or come to a disagreement. Likewise running away with the traits gained is frowned upon.&lt;br /&gt;
&lt;br /&gt;
==Growth==&lt;br /&gt;
Playing children can be fun, but it's not for everyone. Even in real life we are often in a hurry to grow up. And like real life, once we reach a certain age we just want time to stop!&lt;br /&gt;
&lt;br /&gt;
This can create some odd situations when adults aren't aging but children are. Or where some children are and others aren't.&lt;br /&gt;
&lt;br /&gt;
While we do not currently have a guideline for how to age your characters, we encourage you to use your better judgement and to remind yourself that time moves a lot faster than it feels, let your kid character be kid characters for a while!&lt;br /&gt;
*Feel free to give us ideas/feedback on how you would like us to handle this!&lt;br /&gt;
&lt;br /&gt;
==Death and Beyond==&lt;br /&gt;
No character is immune from death.&lt;br /&gt;
&lt;br /&gt;
We want to encourage you to let characters die, without fear that you have lost them. That being said, if you remain in a situation in which can kill your character and they fail to survive, your character will die. '''But fret not, they do not have to stay dead!'''&lt;br /&gt;
&lt;br /&gt;
===Rebirth and Resurrections===&lt;br /&gt;
Culturally speaking, the natives of The Tapestry believe in rebirth-- that a loved one could be reborn onto a new path, or a worthy person will find themselves awake again before funeral rites are completed. And they do not necessarily have to worship this being to get this perk. This is the artist's gift to the world to continue the stories. However it is not without some... miscalculations.&lt;br /&gt;
&lt;br /&gt;
This means you can use the death of a character to change things up, or as a simple road bump in its life.&lt;br /&gt;
&lt;br /&gt;
There are two methods you can use to bring back your character, both will require ''one month'' (which you can use to finalize your decisions and get the gang organized) to do:&lt;br /&gt;
&lt;br /&gt;
'''Rebirth'''&lt;br /&gt;
*If your character is less than a month old (play time) you are eligible for this without fine print.&lt;br /&gt;
*If your character has Renown rank, you are eligible for this without fine print.&lt;br /&gt;
&lt;br /&gt;
The Skald has recognized your fall out of turn and has manually altered your path. One month into your slumber you find yourself awake again.&lt;br /&gt;
&lt;br /&gt;
''The Fine Print:'' A feature or more of yourself has changed (looks, gender, powers, etc). &lt;br /&gt;
*This method is ideal if you were trying to change subject claims or wanted to restart a character you have been regularly playing with some tweaks, perhaps you feel they would have been better suited as another race? Maybe you decided you didn't like their abilities or tone. &lt;br /&gt;
&lt;br /&gt;
'''Resurrection'''&lt;br /&gt;
&lt;br /&gt;
With the aid of others a plea is made to The Skald to consider you. With your combined efforts and power the hero is brought back. How unscathed you are highly depends on how you fell and the power of the people helping you.&lt;br /&gt;
*This method is ideal if you had let your character die for plot reasons, but otherwise wanted to keep playing them. We thank you for your participation!&lt;br /&gt;
&lt;br /&gt;
'''Ghosts and Soul-less'''&lt;br /&gt;
Ghosts in The Tapestry have lost their way. The process for Resurrection might have been cut short with an unrecognizable body, or the offer of Rebirth had been ignored, or prevented via entrapment or binding to somewhere or something.&lt;br /&gt;
&lt;br /&gt;
If your character sells their soul, or has their soul taken from them, they will NOT be able to resurrect by any method without the soul's owner's participation.&lt;br /&gt;
&lt;br /&gt;
A devoured soul is unrecoverable, and perhaps the only way for someone to permanently die.&lt;br /&gt;
&lt;br /&gt;
=Magic Item Requests=&lt;br /&gt;
&lt;br /&gt;
'''Magic Item request information and requirements.'''&lt;br /&gt;
&lt;br /&gt;
So, you want a custom magical item? This is where you will find out the requirements for getting such a thing.&lt;br /&gt;
&lt;br /&gt;
The following is a list of criteria for your item to be created. Following that, will be the explanation of reasons why we have created this process. It is advised you read both before making an item request. Following that will be a list of likely questions that will be updated if and when people ask for more information.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
*'''Before setting out to make an item/ask for one to be added to chat, contact the staff first.'''&lt;br /&gt;
This is courteous, and can help us get your item ready and off the ground quicker if we have some lead time to work on it with you. “I said they could have it tomorrow” or similar promises on our behalf are unlikely to be progressed as a request.&lt;br /&gt;
&lt;br /&gt;
*'''A ‘plot’ hook for the item:'''&lt;br /&gt;
Why is this item significant? Who is it for? How do they get it? Examples of answers to this question are a long quest that requires special materials for someone to make it, a personal sacrifice on the part of the desired bearer. Or perhaps it is representative of a bond or commemorative of a special event - the story of an item should guide why you want it where possible.&lt;br /&gt;
&lt;br /&gt;
*'''What it does:'''&lt;br /&gt;
Is it a magic sword that bursts into flames? Is it an earring that allows you to remote view a given location? Tell us what it does and how. If it has weaknesses or failings (being made of a brittle material, or it does not work underwater, etc). If we are aware of what the item can do, then we can properly support or mediate for you if the item causes a situation where the outcome is not clear.&lt;br /&gt;
&lt;br /&gt;
*'''An image for the item to use in chat:''' &lt;br /&gt;
Width and height dimensions of 150x150, keep the data size as low as is practically possible. Also try to pick an image that clearly displays what the item is - this may be challenging, such as with a sword that will not fit in the image dimensions without being very small, but use your best judgement. Some creative cropping can go a long way!&lt;br /&gt;
&lt;br /&gt;
*'''Description text:'''&lt;br /&gt;
*Short description: eg: heirloom blade, jade armlet, etc&lt;br /&gt;
*Long description: The basic info about the item - this is about a tweet’s worth of information. Eg: “A tome inlaid with precious metals and stones, that contains secret information.” Note: Code restrictions mean it really must be a brief description, so be economical with your item descriptions - what it is at a glance will suffice. Also note that the short description is not strictly necessary if you do not want to include one.&lt;br /&gt;
&lt;br /&gt;
=Cursed Items=&lt;br /&gt;
Cursed items follow a very similar path of approval, but with some additional criteria in mind.&lt;br /&gt;
&lt;br /&gt;
* A curse must have a clear intent, easily understood from an out of character perspective, even if not in character.&lt;br /&gt;
Curses are often cryptic to unravel, but their intent and effect is often obvious. This, again, falls in to the category of enabling us to properly assist or intervene if required, if we clearly understand what your cursed item is intended to do. &lt;br /&gt;
&lt;br /&gt;
* A clear means of dismantling the curse. &lt;br /&gt;
Assuming there is not some agreement between players that this be a long lasting or permanent thing or a specific and limited duration, the possibility for remedy must exist somehow, that is easy to understand from an out of character standpoint.&lt;br /&gt;
&lt;br /&gt;
* A player should know before hand that they are getting a cursed item.&lt;br /&gt;
While it can be entertaining to spring an unpleasant surprise on a character, it should not be an unpleasant surprise for the writer. Tricking or manipulating a person in to a situation that puts a curse on their character is problematic in many ways, so it should be clear to the person receiving the item that it is cursed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The ‘why’ of these requirements:'''&lt;br /&gt;
&lt;br /&gt;
A sense of significance or ‘character’:&lt;br /&gt;
&lt;br /&gt;
Magic items are generally considered to be significant and special if we choose to make an item for them in chat. This is partly because the world of the Tapestry is generally quite low magic level, and magic swords and the like are not super common in circulation. By limiting the creation of items it keeps them special and noteworthy - think of magic items as badges of a different kind - you don’t get one for no reason, and it should be a commemorative reward for work done and stories explored. Such items offer more to the chat and the world they are in if they are properly managed and kept relatively infrequent in appearance.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Rules_and_Gameplay&amp;diff=77358</id>
		<title>Rules and Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Rules_and_Gameplay&amp;diff=77358"/>
				<updated>2020-08-30T21:41:34Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These rules are written in support/addition to the [[TOS |Terms of Service]].&lt;br /&gt;
&lt;br /&gt;
As times change, the rules may to address the player base's needs and concerns.&lt;br /&gt;
&lt;br /&gt;
This page gives a general list. Rules for more specific parts of the site can be found with information about those parts (ie: Guild Creation rules, Character Creation rules, etc)&lt;br /&gt;
&lt;br /&gt;
=Images=&lt;br /&gt;
*Profile images are 300x300 px MAXIMUM.&lt;br /&gt;
*Signature images are 500(w) x 100(h) px MAXIMUM.&lt;br /&gt;
*Posters for room walls can be up to 400x400 px MAXIMUM.&lt;br /&gt;
*'''All''' images are to be 150kb or less. &lt;br /&gt;
*Pornographic/Explicit photos will be removed without warning.&lt;br /&gt;
&lt;br /&gt;
==Claims and Copyright==&lt;br /&gt;
&lt;br /&gt;
SkaldSong RP does not claim rights to any photo uploaded by a player. All claims are considered personal use.&lt;br /&gt;
&lt;br /&gt;
=Game Information Use=&lt;br /&gt;
*You cannot declare to know someone without permission from the other person(s) or reasonable explanation (ie renowned status)&lt;br /&gt;
*You cannot declare your character(s) to share history or a background with another character(s) without permission from the other person(s)&lt;br /&gt;
*Even if you recognize a character from another site, do not assume or expect that history to be valid still.&lt;br /&gt;
&lt;br /&gt;
==Player Disputes==&lt;br /&gt;
We expect every player to conduct themselves maturely with one another. However in the event that players cannot come to a decision they can choose to ''request'' mediation by the Staff. Staff members will do all they can to come to a decision and can issue overrides to certain plot points that might not have been considered kosher otherwise. &lt;br /&gt;
&lt;br /&gt;
By default the Staff will not intervene unless the situation is disruptive to the community (ie ''public, explosive arguments'') or at the request of a player involved. &lt;br /&gt;
&lt;br /&gt;
'''Requesting mediation by staff is not in any way considered a strike against either party!'''&lt;br /&gt;
&lt;br /&gt;
Direct complaints about a player must be made directly to one of the staff and announced as such. Only then will we proceed with fact finding and take action on your situation.&lt;br /&gt;
&lt;br /&gt;
=Rooms and Privacy=&lt;br /&gt;
Rooms are considered '''free to join''' unless otherwise written in the room title. &lt;br /&gt;
&lt;br /&gt;
Private role plays should be reserved for one-off situations, such as campaigns or situations where it is virtually impossible for others to attend. On the forum private role plays are still public to be read, so be considerate in how you use them.&lt;br /&gt;
&lt;br /&gt;
''If you want to watch only, it is courteous to ask permission first. Some people don't mind people joining on the fly, but it can be a little nerving being watched.''&lt;br /&gt;
&lt;br /&gt;
''If you are told no, please do not subvert a player's wish by waiting until they exit to read the 'back log'.''&lt;br /&gt;
===Temporary Rooms===&lt;br /&gt;
The use of temporary rooms are not to be used to subvert the rules and logs remain long after the room vanishes.&lt;br /&gt;
&lt;br /&gt;
They are great for creating a more localized setting not normally offered. For example there may be a group playing in the Market Square and within that room three of you are actually inside a building. In order to not confuse the setting or hold anyone up you might feel inclined to create the shop as a room to continue. This is a great way to reduce room anxiety for those who aren't familiar with playing in larger groups.&lt;br /&gt;
&lt;br /&gt;
===Out of Character Privacy===&lt;br /&gt;
Internet 101: Never give out your personal details to strangers.&lt;br /&gt;
&lt;br /&gt;
=Mature Content=&lt;br /&gt;
[[File:322.png | link=http://rpgrating.com]]&lt;br /&gt;
&lt;br /&gt;
The contents of roleplay that may be found on Skaldsong may not be necessarily suitable to minors. &lt;br /&gt;
&lt;br /&gt;
==Graphic Scenes==&lt;br /&gt;
Players may choose to 'shut the bedroom door' and continue the scene from the aftermath, denoted with some form of line break (***, ~*~, etc) or as preferable. Those who choose to carry forth and allow depth into the scene should restrict themselves to what one would read in a romantica novel. Best put as:&lt;br /&gt;
&lt;br /&gt;
'''All About Romance.com (Sensuality Ratings Guide) wrote:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''While our lovers do make love, and the reader is there with them, physical details are described, but are not graphically depicted. Much is left to the reader’s imagination and/or possibly the use of euphemistic “code words.” But what’s most important are feelings and emotions, not body parts.''&lt;br /&gt;
&lt;br /&gt;
For ''violence'' much of the same considerations should be taken and depending on the nature and comfort of those involved.&lt;br /&gt;
&lt;br /&gt;
'''Never feel obligated to continue a scene of either type.'''&lt;br /&gt;
&lt;br /&gt;
That being said, the use of temporary rooms, marked &amp;quot;private&amp;quot; is advised.&lt;br /&gt;
&lt;br /&gt;
=Skirmishes=&lt;br /&gt;
Fighting in play by active posting roleplay (as opposed to forum based roleplay) can be a daunting challenge for those who do not regularly do so.  There are many favored styles out there, from a reliance on dice to a reliance on “honor” (although regardless of the fight choice chosen, being honest will get you in fewer tough situations should a moderator have to be involved.)  Your characters can fight dirty, but you, the player, have to be honest about that dirt.&lt;br /&gt;
&lt;br /&gt;
Event fights (those centered around holidays or events created or approved by the Staff) will almost certainly be moderated and possess their own rules due to the nature of the scene.  For example, a joust would not necessarily follow the same rules as a wrestling match or archery contest, and thus would be moderated with different rules.  Also, fights that occur out in the world may need special attention to details in their own way.&lt;br /&gt;
&lt;br /&gt;
===Conduct===&lt;br /&gt;
&lt;br /&gt;
*Determine the method you ''both'' will agree to. Come to an agreement before you engage. &lt;br /&gt;
** If you cannot, consider talking out about what might occur and the ending, or agree to using a referee. &lt;br /&gt;
&lt;br /&gt;
*Items, including hidden ones, as well as most powers are accounted for before the fight begins.  This is to simply provide proof against 'deus ex' actions and is for the benefit of any referee you might recruit. Leniency may occur between people who are comfortable with the situation or if the match is not so serious to need such specificity.&lt;br /&gt;
&lt;br /&gt;
*Actions should be detailed and numbered for legibility.&lt;br /&gt;
** For example: ''He swung the sword with his right hand horizontally across his enemy's waistline(1). His left arm braced the shield upward to catch the blow from the mace.'') Defending actions are typically responsive of logic cause and effect, or dice, and as such do not need to be specified unless is part of an attack itself (''[...]blow from the mace and pushed back to topple the attacker backward a step(2)'')&lt;br /&gt;
&lt;br /&gt;
*Accepted hits are acknowledged and carried forward through the fight. Injuries should be as severe as they would realistically be and no one flesh or fabric is impervious. Hair gets cut, and armor is designed to take a beating, so give it some dents and scratches. &lt;br /&gt;
&lt;br /&gt;
''Always remember that you are choreographing a story with others. This is not a fight between you and your opponent, but a story of a clashing.'' &lt;br /&gt;
&lt;br /&gt;
Consider these:&lt;br /&gt;
&lt;br /&gt;
*Is this training, a death match, or something in between?&lt;br /&gt;
*What is the end goal? Will someone lose or will there be a stalemate/escape?&lt;br /&gt;
*Does this fight have a purpose oocly? (Giving character rights to something?)&lt;br /&gt;
&lt;br /&gt;
Often simply knowing these answers can diffuse most OOC squabbles before they have ever begun.  Always reach out to the other player in order to clarify anything you might not have understood from their point of view before making your post and you will have avoided a large amount of unnecessary frustration altogether.&lt;br /&gt;
&lt;br /&gt;
You can also have someone read and referee a fight if you like, and this person can be ''anyone'' as long as they are recognized as impartial by the fighters.&lt;br /&gt;
&lt;br /&gt;
===Methods===&lt;br /&gt;
There is no enforceable system for fights beyond the guidelines listed above. Players may opt to use dice or stick to strictly text, regardless they should be open and honest with their character's abilities, strengths, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Basic dice usually involve just tossing the agreed die (usually a d20 or d100) at each other and taking into account not only whose is highest, but the difference between the resulting numbers to determine how bad of a miss or how bad of a hit that might have occurred. The dice here are just a guide and are idea for those who don't really care what happens along the way. &lt;br /&gt;
&lt;br /&gt;
Sometimes people use dice to simply make personal decisions about what to do, or as a building-consequence type of rolling where they are trying to achieve through dice a particular number or total in order to proceed with a character's trait or skill.&lt;br /&gt;
&lt;br /&gt;
Feel free to use other systems you feel might work for your fight, so long as its understood, and agreed upon!&lt;br /&gt;
&lt;br /&gt;
=Life Cycles=&lt;br /&gt;
'''The following rules may be adjusted based on player feedback, or necessity in order to keep a certain flow with the player base.''' &lt;br /&gt;
&lt;br /&gt;
Pregnancies and Deaths involve badges, so please remember to apply for them so we know you need them!&lt;br /&gt;
&lt;br /&gt;
==Pregnancies==&lt;br /&gt;
Having a character go through a pregnancy can be almost as an exciting time as it might be in real life. Some players may go all out, using it as a time to develop their character further as they navigate their first with all the ups and downs that come along the way. A pregnant woman, after all, is ''not'' useless and unplayable! However all players will need to keep these in mind:&lt;br /&gt;
&lt;br /&gt;
*Affected characters must be of age.&lt;br /&gt;
*Pregnancies will last a '''minimum''' of 9 RL weeks. You can totally have them go the full gestation!&lt;br /&gt;
&lt;br /&gt;
As always make sure you get on the same page with your rp partner as far as if this child will be a played character, who will play it, etc. Though this is fantasy we do extend some OOC rights to the other half of the pregnancy, minimally. This is to say you may not claim your character to have a miscarriage if you two stop playing or come to a disagreement. Likewise running away with the traits gained is frowned upon.&lt;br /&gt;
&lt;br /&gt;
==Growth==&lt;br /&gt;
Playing children can be fun, but it's not for everyone. Even in real life we are often in a hurry to grow up. And like real life, once we reach a certain age we just want time to stop!&lt;br /&gt;
&lt;br /&gt;
This can create some odd situations when adults aren't aging but children are. Or where some children are and others aren't.&lt;br /&gt;
&lt;br /&gt;
While we do not currently have a guideline for how to age your characters, we encourage you to use your better judgement and to remind yourself that time moves a lot faster than it feels, let your kid character be kid characters for a while!&lt;br /&gt;
*Feel free to give us ideas/feedback on how you would like us to handle this!&lt;br /&gt;
&lt;br /&gt;
==Death and Beyond==&lt;br /&gt;
No character is immune from death.&lt;br /&gt;
&lt;br /&gt;
We want to encourage you to let characters die, without fear that you have lost them. That being said, if you remain in a situation in which can kill your character and they fail to survive, your character will die. '''But fret not, they do not have to stay dead!'''&lt;br /&gt;
&lt;br /&gt;
===Rebirth and Resurrections===&lt;br /&gt;
Culturally speaking, the natives of The Tapestry believe in rebirth-- that a loved one could be reborn onto a new path, or a worthy person will find themselves awake again before funeral rites are completed. And they do not necessarily have to worship this being to get this perk. This is the artist's gift to the world to continue the stories. However it is not without some... miscalculations.&lt;br /&gt;
&lt;br /&gt;
This means you can use the death of a character to change things up, or as a simple road bump in its life.&lt;br /&gt;
&lt;br /&gt;
There are two methods you can use to bring back your character, both will require ''one month'' (which you can use to finalize your decisions and get the gang organized) to do:&lt;br /&gt;
&lt;br /&gt;
'''Rebirth'''&lt;br /&gt;
*If your character is less than a month old (play time) you are eligible for this without fine print.&lt;br /&gt;
*If your character has Renown rank, you are eligible for this without fine print.&lt;br /&gt;
&lt;br /&gt;
The Skald has recognized your fall out of turn and has manually altered your path. One month into your slumber you find yourself awake again.&lt;br /&gt;
&lt;br /&gt;
''The Fine Print:'' A feature or more of yourself has changed (looks, gender, powers, etc). &lt;br /&gt;
*This method is ideal if you were trying to change subject claims or wanted to restart a character you have been regularly playing with some tweaks, perhaps you feel they would have been better suited as another race? Maybe you decided you didn't like their abilities or tone. &lt;br /&gt;
&lt;br /&gt;
'''Resurrection'''&lt;br /&gt;
&lt;br /&gt;
With the aid of others a plea is made to The Skald to consider you. With your combined efforts and power the hero is brought back. How unscathed you are highly depends on how you fell and the power of the people helping you.&lt;br /&gt;
*This method is ideal if you had let your character die for plot reasons, but otherwise wanted to keep playing them. We thank you for your participation!&lt;br /&gt;
&lt;br /&gt;
'''Ghosts and Soul-less'''&lt;br /&gt;
Ghosts in The Tapestry have lost their way. The process for Resurrection might have been cut short with an unrecognizable body, or the offer of Rebirth had been ignored, or prevented via entrapment or binding to somewhere or something.&lt;br /&gt;
&lt;br /&gt;
If your character sells their soul, or has their soul taken from them, they will NOT be able to resurrect by any method without the soul's owner's participation.&lt;br /&gt;
&lt;br /&gt;
A devoured soul is unrecoverable, and perhaps the only way for someone to permanently die.&lt;br /&gt;
&lt;br /&gt;
=Magic Item Requests=&lt;br /&gt;
&lt;br /&gt;
'''Magic Item request information and requirements.'''&lt;br /&gt;
&lt;br /&gt;
So, you want a custom magical item? This is where you will find out the requirements for getting such a thing.&lt;br /&gt;
&lt;br /&gt;
The following is a list of criteria for your item to be created. Following that, will be the explanation of reasons why we have created this process. It is advised you read both before making an item request. Following that will be a list of likely questions that will be updated if and when people ask for more information.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
*'''Before setting out to make an item/ask for one to be added to chat, contact the staff first.'''&lt;br /&gt;
This is courteous, and can help us get your item ready and off the ground quicker if we have some lead time to work on it with you. “I said they could have it tomorrow” or similar promises on our behalf are unlikely to be progressed as a request.&lt;br /&gt;
&lt;br /&gt;
*'''A ‘plot’ hook for the item:'''&lt;br /&gt;
Why is this item significant? Who is it for? How do they get it? Examples of answers to this question are a long quest that requires special materials for someone to make it, a personal sacrifice on the part of the desired bearer. Or perhaps it is representative of a bond or commemorative of a special event - the story of an item should guide why you want it where possible.&lt;br /&gt;
&lt;br /&gt;
*'''What it does:'''&lt;br /&gt;
Is it a magic sword that bursts into flames? Is it an earring that allows you to remote view a given location? Tell us what it does and how. If it has weaknesses or failings (being made of a brittle material, or it does not work underwater, etc). If we are aware of what the item can do, then we can properly support or mediate for you if the item causes a situation where the outcome is not clear.&lt;br /&gt;
&lt;br /&gt;
*'''An image for the item to use in chat:''' &lt;br /&gt;
Width and height dimensions of 150x150, keep the data size as low as is practically possible. Also try to pick an image that clearly displays what the item is - this may be challenging, such as with a sword that will not fit in the image dimensions without being very small, but use your best judgement. Some creative cropping can go a long way!&lt;br /&gt;
&lt;br /&gt;
*'''Description text:'''&lt;br /&gt;
Short description: eg: heirloom blade, jade armlet, etc&lt;br /&gt;
Long description: The basic info about the item - this is about a tweet’s worth of information. Eg: “A tome inlaid with precious metals and stones, that contains secret information.” Note: Code restrictions mean it really must be a brief description, so be economical with your item descriptions - what it is at a glance will suffice. Also note that the short description is not strictly necessary if you do not want to include one.&lt;br /&gt;
&lt;br /&gt;
=Cursed Items=&lt;br /&gt;
Cursed items follow a very similar path of approval, but with some additional criteria in mind.&lt;br /&gt;
&lt;br /&gt;
* A curse must have a clear intent, easily understood from an out of character perspective, even if not in character.&lt;br /&gt;
Curses are often cryptic to unravel, but their intent and effect is often obvious. This, again, falls in to the category of enabling us to properly assist or intervene if required, if we clearly understand what your cursed item is intended to do. &lt;br /&gt;
&lt;br /&gt;
* A clear means of dismantling the curse. &lt;br /&gt;
Assuming there is not some agreement between players that this be a long lasting or permanent thing or a specific and limited duration, the possibility for remedy must exist somehow, that is easy to understand from an out of character standpoint.&lt;br /&gt;
&lt;br /&gt;
* A player should know before hand that they are getting a cursed item.&lt;br /&gt;
While it can be entertaining to spring an unpleasant surprise on a character, it should not be an unpleasant surprise for the writer. Tricking or manipulating a person in to a situation that puts a curse on their character is problematic in many ways, so it should be clear to the person receiving the item that it is cursed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The ‘why’ of these requirements:'''&lt;br /&gt;
&lt;br /&gt;
A sense of significance or ‘character’:&lt;br /&gt;
&lt;br /&gt;
Magic items are generally considered to be significant and special if we choose to make an item for them in chat. This is partly because the world of the Tapestry is generally quite low magic level, and magic swords and the like are not super common in circulation. By limiting the creation of items it keeps them special and noteworthy - think of magic items as badges of a different kind - you don’t get one for no reason, and it should be a commemorative reward for work done and stories explored. Such items offer more to the chat and the world they are in if they are properly managed and kept relatively infrequent in appearance.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Rules_and_Gameplay&amp;diff=77357</id>
		<title>Rules and Gameplay</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Rules_and_Gameplay&amp;diff=77357"/>
				<updated>2020-08-30T20:02:53Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These rules are written in support/addition to the [[TOS |Terms of Service]].&lt;br /&gt;
&lt;br /&gt;
As times change, the rules may to address the player base's needs and concerns.&lt;br /&gt;
&lt;br /&gt;
This page gives a general list. Rules for more specific parts of the site can be found with information about those parts (ie: Guild Creation rules, Character Creation rules, etc)&lt;br /&gt;
&lt;br /&gt;
=Images=&lt;br /&gt;
*Profile images are 300x300 px MAXIMUM.&lt;br /&gt;
*Signature images are 500(w) x 100(h) px MAXIMUM.&lt;br /&gt;
*Posters for room walls can be up to 400x400 px MAXIMUM.&lt;br /&gt;
*'''All''' images are to be 150kb or less. &lt;br /&gt;
*Pornographic/Explicit photos will be removed without warning.&lt;br /&gt;
&lt;br /&gt;
==Claims and Copyright==&lt;br /&gt;
&lt;br /&gt;
SkaldSong RP does not claim rights to any photo uploaded by a player. All claims are considered personal use.&lt;br /&gt;
&lt;br /&gt;
=Game Information Use=&lt;br /&gt;
*You cannot declare to know someone without permission from the other person(s) or reasonable explanation (ie renowned status)&lt;br /&gt;
*You cannot declare your character(s) to share history or a background with another character(s) without permission from the other person(s)&lt;br /&gt;
*Even if you recognize a character from another site, do not assume or expect that history to be valid still.&lt;br /&gt;
&lt;br /&gt;
==Player Disputes==&lt;br /&gt;
We expect every player to conduct themselves maturely with one another. However in the event that players cannot come to a decision they can choose to ''request'' mediation by the Staff. Staff members will do all they can to come to a decision and can issue overrides to certain plot points that might not have been considered kosher otherwise. &lt;br /&gt;
&lt;br /&gt;
By default the Staff will not intervene unless the situation is disruptive to the community (ie ''public, explosive arguments'') or at the request of a player involved. &lt;br /&gt;
&lt;br /&gt;
'''Requesting mediation by staff is not in any way considered a strike against either party!'''&lt;br /&gt;
&lt;br /&gt;
Direct complaints about a player must be made directly to one of the staff and announced as such. Only then will we proceed with fact finding and take action on your situation.&lt;br /&gt;
&lt;br /&gt;
=Rooms and Privacy=&lt;br /&gt;
Rooms are considered '''free to join''' unless otherwise written in the room title. &lt;br /&gt;
&lt;br /&gt;
Private role plays should be reserved for one-off situations, such as campaigns or situations where it is virtually impossible for others to attend. On the forum private role plays are still public to be read, so be considerate in how you use them.&lt;br /&gt;
&lt;br /&gt;
''If you want to watch only, it is courteous to ask permission first. Some people don't mind people joining on the fly, but it can be a little nerving being watched.''&lt;br /&gt;
&lt;br /&gt;
''If you are told no, please do not subvert a player's wish by waiting until they exit to read the 'back log'.''&lt;br /&gt;
===Temporary Rooms===&lt;br /&gt;
The use of temporary rooms are not to be used to subvert the rules and logs remain long after the room vanishes.&lt;br /&gt;
&lt;br /&gt;
They are great for creating a more localized setting not normally offered. For example there may be a group playing in the Market Square and within that room three of you are actually inside a building. In order to not confuse the setting or hold anyone up you might feel inclined to create the shop as a room to continue. This is a great way to reduce room anxiety for those who aren't familiar with playing in larger groups.&lt;br /&gt;
&lt;br /&gt;
===Out of Character Privacy===&lt;br /&gt;
Internet 101: Never give out your personal details to strangers.&lt;br /&gt;
&lt;br /&gt;
=Mature Content=&lt;br /&gt;
[[File:322.png | link=http://rpgrating.com]]&lt;br /&gt;
&lt;br /&gt;
The contents of roleplay that may be found on Skaldsong may not be necessarily suitable to minors. &lt;br /&gt;
&lt;br /&gt;
==Graphic Scenes==&lt;br /&gt;
Players may choose to 'shut the bedroom door' and continue the scene from the aftermath, denoted with some form of line break (***, ~*~, etc) or as preferable. Those who choose to carry forth and allow depth into the scene should restrict themselves to what one would read in a romantica novel. Best put as:&lt;br /&gt;
&lt;br /&gt;
'''All About Romance.com (Sensuality Ratings Guide) wrote:'''&amp;lt;br&amp;gt;&lt;br /&gt;
''While our lovers do make love, and the reader is there with them, physical details are described, but are not graphically depicted. Much is left to the reader’s imagination and/or possibly the use of euphemistic “code words.” But what’s most important are feelings and emotions, not body parts.''&lt;br /&gt;
&lt;br /&gt;
For ''violence'' much of the same considerations should be taken and depending on the nature and comfort of those involved.&lt;br /&gt;
&lt;br /&gt;
'''Never feel obligated to continue a scene of either type.'''&lt;br /&gt;
&lt;br /&gt;
That being said, the use of temporary rooms, marked &amp;quot;private&amp;quot; is advised.&lt;br /&gt;
&lt;br /&gt;
=Skirmishes=&lt;br /&gt;
Fighting in play by active posting roleplay (as opposed to forum based roleplay) can be a daunting challenge for those who do not regularly do so.  There are many favored styles out there, from a reliance on dice to a reliance on “honor” (although regardless of the fight choice chosen, being honest will get you in fewer tough situations should a moderator have to be involved.)  Your characters can fight dirty, but you, the player, have to be honest about that dirt.&lt;br /&gt;
&lt;br /&gt;
Event fights (those centered around holidays or events created or approved by the Staff) will almost certainly be moderated and possess their own rules due to the nature of the scene.  For example, a joust would not necessarily follow the same rules as a wrestling match or archery contest, and thus would be moderated with different rules.  Also, fights that occur out in the world may need special attention to details in their own way.&lt;br /&gt;
&lt;br /&gt;
===Conduct===&lt;br /&gt;
&lt;br /&gt;
*Determine the method you ''both'' will agree to. Come to an agreement before you engage. &lt;br /&gt;
** If you cannot, consider talking out about what might occur and the ending, or agree to using a referee. &lt;br /&gt;
&lt;br /&gt;
*Items, including hidden ones, as well as most powers are accounted for before the fight begins.  This is to simply provide proof against 'deus ex' actions and is for the benefit of any referee you might recruit. Leniency may occur between people who are comfortable with the situation or if the match is not so serious to need such specificity.&lt;br /&gt;
&lt;br /&gt;
*Actions should be detailed and numbered for legibility.&lt;br /&gt;
** For example: ''He swung the sword with his right hand horizontally across his enemy's waistline(1). His left arm braced the shield upward to catch the blow from the mace.'') Defending actions are typically responsive of logic cause and effect, or dice, and as such do not need to be specified unless is part of an attack itself (''[...]blow from the mace and pushed back to topple the attacker backward a step(2)'')&lt;br /&gt;
&lt;br /&gt;
*Accepted hits are acknowledged and carried forward through the fight. Injuries should be as severe as they would realistically be and no one flesh or fabric is impervious. Hair gets cut, and armor is designed to take a beating, so give it some dents and scratches. &lt;br /&gt;
&lt;br /&gt;
''Always remember that you are choreographing a story with others. This is not a fight between you and your opponent, but a story of a clashing.'' &lt;br /&gt;
&lt;br /&gt;
Consider these:&lt;br /&gt;
&lt;br /&gt;
*Is this training, a death match, or something in between?&lt;br /&gt;
*What is the end goal? Will someone lose or will there be a stalemate/escape?&lt;br /&gt;
*Does this fight have a purpose oocly? (Giving character rights to something?)&lt;br /&gt;
&lt;br /&gt;
Often simply knowing these answers can diffuse most OOC squabbles before they have ever begun.  Always reach out to the other player in order to clarify anything you might not have understood from their point of view before making your post and you will have avoided a large amount of unnecessary frustration altogether.&lt;br /&gt;
&lt;br /&gt;
You can also have someone read and referee a fight if you like, and this person can be ''anyone'' as long as they are recognized as impartial by the fighters.&lt;br /&gt;
&lt;br /&gt;
===Methods===&lt;br /&gt;
There is no enforceable system for fights beyond the guidelines listed above. Players may opt to use dice or stick to strictly text, regardless they should be open and honest with their character's abilities, strengths, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Basic dice usually involve just tossing the agreed die (usually a d20 or d100) at each other and taking into account not only whose is highest, but the difference between the resulting numbers to determine how bad of a miss or how bad of a hit that might have occurred. The dice here are just a guide and are idea for those who don't really care what happens along the way. &lt;br /&gt;
&lt;br /&gt;
Sometimes people use dice to simply make personal decisions about what to do, or as a building-consequence type of rolling where they are trying to achieve through dice a particular number or total in order to proceed with a character's trait or skill.&lt;br /&gt;
&lt;br /&gt;
Feel free to use other systems you feel might work for your fight, so long as its understood, and agreed upon!&lt;br /&gt;
&lt;br /&gt;
=Life Cycles=&lt;br /&gt;
'''The following rules may be adjusted based on player feedback, or necessity in order to keep a certain flow with the player base.''' &lt;br /&gt;
&lt;br /&gt;
Pregnancies and Deaths involve badges, so please remember to apply for them so we know you need them!&lt;br /&gt;
&lt;br /&gt;
==Pregnancies==&lt;br /&gt;
Having a character go through a pregnancy can be almost as an exciting time as it might be in real life. Some players may go all out, using it as a time to develop their character further as they navigate their first with all the ups and downs that come along the way. A pregnant woman, after all, is ''not'' useless and unplayable! However all players will need to keep these in mind:&lt;br /&gt;
&lt;br /&gt;
*Affected characters must be of age.&lt;br /&gt;
*Pregnancies will last a '''minimum''' of 9 RL weeks. You can totally have them go the full gestation!&lt;br /&gt;
&lt;br /&gt;
As always make sure you get on the same page with your rp partner as far as if this child will be a played character, who will play it, etc. Though this is fantasy we do extend some OOC rights to the other half of the pregnancy, minimally. This is to say you may not claim your character to have a miscarriage if you two stop playing or come to a disagreement. Likewise running away with the traits gained is frowned upon.&lt;br /&gt;
&lt;br /&gt;
==Growth==&lt;br /&gt;
Playing children can be fun, but it's not for everyone. Even in real life we are often in a hurry to grow up. And like real life, once we reach a certain age we just want time to stop!&lt;br /&gt;
&lt;br /&gt;
This can create some odd situations when adults aren't aging but children are. Or where some children are and others aren't.&lt;br /&gt;
&lt;br /&gt;
While we do not currently have a guideline for how to age your characters, we encourage you to use your better judgement and to remind yourself that time moves a lot faster than it feels, let your kid character be kid characters for a while!&lt;br /&gt;
*Feel free to give us ideas/feedback on how you would like us to handle this!&lt;br /&gt;
&lt;br /&gt;
==Death and Beyond==&lt;br /&gt;
No character is immune from death.&lt;br /&gt;
&lt;br /&gt;
We want to encourage you to let characters die, without fear that you have lost them. That being said, if you remain in a situation in which can kill your character and they fail to survive, your character will die. '''But fret not, they do not have to stay dead!'''&lt;br /&gt;
&lt;br /&gt;
===Rebirth and Resurrections===&lt;br /&gt;
Culturally speaking, the natives of The Tapestry believe in rebirth-- that a loved one could be reborn onto a new path, or a worthy person will find themselves awake again before funeral rites are completed. And they do not necessarily have to worship this being to get this perk. This is the artist's gift to the world to continue the stories. However it is not without some... miscalculations.&lt;br /&gt;
&lt;br /&gt;
This means you can use the death of a character to change things up, or as a simple road bump in its life.&lt;br /&gt;
&lt;br /&gt;
There are two methods you can use to bring back your character, both will require ''one month'' (which you can use to finalize your decisions and get the gang organized) to do:&lt;br /&gt;
&lt;br /&gt;
'''Rebirth'''&lt;br /&gt;
*If your character is less than a month old (play time) you are eligible for this without fine print.&lt;br /&gt;
*If your character has Renown rank, you are eligible for this without fine print.&lt;br /&gt;
&lt;br /&gt;
The Skald has recognized your fall out of turn and has manually altered your path. One month into your slumber you find yourself awake again.&lt;br /&gt;
&lt;br /&gt;
''The Fine Print:'' A feature or more of yourself has changed (looks, gender, powers, etc). &lt;br /&gt;
*This method is ideal if you were trying to change subject claims or wanted to restart a character you have been regularly playing with some tweaks, perhaps you feel they would have been better suited as another race? Maybe you decided you didn't like their abilities or tone. &lt;br /&gt;
&lt;br /&gt;
'''Resurrection'''&lt;br /&gt;
&lt;br /&gt;
With the aid of others a plea is made to The Skald to consider you. With your combined efforts and power the hero is brought back. How unscathed you are highly depends on how you fell and the power of the people helping you.&lt;br /&gt;
*This method is ideal if you had let your character die for plot reasons, but otherwise wanted to keep playing them. We thank you for your participation!&lt;br /&gt;
&lt;br /&gt;
'''Ghosts and Soul-less'''&lt;br /&gt;
Ghosts in The Tapestry have lost their way. The process for Resurrection might have been cut short with an unrecognizable body, or the offer of Rebirth had been ignored, or prevented via entrapment or binding to somewhere or something.&lt;br /&gt;
&lt;br /&gt;
If your character sells their soul, or has their soul taken from them, they will NOT be able to resurrect by any method without the soul's owner's participation.&lt;br /&gt;
&lt;br /&gt;
A devoured soul is unrecoverable, and perhaps the only way for someone to permanently die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Magic Item Requests=&lt;br /&gt;
&lt;br /&gt;
'''Magic Item request information and requirements.'''&lt;br /&gt;
&lt;br /&gt;
So, you want a custom magical item? This is where you will find out the requirements for getting such a thing.&lt;br /&gt;
&lt;br /&gt;
The following is a list of criteria for your item to be created. Following that, will be the explanation of reasons why we have created this process. It is advised you read both before making an item request. Following that will be a list of likely questions that will be updated if and when people ask for more information.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
*'''Before setting out to make an item/ask for one to be added to chat, contact the staff first.'''&lt;br /&gt;
This is courteous, and can help us get your item ready and off the ground quicker if we have some lead time to work on it with you. “I said they could have it tomorrow” or similar promises on our behalf are unlikely to be progressed as a request.&lt;br /&gt;
&lt;br /&gt;
*'''A ‘plot’ hook for the item:'''&lt;br /&gt;
Why is this item significant? Who is it for? How do they get it? Examples of answers to this question are a long quest that requires special materials for someone to make it, a personal sacrifice on the part of the desired bearer. Or perhaps it is representative of a bond or commemorative of a special event - the story of an item should guide why you want it where possible.&lt;br /&gt;
&lt;br /&gt;
*'''What it does:'''&lt;br /&gt;
Is it a magic sword that bursts into flames? Is it an earring that allows you to remote view a given location? Tell us what it does and how. If it has weaknesses or failings (being made of a brittle material, or it does not work underwater, etc). If we are aware of what the item can do, then we can properly support or mediate for you if the item causes a situation where the outcome is not clear.&lt;br /&gt;
&lt;br /&gt;
*'''An image for the item to use in chat:''' &lt;br /&gt;
Width and height dimensions of 150x150, keep the data size as low as is practically possible. Also try to pick an image that clearly displays what the item is - this may be challenging, such as with a sword that will not fit in the image dimensions without being very small, but use your best judgement. Some creative cropping can go a long way!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Description text:'''&lt;br /&gt;
Short description: eg: heirloom blade, jade armlet, etc&lt;br /&gt;
Long description: The basic info about the item - this is about a tweet’s worth of information. Eg: “A tome inlaid with precious metals and stones, that contains secret information.” Note: Code restrictions mean it really must be a brief description, so be economical with your item descriptions - what it is at a glance will suffice. Also note that the short description is not strictly necessary if you do not want to include one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The ‘why’ of these requirements:'''&lt;br /&gt;
&lt;br /&gt;
A sense of significance or ‘character’:&lt;br /&gt;
&lt;br /&gt;
Magic items are generally considered to be significant and special if we choose to make an item for them in chat. This is partly because the world of the Tapestry is generally quite low magic level, and magic swords and the like are not super common in circulation. By limiting the creation of items it keeps them special and noteworthy - think of magic items as badges of a different kind - you don’t get one for no reason, and it should be a commemorative reward for work done and stories explored. Such items offer more to the chat and the world they are in if they are properly managed and kept relatively infrequent in appearance.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Character_Guide&amp;diff=77356</id>
		<title>Character Guide</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Character_Guide&amp;diff=77356"/>
				<updated>2020-08-30T12:12:06Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a character the first thing to decide is whether this character is natural to the world, or has been taken and dropped off into it.&lt;br /&gt;
&lt;br /&gt;
=Native or Not?=&lt;br /&gt;
Natives were born and raised in The Tapestry and it is all they have ever known, generally speaking.  They are not at all surprised by the arrival of beings from other places. It is, after all, part of their oldest beliefs that the creator of the world has hand picked these arrivals. Although their comfort level with a species they haven't seen before is something best left to the player to decide. They are well versed in how the world works, obviously.&lt;br /&gt;
&lt;br /&gt;
*Native characters start off with more gold than non-natives.&lt;br /&gt;
*If a slot is available, native characters can start with title.&lt;br /&gt;
&lt;br /&gt;
Non-native characters, also referred to as '''''Skaldborne''''' or '''''Strangers,''''' find themselves in a strange land and generally in even stranger circumstances.  The way they arrive into the world is up to the player's descriptive discretion, but it is encouraged that their characters should arrive with some vague and varied amounts of amnesia and may or may not lack the clothes on their back.  Think of it like a floating scale, where the most extreme cases are usually full blown amnesia and on the other end they retain all their memories, but are never quite sure how they got to The Tapestry.  &lt;br /&gt;
&lt;br /&gt;
Because of this constant influx of Skaldborne, the natives of The Tapestry leave wrapped little packages with a change of clothes, a waxed map to the nearest settlement, and a small amount of gold to get them started.  They are usually highly encouraged to join a guild for ease in assimilation into the world, plus the guilds would get quite the reputation if one of the Skaldborne proves themselves and becomes a clear representation a champion chosen by The Skald.&lt;br /&gt;
&lt;br /&gt;
*Skaldborne characters will start off with a lesser amount of gold than natives, but will have the 'care package' already in their inventory.&lt;br /&gt;
**Their profiles are also marked at the top.&lt;br /&gt;
*You can also opt to play a non-native that has been around long enough to adapt.&lt;br /&gt;
&lt;br /&gt;
=Race=&lt;br /&gt;
We are not too worried about which iteration of common classical fantasy races you would like to bring to The Tapestry. As such the only rule/guideline to follow when considering to play [insert classic fantasy race here] is that it continues to hold the essence of what makes it what it is. Many of these races exist in many and altered forms depending on what region you learn about them in, but they typically have a lot of the same qualities across the board. We will not be holding you to one particular presentation of these common and fantastical options.&lt;br /&gt;
&lt;br /&gt;
==Restricted==&lt;br /&gt;
===Dragons===&lt;br /&gt;
While Dragons are present as 'quests' (slay the dragon, earn the glory, etc) they are almost always NPC material. Dispensation may be given by staff to play a Dragon, but this should not be assumed to be common, or even likely.&lt;br /&gt;
&lt;br /&gt;
'''Why no Dragons?'''&lt;br /&gt;
*It is generally the experience of the staff that Dragon characters simultaneously cause more problems, and don't contribute much to the chat experience as a whole. The implication is that Dragons are powerful, so it often ends up being the case that Dragon characters do little but bluster about their presumed power, and rarely interact with other characters unless it is to further this appearance of power. While this is spot-on character trait-wise for a Dragon, a creature who has no interest in anything but their own glory, brooding in their fortress or mountain or what have you, does not promote much in the way of roleplay.&lt;br /&gt;
*Another problem with Dragons stems from the perception of their power - Dragon's are powerful so it is assumed that a Dragon character is inherently better than characters of other races, based on their popular role in many forms of media. This obviously creates problems, and sometimes friction if it disrupts roleplay when a Dragon comes in and attempts to just fix a situation by virtue of being a dragon alone.&lt;br /&gt;
&lt;br /&gt;
*Dragons as characters are very rarely actually played as Dragons - they rarely ever appear in Dragon form, and often appear as the most attractive character claim a person can find - this leads to the &amp;quot;Bangable humanoid that is really incredibly powerful&amp;quot; problem that can sometimes appear with characters like these. We would prefer to encourage people to shape characters around their personality and experiences - their character - rather than how powerful or attractive they are. &lt;br /&gt;
&lt;br /&gt;
*There is also the unfortunate tendency for Dragon characters to be seen as quaint little status symbols, which in some instances creates an air of elitism or &amp;quot;collecting&amp;quot; of these characters, which again does nothing to improve the roleplay experience. While this is not necessarily common, it is generally believed that not having dragons as a player race is better for the long term health of the chat.&lt;br /&gt;
This is not to say that all Dragon character players fall prey to all these problems, or even some of them, but it is better to be proactive and give the player base realistic expectations and understanding of our reasoning.&lt;br /&gt;
&lt;br /&gt;
==Prohibited==&lt;br /&gt;
&lt;br /&gt;
===God-like beings===&lt;br /&gt;
*These of course, are immersion breaking, or disruptive by their very nature, and fall victim to many of the same problems as Dragons. Characters with god-like power have no challenges, and easily can break a long story by appearing and just fixing a problem, which can cause unintended harm or dispute among players, particularly if a long and arduous storyline is cut down by meddling from these characters. &lt;br /&gt;
*The closest to these kinds of characters are the Maestro's and their corrupted counterparts, the Virtuoso's (and these are at best demi-gods, and are absolutely able to die). At this time there are not Maestro's in the world, and most of the Virtuoso's are dead or otherwise in some suspended state. Permission to play these characters is strictly staff-approved to those that have earned the position.&lt;br /&gt;
&lt;br /&gt;
===Phoenixes===&lt;br /&gt;
*Everything that has been said about Dragons can be assumed to apply to these mythical birds too. There is also the problematic nature of their persistent rebirth, which disrupts roleplay - a character who can essentially never die takes a lot of the drama out of many roleplay experiences by cheapening the consequences and permanency of death with the ability to side-step the issue, such as making fights meaningless to them as they can just be reborn, which also robs other players of the right to their earned kill.&lt;br /&gt;
&lt;br /&gt;
The novelty of its rebirth ability is also moot as this is an option for all players. See [[Rules_and_Gameplay#Death_and_Beyond|Death and Beyond]].&lt;br /&gt;
&lt;br /&gt;
===Aliens===&lt;br /&gt;
*Technically everyone that is not native to the Tapestry is an Alien, so this needs a little clarifying. Extra terrestrial creatures with technology exceeding modern day real life capabilities is generally what is meant here. Such technology would obviously completely break the setting when one person walks across the world with a death ray. The Skald has a fine sense of theme and cohesion, so even if these creatures do exist somewhere, the Skald is unlikely to bring them to the Tapestry - there's plenty enough oddness to go around as it is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ancient beings (pending revision and approval by other staff)===&lt;br /&gt;
*This is another one that needs some explanation, as this category is very broad. Generally this description covers anything that is described as living in excess of a thousand years. Many characters that fit this description also fall into one of the categories above, so I won't repeat the problematic elements here. A unique problem of these characters though is that they potentially remove some of the mysticism of the setting if they just happened to be there and have all the answers (the known history of the tapestry is pretty short, and many plot elements rely on things being lost to time, or otherwise poorly documented).&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Guilds_and_Ranks&amp;diff=77336</id>
		<title>Guilds and Ranks</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Guilds_and_Ranks&amp;diff=77336"/>
				<updated>2020-07-15T16:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The political theater of The Tapestry is always on the brink of a shift despite the illusion of peace carried by its people. Guilds are a major part of the world of the Tapestry. They can help your character rise in rank and power, as well as open many doors to quests and opportunities. &lt;br /&gt;
&lt;br /&gt;
In character they are as potent as family ties / clans but have leniency in that they do not have to operate by bloodline. &lt;br /&gt;
&lt;br /&gt;
Click on a flag to learn about the associated guild.&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Battalgiaflag.png|100px|link=Battaglia|Battaglia Militancy]][[File:Handelsgilde.png|100px|link=Handelsgilde|Handelsgilde]][[File:Candidature9.png|100px|link=Candidature9|Candidature 9]][[File:WhiteMistflag.png|100px|link=WhiteMist|White Mist Pack]][[File:Ayalliflag.png|100px|link=Alyaii Order|Ayalli Order]]&lt;br /&gt;
[[File:Cromwellflag.png|100px|link=The Cromwell Family|The Cromwell Family]]&lt;br /&gt;
&lt;br /&gt;
[[File:Anatomistflag.png|100px|link=Anatomist|Anatomist Guild]][[File:Tasmfisinueflag.png|100px|link=Tasm Fisinue| Tasm Fisinue]][[File:Heal2flag.png|100px|link=Healthy Hearth Healers|Healthy Hearth Healers]][[File:Roustaboutsflag.png|100px|link=The Roustabouts|The Roustabouts]][[File:RedHawkesflag.png|100px|link=Red Hawkes|Red Hawkes]][[File:ColdhavenPack.png|100px|link=ColdhavenPack|Coldhaven Pack]]&lt;br /&gt;
&lt;br /&gt;
'''Archive of Past/Disbanded Guilds'''&lt;br /&gt;
&lt;br /&gt;
[[File:CopperHeartflag.png|100px|link=CopperHeart|Copper Heart]][[File:StoneHeartflag.png|100px|link=StoneHeart|Stone Heart]][[File:YsteriaFlag.png|100px|link=BlackBough|Black Bough]][[File:VerdantCrescentflag.png|100px|link=Verdant Crescent|Verdant Crescent]]&lt;br /&gt;
&lt;br /&gt;
[[File:Haweneyeflag.png|100px|link=Hawenyddion's Eye|Hawenyddion's Eye]][[File:Elysiumflag.png|100px|link=Elysion|Elysion]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=Social Ranks=&lt;br /&gt;
[[File:prima.png]]'''Prima Famiglia'''&lt;br /&gt;
&lt;br /&gt;
The royal family. A single bloodline has carried the crown through many centuries, supplemented by the marriages with worthy guilds or heroes as decided by the Primo Uomo (King). The royal seat is Inizio D'Oro, the city believed built on the spot that The Skald had made their one and only appearance.&lt;br /&gt;
&lt;br /&gt;
Proper forms of address is by their title only, unless given permission otherwise. It is acceptable to shorten the title to just Primo or Prima, as well.&lt;br /&gt;
&lt;br /&gt;
Titles:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Primo Uomo''' (King, 'First Man')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prima Donna''' (Queen, 'First Lady')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Primo Figlio''' (Prince, 'First Son')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prima Figlia''' (Princess, 'First Daughter')&lt;br /&gt;
&lt;br /&gt;
Trivia: The Primo/a titles come from the term Prima Donna for 'first lady' in reference to music/ballet.&lt;br /&gt;
&lt;br /&gt;
[[File:Noble2.png]]'''Doge/Duce'''&lt;br /&gt;
&lt;br /&gt;
The titles belong to the Guild Leaders who have the double duty of running entire regions. Based on their service to the royal family can determine if they will marry in and have the honor of adding their family to the line of the Prima Familia. &lt;br /&gt;
&lt;br /&gt;
Heirs enjoy a lap of luxury in the manor with the royal family. They do not have to be blood-related to the guild leader that sent them.&lt;br /&gt;
&lt;br /&gt;
Proper nomenclature for addressing Doge/Duce are varied and more normalized, with Guild Leaders going by either their internal titles, their name directly, or as their title. &lt;br /&gt;
&lt;br /&gt;
[[File:Noble1.png]]'''Nobile'''&lt;br /&gt;
&lt;br /&gt;
Other guild leaders, despite not holding land, are still recognized as one of the wealthy. Their children are often sent to Inizio D'Oro to be personal servants to the royal family and their superior guild heirs. This title may also reference heirs of all guilds as well, as it is the lowest title of nobility.&lt;br /&gt;
&lt;br /&gt;
Nobile Heirs also do not have to be blood related to the guild leader that sent them.&lt;br /&gt;
&lt;br /&gt;
Possessing no additional fancy titles, Nobiles are typically referred to by their names, but are recognized as being of a superior class than the rest of their peers.&lt;br /&gt;
&lt;br /&gt;
[[File:Renowned2.png]]'''Renowned'''&lt;br /&gt;
&lt;br /&gt;
Exceptional '''heroes''' may be recognized directly by the royal family as prospects to the line, earning a private title that has them at the same 'level' as a Doge/Duce without the land. These are few and far between, designed to humor the belief that ''even the pig keeper can become a king'', a mantra said to encourage people to not feel bound by their station.&lt;br /&gt;
&lt;br /&gt;
There are no special forms of address toward renowned people.&lt;br /&gt;
&lt;br /&gt;
''This level of rank could also apply to '''villains'''. They are respected, as without them there would only be half the opportunities for heroes to appear. Still, they probably would not be excited to have one as their leader or suitor! ''&lt;br /&gt;
&lt;br /&gt;
This rank is given to people who collect enough notable badges to appear well decorated and are not already ranked as nobility. Badges of note include The End, Manticore Mangler, Dragon Doombringer, Virtuoso Vanquisher, etc.&lt;br /&gt;
&lt;br /&gt;
=Guild FAQ=&lt;br /&gt;
Guilds are important in character, providing you opportunities for growth if your character's goal is to lead or rule. It is also a social network, allowing you to connect with other players with similar-minded characters. Some guilds might have enough activity to do their own events, or have overlapping situations with other guilds expanding your social circle in a more organic way, especially if you are shy. :)&lt;br /&gt;
&lt;br /&gt;
'''Profile Perks to all Guilds'''&lt;br /&gt;
&lt;br /&gt;
*Members of guilds will have the banner displayed in their profiles, and titles changed accordingly if they hold power within the guild. Other ranks for establishing seniority or specific job will be displayed beneath the banner.&lt;br /&gt;
*&amp;lt;s&amp;gt;Guilds will have their own slot on the forum with both a public and private section to use as they see fit, as well as a 'group' that will color member's names in the online list.&amp;lt;/s&amp;gt; The forum is currently nonexistant.  When it is eventually reinstated this will be a thing again.&lt;br /&gt;
*Leaders of guilds will gain a lump sum of 5k gold and gain the rank of Nobile. For Head Guilds this bumps up to 10k and Doge, respectively.&lt;br /&gt;
&lt;br /&gt;
==Joining a Guild==&lt;br /&gt;
&lt;br /&gt;
If you feel your character would be a good fit for a guild, or that they would be interested in joining it, seek out a representative of the guild. Depending on the guild's structure that may be all you need to do.&lt;br /&gt;
&lt;br /&gt;
Have a character that is a 'native' and you would like them to already be part of the guild? Talk to the leader OOCly to confirm. Make sure you save yourselves both time and hassle and check to make sure that the history of the guild can align with your character's simply enough (ie, timelines).&lt;br /&gt;
&lt;br /&gt;
Legally you cannot be registered to two guilds. This doesn't mean you can't work for another though...&lt;br /&gt;
&lt;br /&gt;
==Creating a Guild==&lt;br /&gt;
*Five members or more (Number includes Leader)&lt;br /&gt;
*A specialization, does not have to be unique.&lt;br /&gt;
**Can only have up to two specializations that are already ''similar'' in nature. You are encouraged to have only one.&lt;br /&gt;
*Permission of the place you will be setting up (ooc).&lt;br /&gt;
*Please provide information for the wiki.&lt;br /&gt;
&lt;br /&gt;
[[File:Guildflagbase.png]]&lt;br /&gt;
&lt;br /&gt;
Banners should be simplistic, focus on a shape and color scheme and picture having to make it by hand on fabric, multiple times!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will have total control of how your guild determines its next leader or how it invites its members in, promotions within, etc.&lt;br /&gt;
You can host your own events for your members.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Head Guild===	&lt;br /&gt;
In each territory there can be many guilds, but only one has the political weight to be considered in charge of the territory as a whole. To become the head guild of a territory one of two things need to happen:&lt;br /&gt;
 &lt;br /&gt;
*The current head guild submits to your guild	&lt;br /&gt;
**However it happens! The former head guild will need to let the Staff know. 	&lt;br /&gt;
*A new territory is created (spotted). This will be initiated by Staff.  As of 2020 there are no plans to create new territories.&lt;br /&gt;
**Usually a guild is already selected for this oocly (as it will need to be considered long-established), but... petitioning or a competition may be held.&lt;br /&gt;
&lt;br /&gt;
'''Profile Perks to Head Guilds'''&lt;br /&gt;
*You are the region owner, you can boss the smaller guilds around.&lt;br /&gt;
*Leaders gain rank of Doge/Duce, just under the royalty and is eligible for marriage to the royals (Determined by the Annual Review).&lt;br /&gt;
**Wallet boost of 10k gold&lt;br /&gt;
*Permanent-room HQ&lt;br /&gt;
&lt;br /&gt;
===Common Questions===&lt;br /&gt;
'''Can I have a guild of only [race]?''' Yes.&lt;br /&gt;
&lt;br /&gt;
'''Can I also have a guild that does [activity]?''' Yes.&lt;br /&gt;
&lt;br /&gt;
'''Can I take over a guild?''' Yes, with the ooc cooperation of the ''current owner''. Take overs/mutinies are a great way to shift ownership if you find just handing it over to be too bland. Rarely, if the owner is not around anymore we will allow someone with vested interest to rise up. This opportunity is ideally for those already within the guild, but this is not a requirement.&lt;br /&gt;
&lt;br /&gt;
'''Can we have a room for our HQ?''' At the bottom of the room list there is a form you can fill out to create a temporary room. This room will exist until there has been 2 hours of inactivity. If you need it to be private, then you should mark it as such in the room name. Head guilds, which operate a region, will have their HQ as a permanent room as it is considered the capitol building and should be accessible to the public for civil matters.&lt;br /&gt;
&lt;br /&gt;
===Mergers and Partnerships===&lt;br /&gt;
Partnerships among guilds is not unheard of, though not when it comes to trying to climb to a head guild position, this coveted spot means that partnerships will have to at some point become a rivalry or a merger if the other guild is also vying for the position.&lt;br /&gt;
&lt;br /&gt;
If a merger was to happen, the smaller guild will disbanded and members would be added to the roster of the larger. Mergers can happen where both guilds are lost and a entirely new guild is formed. They will have to still consider the rules of that of creation (above).&lt;br /&gt;
&lt;br /&gt;
===Disbandment===&lt;br /&gt;
Disbanded guilds are simply removed from member's profiles, however the information that is displayed here will just be moved to 'past guilds' with a new section concerning how it ended. History is history, after all.&lt;br /&gt;
&lt;br /&gt;
Reasons a guild may be disbanded:&lt;br /&gt;
*'''Disinterest''' - Members all split ways and abandon the guild altogether. This can also happen when membership falls beneath 5 members ''may'' be considered disbanded upon lack of activity. &lt;br /&gt;
**Head guilds will not be disbanded on lack of activity, but if all associated players are MIA then another guild might be invited to take over per staff's invitation and discretion.&lt;br /&gt;
*'''Merged''' - Being taken over by another guild might lead to those members joining the stronger guild and leaving behind the original.&lt;br /&gt;
*'''Culling''' - All members deceased... for whatever reason.&lt;br /&gt;
*'''Decree''' - A head guild or the royal family in question might manually expel a guild from record and eligibility.&lt;br /&gt;
**This would be in-character only, and does not mean a guild cannot still operate, it would just mean that they are not official and therefor would not be able to progress politically-- as there would definitely be movement against them.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=File:Cromwellflag.png&amp;diff=77335</id>
		<title>File:Cromwellflag.png</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=File:Cromwellflag.png&amp;diff=77335"/>
				<updated>2020-07-15T16:38:18Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=The_Cromwell_Family&amp;diff=77334</id>
		<title>The Cromwell Family</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=The_Cromwell_Family&amp;diff=77334"/>
				<updated>2020-07-15T16:37:34Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Created page with &amp;quot;{{Infobox guild |name = The Cromwell Family |type = Entertainment |image = File:Cromwellflag.png |established = 2020 |founder =  |region= Uhrwerkstadt }}  =Hierarchy=   ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox guild&lt;br /&gt;
|name = The Cromwell Family&lt;br /&gt;
|type = Entertainment&lt;br /&gt;
|image = [[File:Cromwellflag.png]]&lt;br /&gt;
|established = 2020&lt;br /&gt;
|founder = &lt;br /&gt;
|region= Uhrwerkstadt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Hierarchy=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Promotions==&lt;br /&gt;
&lt;br /&gt;
=Life in the Guild=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Traditions and Relevant Lore=&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Havelock&amp;diff=77159</id>
		<title>Havelock</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Havelock&amp;diff=77159"/>
				<updated>2019-11-04T19:42:43Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox virtuoso&lt;br /&gt;
|title = Virtuoso of Ill Omen&lt;br /&gt;
|image = [[file:havelock.jpg|center]]&lt;br /&gt;
|guild = Black Bough&lt;br /&gt;
|guildimg = [[file:YsteriaFlag.png|center]]&lt;br /&gt;
|region = Vakdrimen (Uhrwerkstadt Forest)&lt;br /&gt;
|status = Alive&lt;br /&gt;
|active = 2018-2019&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Powers and Abilities=&lt;br /&gt;
&lt;br /&gt;
'''Aura'''&lt;br /&gt;
Havelock emanates a mien of dread and foreboding, rattling the morale of anyone in his presence. The effect is more insidious than that, though - anyone in Havelock's presence is stricken by a blighted fate. A dodged sword that should have missed lands a cruel blow; a minor ailment intensifies to a debilitating sickness as Doom is made manifest. Success is minimalised, and failure is exaggerated while in the presence of Havelock.&lt;br /&gt;
&lt;br /&gt;
'''Method:''' Havelock tampers with other rolls, rather than creating them himself for this effect, so the specifics of this will depend on the rp in question. Anyone in the same real room as Havelock is subject to this effect unless he decides otherwise.&lt;br /&gt;
&lt;br /&gt;
'''The Mark of ill omen'''&lt;br /&gt;
Havelock uses supernatural power to brand a person with the mark of ill omen, a stain on their being that is all but invisible but to the most perceptive or powerful of people - it is unlikely anyone below the standing of a maestro can detect the mark. Once marked, the target is stricken by ill omen where ever they go - animals will shy away from, or attack them; people will inherently distrust the marked person as well, refusing them shelter or sustenance. Any act taken as suspicious or dangerous will be perceived significantly worse, and the marked may be chased from civilised places as a product - there is no rest while so marked.&lt;br /&gt;
&lt;br /&gt;
'''Method:''' This is a story-based ability, so generally it will be decided out of character if someone wants their character to be subjected to such a potentially long-term effect. Havelock's attention falls most prominently on people who are already examples of remarkable good or bad fortune/omens, and it's these people who typically receive the mark.&lt;br /&gt;
&lt;br /&gt;
=Life as a Maestro=&lt;br /&gt;
Havelock is originally from Vakdrimen, and supervised a guild named the Black Bough. Hunters, trackers, trainers of beasts great and small - all of these professions worked under his careful attention. Havelock was a shrewd man, and not necessarily heart-warming or friendly, but he was respected, and fair in his judgement. He was widely known as an excellent huntsman and trainer of animals, chief among his achievements being a large canine he named Bharzas, a beast of a mysterious breed with a remarkable intellect - some say Bharzas was the last of some great wolf-like breed that died out a long time ago.&lt;br /&gt;
&lt;br /&gt;
Havelock's relationships with the other Maestro's were as diverse as the people involved, ranging from camaraderie to intense disdain. The two closest to his own domain, Cecily and Meizarae, were also the two that he was most amicable with, respecting Cecily's work ethic and the tools she made, and sharing mutual paths of study and profession with Meizarae. From there, relationships cooled, with him seeing Bjarke as a bloodthirsty oaf, and Berenice as self-infatuated and vapid, in love with her image of her own wonderful destiny. While he did not like all of the Maestro's, he did not bear any of them any true malice - he would rather be left to his own devices and let them do whatever trifling thing they decided to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Virtuoso, pre-monarchy=&lt;br /&gt;
&lt;br /&gt;
The following information, scarce as it is, is what history has to say about Havelock and the fall of the populace was under his influence:&lt;br /&gt;
Life carried on as normal for a time, and while other places may have had more immediate or fantastically debuted problems, Havelock and his people seemed largely unaffected. Eventually though, the people became xenophobic and hostile, and over time, visitors and traders started to avoid stopping there. In time, this reluctance turned to aversion, as the people became violent, maddened, and the forests that surrounded Havelock's seat of power became saturated with fell creatures of unnatural cunning and malice, the place considered cursed, an ill omen to travel towards, or even near. Few have visited since the arrival of the Virtuoso's, so whether there is anything worth seeing now, or if the people even still live, is an unknown. Few are willing to risk the attention of the hounds and riders that lurk in spectral mist beyond the dense trees, and only the brave know that the riders patrol at all, for they do not go beyond the boundaries of their territory except during the event commonly known as the Hounding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following information should be treated as information for the curious, from an '''out of character context'''. Those wishing to know about Havelock and the fate of him and his people should contact the staff.&lt;br /&gt;
There was no great cataclysm as Havelock became a virtuoso, no terrible tearing of society, pulled up by its roots and destroyed. The change was slower, more insidious and creeping than that, signs of ill omen stealthily appearing in the lives of people until it was too late to push them back. Crops failed; animals turned on their owners and became feral and demented as a sickly red moon hung in the sky, its shape akin to a half-lidded eye as the malignant light glinted on the populace at night. As the signs worsened, so too did the people, neighbor turning against neighbor as the paranoid and the maddened alike crumpled and they killed each other in the streets, outsiders burned on pyres, or ran down by dogs and men astride crazed horses. These mounted men and their hounds, once the subjects of Havelock the Maestro, finally lost their minds and souls and became the agents of Havelock the virtuoso, racing forth from the darkest places of the world at the turning from autumn to winter, riding down whichever poor soul is unfortunate enough to be out at night, and semblance of the people they had been now vanished, ravenous specters and little more.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Havelock&amp;diff=76944</id>
		<title>Havelock</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Havelock&amp;diff=76944"/>
				<updated>2018-12-06T01:35:22Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: /* Life as a Maestro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:havelock.jpg|center]]&lt;br /&gt;
Title: Of Ill Omen&lt;br /&gt;
&lt;br /&gt;
=Powers and Abilities=&lt;br /&gt;
&lt;br /&gt;
'''Aura'''&lt;br /&gt;
Havelock emanates a mien of dread and foreboding, rattling the morale of anyone in his presence. The effect is more insidious than that, though - anyone in Havelock's presence is stricken by a blighted fate. A dodged sword that should have missed lands a cruel blow; a minor ailment intensifies to a debilitating sickness as Doom is made manifest. Success is minimalised, and failure is exaggerated while in the presence of Havelock.&lt;br /&gt;
&lt;br /&gt;
'''Method:''' Havelock tampers with other rolls, rather than creating them himself for this effect, so the specifics of this will depend on the rp in question. Anyone in the same real room as Havelock is subject to this effect unless he decides otherwise.&lt;br /&gt;
&lt;br /&gt;
'''The Mark of ill omen'''&lt;br /&gt;
Havelock uses supernatural power to brand a person with the mark of ill omen, a stain on their being that is all but invisible but to the most perceptive or powerful of people - it is unlikely anyone below the standing of a maestro can detect the mark. Once marked, the target is stricken by ill omen where ever they go - animals will shy away from, or attack them; people will inherently distrust the marked person as well, refusing them shelter or sustenance. Any act taken as suspicious or dangerous will be perceived significantly worse, and the marked may be chased from civilised places as a product - there is no rest while so marked.&lt;br /&gt;
&lt;br /&gt;
'''Method:''' This is a story-based ability, so generally it will be decided out of character if someone wants their character to be subjected to such a potentially long-term effect. Havelock's attention falls most prominently on people who are already examples of remarkable good or bad fortune/omens, and it's these people who typically receive the mark.&lt;br /&gt;
&lt;br /&gt;
=Life as a Maestro=&lt;br /&gt;
Havelock is originally from Vakdrimen, and supervised a guild named the Black Bough. Hunters, trackers, trainers of beasts great and small - all of these professions worked under his careful attention. Havelock was a shrewd man, and not necessarily heart-warming or friendly, but he was respected, and fair in his judgement. He was widely known as an excellent huntsman and trainer of animals, chief among his achievements being a large canine he named Bharzas, a beast of a mysterious breed with a remarkable intellect - some say Bharzas was the last of some great wolf-like breed that died out a long time ago.&lt;br /&gt;
&lt;br /&gt;
=Virtuoso, pre-monarchy=&lt;br /&gt;
&lt;br /&gt;
The following information, scarce as it is, is what history has to say about Havelock and the fall of the populace was under his influence:&lt;br /&gt;
Life carried on as normal for a time, and while other places may have had more immediate or fantastically debuted problems, Havelock and his people seemed largely unaffected. Eventually though, the people became xenophobic and hostile, and over time, visitors and traders started to avoid stopping there. In time, this reluctance turned to aversion, as the people became violent, maddened, and the forests that surrounded Havelock's seat of power became saturated with fell creatures of unnatural cunning and malice, the place considered cursed, an ill omen to travel towards, or even near. Few have visited since the arrival of the Virtuoso's, so whether there is anything worth seeing now, or if the people even still live, is an unknown. Few are willing to risk the attention of the hounds and riders that lurk in spectral mist beyond the dense trees, and only the brave know that the riders patrol at all, for they do not go beyond the boundaries of their territory except during the event commonly known as the Hounding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following information should be treated as information for the curious, from an '''out of character context'''. Those wishing to know about Havelock and the fate of him and his people should contact the staff.&lt;br /&gt;
There was no great cataclysm as Havelock became a virtuoso, no terrible tearing of society, pulled up by its roots and destroyed. The change was slower, more insidious and creeping than that, signs of ill omen stealthily appearing in the lives of people until it was too late to push them back. Crops failed; animals turned on their owners and became feral and demented as a sickly red moon hung in the sky, its shape akin to a half-lidded eye as the malignant light glinted on the populace at night. As the signs worsened, so too did the people, neighbor turning against neighbor as the paranoid and the maddened alike crumpled and they killed each other in the streets, outsiders burned on pyres, or ran down by dogs and men astride crazed horses. These mounted men and their hounds, once the subjects of Havelock the Maestro, finally lost their minds and souls and became the agents of Havelock the virtuoso, racing forth from the darkest places of the world at the turning from autumn to winter, riding down whichever poor soul is unfortunate enough to be out at night, and semblance of the people they had been now vanished, ravenous specters and little more.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Character_restrictions_-_indepth&amp;diff=76900</id>
		<title>Character restrictions - indepth</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Character_restrictions_-_indepth&amp;diff=76900"/>
				<updated>2018-10-23T00:56:29Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will attempt to cover the why and how of the decisions based around character limitations.&lt;br /&gt;
&lt;br /&gt;
'''This page is still under revision and editing, any questions should be pointed towards staff until this page is completed to staff satisfaction'''&lt;br /&gt;
&lt;br /&gt;
=Dragons=&lt;br /&gt;
While Dragons are present as 'quests' (slay the dragon, earn the glory, etc) they are almost always NPC material. Dispensation may be given by staff to play a Dragon, but this should not be assumed to be common, or even likely.&lt;br /&gt;
**Why no Dragons?&lt;br /&gt;
*It is generally the experience of the staff that Dragon characters simultaneously cause more problems, and don't contribute much to the chat experience as a whole. The implication is that Dragons are powerful, so it often ends up being the case that Dragon characters do little but bluster about their presumed power, and rarely interact with other characters unless it is to further this appearance of power. While this is spot-on character trait-wise for a Dragon, a creature who has no interest in anything but their own glory, brooding in their fortress or mountain or what have you, does not promote much in the way of roleplay.&lt;br /&gt;
*Another problem with Dragons stems from the perception of their power - Dragon's are powerful so it is assumed that a Dragon character is inherently better than characters of other races, based on their popular role in many forms of media. This obviously creates problems, and sometimes friction if it disrupts roleplay when a Dragon comes in and attempts to just fix a situation by virtue of being a dragon alone.&lt;br /&gt;
&lt;br /&gt;
*Dragons as characters are very rarely actually played as Dragons - they rarely ever appear in Dragon form, and often appear as the most attractive character claim a person can find - this leads to the &amp;quot;Bangable humanoid that is really incredibly powerful&amp;quot; problem that can sometimes appear with characters like these. We would prefer to encourage people to shape characters around their personality and experiences - their character - rather than how powerful or attractive they are. &lt;br /&gt;
&lt;br /&gt;
*There is also the unfortunate tendency for Dragon characters to be seen as quaint little status symbols, which in some instances creates an air of elitism or &amp;quot;collecting&amp;quot; of these characters, which again does nothing to improve the roleplay experience. While this is not necessarily common, it is generally believed that not having dragons as a player race is better for the long term health of the chat.&lt;br /&gt;
This is not to say that all Dragon character players fall prey to all these problems, or even some of them, but it is better to be proactive and give the player base realistic expectations and understanding of our reasoning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=God-like beings=&lt;br /&gt;
*These of course, are immersion breaking, or disruptive by their very nature, and fall victim to many of the same problems as Dragons. Characters with god-like power have no challenges, and easily can break a long story by appearing and just fixing a problem, which can cause unintended harm or dispute among players, particularly if a long and arduous storyline is cut down by meddling from these characters. &lt;br /&gt;
*The closest to these kinds of characters are the Maestro's and their corrupted counterparts, the Virtuoso's (and these are at best demi-gods, and are absolutely able to die). At this time there are not Maestro's in the world, and most of the Virtuoso's are dead or otherwise in some suspended state. Permission to play these characters is strictly staff-approved to those that have earned the position.&lt;br /&gt;
&lt;br /&gt;
=Phoenixes=&lt;br /&gt;
*Everything that has been said about Dragons can be assumed to apply to these mythical birds too. There is also the problematic nature of their persistent rebirth, which disrupts roleplay - a character who can essentially never die takes a lot of the drama out of many roleplay experiences by cheapening the consequences and permanency of death with the ability to side-step the issue, such as making fights meaningless to them as they can just be reborn, which also robs other players of the right to their earned kill.&lt;br /&gt;
&lt;br /&gt;
=Aliens=&lt;br /&gt;
*Technically everyone that is not native to the Tapestry is an Alien, so this needs a little clarifying. Extra terrestrial creatures with technology exceeding modern day real life capabilities is generally what is meant here. Such technology would obviously completely break the setting when one person walks across the world with a death ray. The Skald has a fine sense of theme and cohesion, so even if these creatures do exist somewhere, the Skald is unlikely to bring them to the Tapestry - there's plenty enough oddness to go around as it is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ancient beings (pending revision and approval by other staff)=&lt;br /&gt;
*This is another one that needs some explanation, as this category is very broad. Generally this description covers anything that is described as living in excess of a thousand years. Many characters that fit this description also fall into one of the categories above, so I won't repeat the problematic elements here. A unique problem of these characters though is that they potentially remove some of the mysticism of the setting if they just happened to be there and have all the answers (the known history of the tapestry is pretty short, and many plot elements rely on things being lost to time, or otherwise poorly documented).&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Character_restrictions_-_indepth&amp;diff=76899</id>
		<title>Character restrictions - indepth</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Character_restrictions_-_indepth&amp;diff=76899"/>
				<updated>2018-10-23T00:51:39Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will attempt to cover the why and how of the decisions based around character limitations.&lt;br /&gt;
&lt;br /&gt;
'''This page is still under revision and editing, any questions should be pointed towards staff until this page is completed to staff satisfaction'''&lt;br /&gt;
&lt;br /&gt;
=Dragons=&lt;br /&gt;
While Dragons are present as 'quests' (slay the dragon, earn the glory, etc) they are almost always NPC material. Dispensation may be given by staff to play a Dragon, but this should not be assumed to be common, or even likely.&lt;br /&gt;
**Why no Dragons?&lt;br /&gt;
*It is generally the experience of the staff that Dragon characters simultaneously cause more problems, and don't contribute much to the chat experience as a whole. The implication is that Dragons are powerful, so it often ends up being the case that Dragon characters do little but bluster about their presumed power, and rarely interact with other characters unless it is to further this appearance of power. While this is spot-on character trait-wise for a Dragon, a creature who has no interest in anything but their own glory, brooding in their fortress or mountain or what have you, does not promote much in the way of roleplay.&lt;br /&gt;
*Another problem with Dragons stems from the perception of their power - Dragon's are powerful so it is assumed that a Dragon character is inherently better than characters of other races, based on their popular role in many forms of media. This obviously creates problems, and sometimes friction if it disrupts roleplay when a Dragon comes in and attempts to just fix a situation by virtue of being a dragon alone.&lt;br /&gt;
&lt;br /&gt;
*Dragons as characters are very rarely actually played as Dragons - they rarely ever appear in Dragon form, and often appear as the most attractive character claim a person can find - this leads to the &amp;quot;Bangable humanoid that is really incredibly powerful&amp;quot; problem that can sometimes appear with characters like these. We would prefer to encourage people to shape characters around their personality and experiences - their character - rather than how powerful or attractive they are. &lt;br /&gt;
&lt;br /&gt;
*There is also the unfortunate tendency for Dragon characters to be seen as quaint little status symbols, which in some instances creates an air of elitism or &amp;quot;collecting&amp;quot; of these characters, which again does nothing to improve the roleplay experience. While this is not necessarily common, it is generally believed that not having dragons as a player race is better for the long term health of the chat.&lt;br /&gt;
This is not to say that all Dragon character players fall prey to all these problems, or even some of them, but it is better to be proactive and give the player base realistic expectations and understanding of our reasoning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=God-like beings=&lt;br /&gt;
*These of course, are immersion breaking, or disruptive by their very nature, and fall victim to many of the same problems as Dragons. Characters with god-like power have no challenges, and easily can break a long story by appearing and just fixing a problem, which can cause unintended harm or dispute among players, particularly if a long and arduous storyline is cut down by meddling from these characters. &lt;br /&gt;
*The closest to these kinds of characters are the Maestro's and their corrupted counterparts, the Virtuoso's (and these are at best demi-gods, and are absolutely able to die). At this time there are not Maestro's in the world, and most of the Virtuoso's are dead or otherwise in some suspended state. Permission to play these characters is strictly staff-approved to those that have earned the position.&lt;br /&gt;
&lt;br /&gt;
=Phoenixes=&lt;br /&gt;
*Everything that has been said about Dragons can be assumed to apply to these mythical birds too. There is also the problematic nature of their persistent rebirth, which disrupts roleplay - a character who can essentially never die takes a lot of the drama out of many roleplay experiences by cheapening the consequences and permanency of death with the ability to side-step the issue, such as making fights meaningless to them as they can just be reborn, which also robs other players of the right to their earned kill.&lt;br /&gt;
&lt;br /&gt;
=Aliens=&lt;br /&gt;
*Technically everyone that is not native to the Tapestry is an Alien, so this needs a little clarifying. Extra terrestrial creatures with technology exceeding modern day real life capabilities is generally what is meant here. Such technology would obviously completely break the setting when one person walks across the world with a death ray. The Skald has a fine sense of theme and cohesion, so even if these creatures do exist somewhere, the Skald is unlikely to bring them to the Tapestry - there's plenty enough oddness to go around as it is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Ancient beings (pending revision and approval by other staff)=&lt;br /&gt;
*This is another one that needs some explanation, as this category is very broad. Generally this description covers anything that is described as living in excess of a thousand years. Many characters that fit this description also fall into one of the categories above, so I won't repeat the problematic elements here. A unique problem of these characters though is that they potentially remove some of the mysticism of the setting (the known history of the tapestry is pretty short, and many plot elements rely on things being lost to time, or otherwise poorly documented).&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Character_restrictions_-_indepth&amp;diff=76898</id>
		<title>Character restrictions - indepth</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Character_restrictions_-_indepth&amp;diff=76898"/>
				<updated>2018-10-23T00:48:30Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: The why and how of our character restriction choices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will attempt to cover the why and how of the decisions based around character limitations.&lt;br /&gt;
&lt;br /&gt;
'''This page is still under revision and editing, any questions should be pointed towards staff until this page is completed to staff satisfaction'''&lt;br /&gt;
&lt;br /&gt;
**Dragons:&lt;br /&gt;
While Dragons are present as 'quests' (slay the dragon, earn the glory, etc) they are almost always NPC material. Dispensation may be given by staff to play a Dragon, but this should not be assumed to be common, or even likely.&lt;br /&gt;
**Why no Dragons?&lt;br /&gt;
*It is generally the experience of the staff that Dragon characters simultaneously cause more problems, and don't contribute much to the chat experience as a whole. The implication is that Dragons are powerful, so it often ends up being the case that Dragon characters do little but bluster about their presumed power, and rarely interact with other characters unless it is to further this appearance of power. While this is spot-on character trait-wise for a Dragon, a creature who has no interest in anything but their own glory, brooding in their fortress or mountain or what have you, does not promote much in the way of roleplay.&lt;br /&gt;
*Another problem with Dragons stems from the perception of their power - Dragon's are powerful so it is assumed that a Dragon character is inherently better than characters of other races, based on their popular role in many forms of media. This obviously creates problems, and sometimes friction if it disrupts roleplay when a Dragon comes in and attempts to just fix a situation by virtue of being a dragon alone.&lt;br /&gt;
&lt;br /&gt;
*Dragons as characters are very rarely actually played as Dragons - they rarely ever appear in Dragon form, and often appear as the most attractive character claim a person can find - this leads to the &amp;quot;Bangable humanoid that is really incredibly powerful&amp;quot; problem that can sometimes appear with characters like these. We would prefer to encourage people to shape characters around their personality and experiences - their character - rather than how powerful or attractive they are. &lt;br /&gt;
&lt;br /&gt;
*There is also the unfortunate tendency for Dragon characters to be seen as quaint little status symbols, which in some instances creates an air of elitism or &amp;quot;collecting&amp;quot; of these characters, which again does nothing to improve the roleplay experience. While this is not necessarily common, it is generally believed that not having dragons as a player race is better for the long term health of the chat.&lt;br /&gt;
This is not to say that all Dragon character players fall prey to all these problems, or even some of them, but it is better to be proactive and give the player base realistic expectations and understanding of our reasoning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**God-like beings&lt;br /&gt;
*These of course, are immersion breaking, or disruptive by their very nature, and fall victim to many of the same problems as Dragons. Characters with god-like power have no challenges, and easily can break a long story by appearing and just fixing a problem, which can cause unintended harm or dispute among players, particularly if a long and arduous storyline is cut down by meddling from these characters. &lt;br /&gt;
*The closest to these kinds of characters are the Maestro's and their corrupted counterparts, the Virtuoso's (and these are at best demi-gods, and are absolutely able to die). At this time there are not Maestro's in the world, and most of the Virtuoso's are dead or otherwise in some suspended state. Permission to play these characters is strictly staff-approved to those that have earned the position.&lt;br /&gt;
&lt;br /&gt;
**Phoenixes&lt;br /&gt;
*Everything that has been said about Dragons can be assumed to apply to these mythical birds too. There is also the problematic nature of their persistent rebirth, which disrupts roleplay - a character who can essentially never die takes a lot of the drama out of many roleplay experiences by cheapening the consequences and permanency of death with the ability to side-step the issue, such as making fights meaningless to them as they can just be reborn, which also robs other players of the right to their earned kill.&lt;br /&gt;
&lt;br /&gt;
**Aliens&lt;br /&gt;
*Technically everyone that is not native to the Tapestry is an Alien, so this needs a little clarifying. Extra terrestrial creatures with technology exceeding modern day real life capabilities is generally what is meant here. Such technology would obviously completely break the setting when one person walks across the world with a death ray. The Skald has a fine sense of theme and cohesion, so even if these creatures do exist somewhere, the Skald is unlikely to bring them to the Tapestry - there's plenty enough oddness to go around as it is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Ancient beings (pending revision and approval by other staff)&lt;br /&gt;
*This is another one that needs some explanation, as this category is very broad. Generally this description covers anything that is described as living in excess of a thousand years. Many characters that fit this description also fall into one of the categories above, so I won't repeat the problematic elements here. A unique problem of these characters though is that they potentially remove some of the mysticism of the setting (the known history of the tapestry is pretty short, and many plot elements rely on things being lost to time, or otherwise poorly documented).&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=BlackBough&amp;diff=76827</id>
		<title>BlackBough</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=BlackBough&amp;diff=76827"/>
				<updated>2018-04-29T11:10:23Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:YsteriaFlag.png|The Black Bough]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Est. ~1000 Dissolved. ~1714&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hierarchy=&lt;br /&gt;
*Lord of the lodge - [[Havelock]], from founding to dissolving&lt;br /&gt;
*The Left hand&lt;br /&gt;
*The Right hand&lt;br /&gt;
*Master of X (eg: master of the hunt; master of the aviary, etc)&lt;br /&gt;
*Adept&lt;br /&gt;
*Journeyman&lt;br /&gt;
*Applicant&lt;br /&gt;
&lt;br /&gt;
Advancement in the Black Bough came in the form of practical skill assessment, and consideration by the master of the relevant field, who has the power to elevate someone in the ranks from Applicant, to Adept. To be considered to be a master, the process becomes more involved with the upper hierarchy. A master may choose someone to nominate for the position of master (often, this comes with said master extending a position of 'apprenticeship' to the potential master-to-be) then passes their recommendation to the left and right hand, who then, if they are satisfied pass it to the lord for final arbitration. Success generally results in direct promotion to master, or assignment to another master to prepare them for their new role. Failure naturally, results in nothing. That is not to say that there was only one chance at advancement, one may be recommended many times if potential is seen in them, and failed applicants are often given constructive advice on how to improve themselves to overcome the problems that denied them this time.&lt;br /&gt;
&lt;br /&gt;
The divisions are:&lt;br /&gt;
*The Aviary&lt;br /&gt;
*The Huntsmen&lt;br /&gt;
*The Trainers&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
The Black Bough takes on people with practical skills (via assessment), or by recommendation of another member of at least Journeyman status (with higher rank lending more credence to the recommendation). Anyone is free to apply, but many do not succeed.&lt;br /&gt;
&lt;br /&gt;
Applicants are taken in groups in the spring months, where they are signed in to the guild roster and given a cloak with the guilds symbol embroidered on to it. They are presented as a group to the Lord and the Hands, with one of the masters giving them their induction speech and assigning their first duties. It is usually during this time that the Lord and the Hands will spot and make note of anyone with potential.&lt;br /&gt;
&lt;br /&gt;
Applicants are generally assigned to a group, shadowing journeymen to learn their allotted trade, with all the being assigned busy work that is implied by being at the bottom of the figurative ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Life in the Guild=&lt;br /&gt;
The Black Bough expects much from its members, so life can be challenging and to outsiders, seem somewhat merciless. While it is true to a degree, the guild takes care of its own - members with sickly family can expect to find a huntsman appearing at their door with just the right medicinal herbs fetched from the wilds. Bereavements are taken care of with sensitivity and respect, and woe betide those who would harm a member of the Black Bough. The guild holds many celebrations and festivals (and being hunters and trackers, often have some of the best food available), and encourages respect and camaraderie, along with encouraging sharing and expanding of skills - everyone should excel at their main trade, but more skills means more opportunities, and a better name for the guild overall.  &lt;br /&gt;
The trade-off for the opportunities and care of the guild is that you are expected to work hard, and aspire to excellence in upholding the name of the guild.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*Represent the Lord, and the guild responsibly - you are the means by which people will measure, and consider asking for our service&lt;br /&gt;
*Show loyalty to your fellow guildsmen, we triumph or fall together&lt;br /&gt;
*Aspire to excellence in your craft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The Black Bough was a guild of hunters, trackers, trainers of beasts great and small. Their jobs primarily came from hunting, but many other professions were represented beyond simple hunters and trackers - messenger birds were raised and trained by them, a popular means of communication at the time, to give one example. Dog trainers, horse breakers, and handlers of much more exotic animals besides, the expertise of the black bough made them to go-to name if one had an animal (especially an exotic or particularly intelligent and difficult specimen) that needed training. Havelock was a shrewd man, and not necessarily heart-warming or friendly, but he was respected, and fair in his judgment. &lt;br /&gt;
The Black Bough came to exist as much because Havelock saw an opportunity for a business not being utilised, as the indulgence of a personal interest. Being the man he was, it was not difficult to draw people of like mind to him, in short time creating a lodge where all manner of hunters and those who worked with animals. The guild's base of operations is somewhat removed from society, closer to woods than to anything else, so many people felt ill at ease visiting such a curiously isolated place, many of them choosing to deal with the guild's satellite station in the nearby settlement than go to the woods.&lt;br /&gt;
&lt;br /&gt;
The following information should be treated as information for the curious, from an '''out of character''' context. Those wishing to know about Havelock and the fate of him and his people should contact the staff. &lt;br /&gt;
&lt;br /&gt;
There was no great cataclysm as Havelock became a virtuoso, no terrible tearing of society, pulled up by its roots and destroyed. The change was slower, more insidious and creeping than that, signs of ill omen stealthily appearing in the lives of people until it was too late to push them back. Crops failed; animals turned on their owners and became feral and demented as a sickly red moon hung in the sky, its shape akin to a half-lidded eye as the malignant light glinted on the populace at night. As the signs worsened, so too did the people, neighbor turning against neighbor as the paranoid and the maddened alike crumpled and they killed each other in the streets, outsiders burned on pyres, or ran down by dogs and men astride crazed horses. These mounted men and their hounds, once the subjects of Havelock the Maestro, finally lost their minds and souls and became the agents of Havelock the virtuoso, racing forth from the darkest places of the world at the turning from autumn to winter, riding down whichever poor soul is unfortunate enough to be out at night, and semblance of the people they had been now vanished, ravenous specters and little more.&lt;br /&gt;
&lt;br /&gt;
=Traditions and Relevant Lore=&lt;br /&gt;
&lt;br /&gt;
The tradition of the hunt is, exactly as it sounds, a tradition of going out in the waning months of the year to hunt animals as they migrate away, or start to prepare for winter. The cold, harsh months require a good stock of food, so the guild sends out its hunters and their hounds to bring back whatever they can find, to add to the supplies stocked over the year. Food is harder to find at this time of year, so it is both a survival exercise, and an opportunity for hunters to show off their skill and cunning by coming back with a large volume of food, or an especially exotic or good quality yield. Post-hunt, there a meal for the guild, and drinking and songs as they welcome in the harsher months. &lt;br /&gt;
This tradition still exists today, although virtually no one realises it, given the fate of the guild and the lack of information about it...&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76771</id>
		<title>Kraest</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76771"/>
				<updated>2018-04-09T06:14:09Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A frozen settlement hidden from the rest of civilisation at the most northern of points in the world. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The glacier folk live in a remote, frozen area of the world that is flanked by mountains and hidden away, in a settlement called Kraest. They are a hunter-gatherer people with technology not far beyond the bronze age (or iron age, at their most advanced), but with a rich cultural level upheld by oral tradition and performing arts. They are not especially social due to their location, and outsiders -if they somehow stumble on to the land around the settlement - are received with a xenophobic attitude. Their settlement is mostly constructed of earth, which due to the frozen nature of the landscape, is easily as durable as any stone once it is set and allowed chance to freeze in place. Wood is used sparingly given its application for many other things, fuel primary among them, but also the construction of tools. Animal pelts make up a large portion the furnishings and decoration of Kraest, draped over doorways or hanging from structures, bones used to create various adornments that give the place a slightly gruesome look to outsiders. &lt;br /&gt;
The outer perimeter of the settlement is flanked by walls made of ice and stone, and lined with torches that burn through the evenings, which are long for the people of Kraest given their geographic location.&lt;br /&gt;
At the northern most point of the settlement, the land gives way to ice, an enormous glacier dominating the landscape well in to the horizon. The Glacier is a central part of the culture and philosophy of the people of Kraest, not only being a place they can go to fish, but is also the source of their religion and persistent fear.&lt;br /&gt;
&lt;br /&gt;
Despite their veneration/fear of the glacier, they do not live that deep into it, areas of earth and stone are readily available, which is where their minimal metals and few places of arable ground for grazing animals come from. It also ties into their spiritual leanings - they are within the presence of the glacier, but not too close, respect and fear mingling to create their choice of abode many years ago. There is still lots of snow and ice, but with a modest amount of travel they can reach areas that are not quite so bogged down in the grasp of the cold.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The exact founding of Kraest is lost to time, but it is generally agreed that it was a tribe of humans that were the first residents of Kraest. Over time they took in wanderers, exiles, or other tribespeople from other tribes that collapsed,  or were otherwise struck with misfortune. Sometime very close to the founding, the artifact was found and added to the settlement, and ever since, life has functioned mostly in the same manner as when it was originally founded.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
The culture of the glacier folk is egalitarian, albeit with a heavy lean towards pragmatism. Neither gender is barred from any work or pursuit, but practicality often influences the end results. Men, who genetically put on muscle mass at the time of puberty, are better suited to fighting and hunting by physicality, so the number of men hunting is often larger than women, though both are present. Naturally childbirth and nursing can only be done by the women, so through pregnancy and early after childbirth their options are more limited. Generally speaking though, child rearing is a communal activity in which both male and female take an active role - the glacier is merciless, and to survive it, everyone must do their best to raise the generation that will be the strong arm that looks after the community as a whole, as they themselves age beyond the task.&lt;br /&gt;
&lt;br /&gt;
The glacier folk are terse and direct, they value strength and perseverance, as endurance is the means by which their people continues to live. This may come across to outsiders as callousness, or even cruelty, but their lives and their philosophy means that they are simply less willing to indulge frivolity, in deed or word.&lt;br /&gt;
The culture of the glacier folk is complex, and riddled with contradiction due to their reverence and fear of the glacier, which can seem outlandish or even nonsense to an outsider, making their spiritual and philosophical needs hard to digest, and making mingling of culture incredibly difficult.&lt;br /&gt;
&lt;br /&gt;
'''The Ruling body:'''&lt;br /&gt;
&lt;br /&gt;
The ruling body of the people is generally a composite of the shamans, and the people considered to be of greatest skill and knowledge in given areas of life (eg: the hunt master, the master of the herders, the foremost warrior, etc). The eldest of the settlement is of course “the elder”  and nominally they have the most authority, although it is through consensus of the leaders that decisions about the good for the settlement is decided. In the event of a dispute that cannot be resolved, it falls to the elder to provide the wisdom to decide which course of action is best.&lt;br /&gt;
&lt;br /&gt;
'''Crime and punishment:'''&lt;br /&gt;
&lt;br /&gt;
There is little crime among the glacier folk in comparison to other places, primarily because people are too busy surviving, and they need to work together to do that. Naturally things still happen, but generally, the punishment is more work, a reduction in food shares, confinement, or confiscation of personal property. The death penalty and its analogues do not really exist - the birth and mortality rate are balanced on a knife's’ edge, and people are reluctant to skew it towards mortality. To be subjected to exile or death, the continuing survival of the settlement as a whole must be shown to be compromised, with either malicious intent, or clear neglect.&lt;br /&gt;
&lt;br /&gt;
'''Technology:'''&lt;br /&gt;
&lt;br /&gt;
The glacier folk are floating somewhere around the bronze age of technology - there are not many places that they have access to ore veins, and most of what they have is bronze. They do not have complex smithies or foundries to work in, it is not uncommon to find flint weapons, or weapons made up of parts of the dangerous fauna that lives in the area. Various dense, treated animal hides make up robust leathers, or curious other suits of armour, as making heavy plate or the like, with its complicated joints is beyond practical ability to make. &lt;br /&gt;
The glacier folk have a long tradition of animal husbandry, and they keep herds of animals to provide food stuffs (that are rotated across the area to the few places that sustain plants for grazing), and have domesticated animals of various stripes. Fishing is something they excel at too, spear fishing is as much a survival requirement as sport for the people.&lt;br /&gt;
&lt;br /&gt;
=The Shamans=&lt;br /&gt;
The Shamans are the spiritual leaders of the people, capable of drawing on the power of the glacier to create various supernatural effects that are resonant with the properties they ascribe to the glacier. They live as part of, and yet separate to the settlement as a whole, having little interaction through their simultaneously revered and feared position. They walk a narrow line between utilising their power to aid the people, and embracing the power of the glacier too much, and becoming the avatar of its will; cold unfeeling creatures of monumental power and resilience. &lt;br /&gt;
Shaman’s are sometimes born to their power, traditionally being children born to a situation that they or their parents should not have survived, but somehow endured. Most however, seek the power, and obtain it by enduring some sort of trial in honour of the glacier, such as surviving out in the cold for a long duration with little food or water, or triumphing over some powerful beast through sheer bloody-minded determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Social rituals=&lt;br /&gt;
=Shamanistic acceptance ritual:=&lt;br /&gt;
Unlike some religions, it is not the shamans who get to decide who becomes a shaman, such a thing is beyond their power to do in all but giving a title. The ritual to become a shaman is rather personalised, as each person feels the call of the power, and expresses it in a slightly different way. The ritualised part of the ceremony in Kraest is recognising the applicant’s attempt to become a shaman. They are clad in ceremonial robes, and then a meal is held, where all the would-be shaman’s close friends and family attend. It is both a positive and solemn affair - their loved ones come together to support them in their endeavor, but it is also possibly the last time these loved ones will see the applicant alive. Once they have had their gathering of loved ones, that is when the real ritual for the applicant begins. &lt;br /&gt;
&lt;br /&gt;
Traditionally the exact means is varied from person to person, but the one consistent part is that the applicant listens to the voice of the glacier, and they simply follow it. This takes them out into the tundra, usually towards the glacier itself, where they will usually find something that speaks to them on a deep level. It maybe be a plateau that they stand upon, or a curiously unfrozen lake. When they find that place they will shed their clothing and (in the case of these examples) stand on the plateau, or wade into the lake. Their task then, is to simply endure, to stand before the might of the glacier and accept its nature, accept the power that could crush them easily. If they endure long enough, they feel the power enter them, the voice of the glacier much clearer in their minds as of now, and then they can return home. Success is far from guaranteed, and many die in the attempt, frozen to death because they lacked the physical, mental, and spiritual fortitude.&lt;br /&gt;
&lt;br /&gt;
=The ritual of advent - the return of a shaman=&lt;br /&gt;
If a shaman returns from their trial, then a celebration is held to mark their return. Unlike the previous ritual, everyone in the settlement is involved this time. Food and drink are more freely supplied in this instance, and often hunters will go out to find prey worthy of presenting for such an occasion - curiously, they are often surprisingly successful in this endeavor. The shaman dons their robes again (and typically will rarely wear anything else from this point) and they are treated to the best that the settlement has to offer for the evening, cementing their acceptance as the new person they are, and of the settlements sincere acceptance of them back into the fold. It is not a rule per se, but often people will start match-making the shaman with their companion during this event, assuming there is not an obvious choice already.&lt;br /&gt;
&lt;br /&gt;
=The Transition from Shaman to avatar of the glacier:=&lt;br /&gt;
The glacier speaks to people that channel its power, heard as a faint breeze with an impulse attached to it, distant and reedy like a whisper. The more deeply one embraces the power, the more they hear the voice, and it becomes more clear, calling to them, calling them away from the settlement, deep into the glacier. They gradually become colder, emotionally, and in time, they become colder, physically too, and then one night, they will leave, and the next morning there will be no sign of them any more. At that point, there is almost no chance to rescue them from their fate, and they become one with the glacier, frigid beings of substantial might, resilience, and unfaltering determination when they discover a target. They will kill all who cross their path, beast or person alike, and only their relative sluggishness to act without stimuli to respond to keeps them from being a much greater threat than they are. The Glacier is endlessly patient, and indefatigable, and so too are its agents - the ice will claim all, eventually.&lt;br /&gt;
&lt;br /&gt;
=The Companions=&lt;br /&gt;
Part of the means to protect shamans from themselves and the settlement from them and the risks of becoming an avatar, the settlement has a ritual of choosing a companion for the shaman. This person can be a lover, or someone who has bond with the shaman in some way, or sometimes, in some cases, a ‘lottery’ is enacted and someone is assigned to a shaman. Either way, there is typically some sort of celebration of this event, to underpin its significance. This is considered a great honour, and a great burden simultaneously, as that person becomes the bridge between the shaman and the people. Community and warmth of spirit are the forces that allow the settlement to survive, and so in a symbolic and literal way, the companion is there to be the warmth for the shaman, as leaving a person who is incubating the powers of cold and oppression to be lonely and isolated is disastrous in the long run.&lt;br /&gt;
&lt;br /&gt;
It is not always possible for a companion to keep their shaman from the worst, and while it is a great blow to the settlement, in the loss of a shaman and the addition of a terrible foe, the companions can generally expect empathy and respect for their loss. The companion is but a single person, waging war against the glacier at the spiritual level, and no one can blame a person for losing that battle. This does not stop the companions from being wracked with guilt though, perceiving it as a personal failure, and it is known for the community to keep an eye on a companion who loses their shaman - more than a few have wandered out into the cold to look for their doomed shaman, and met their end in one form or another, by misfortune or design.&lt;br /&gt;
&lt;br /&gt;
=The Companions’ ritual:=&lt;br /&gt;
This ritual has a lot more variance than the others, and often is left to the preferences of the shaman and the companion to decide how involved or not it turns out to be. A common example of such a ritual is that the friends and family of the group will spend some time eating and drinking together, forging closer bonds in symbolism of what the shaman and companion are about to undertake. Gifts are often given to the ritual participants, and then they are free to pursue their joining as befits them. If the pair are romantic, then they may trade vows of love and support in keeping with the common perception of marriage. If they are companions bound by a connection other than romantic, they may go out into the wilds to accomplish some task together, to confirm the strength of their connection, that they can trust one another to keep them both safe and alive. A common practice for those not big on ceremony is that they will go to the edge of the settlement, where the line of the artifact’s effect terminates, and they will stand on its border. &lt;br /&gt;
&lt;br /&gt;
The shaman will stand on the outside, and the companion inside the artifact’s effect. They will share an oath of support, a confirmation of their bond, and then they will switch places, the companion on the outside as the shaman uses their power to ward away the cold. In this way they share the symbolism of what their bond means, in an almost literal way - the shaman protects their companion from the harshness of the outside world, pushing back the cold, while the companion keeps their shaman tied to the settlement, guides them back to the warmth of their people and keeps them from the grasp of the glacier. Once the ritual is done, they return to the settlement proper - sometimes there is another gathering after this, but just as as often there isn’t, as the shaman retreats to the part of the settlement that shamans live in, starting their life as a new person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Veneration of The Glacier&lt;br /&gt;
&lt;br /&gt;
The culture and spiritual philosophy of the people is dominated by the glacier. It is to them, a personified force in the world, and it is ruthless, indomitable, and endlessly persistent. The spiritual beliefs of the people are equal parts reverence and appeasement to the Glacier, and their spiritual leaders (shamans of a sort) have powers bestowed to them by the glacier that allow them to engage in various feats of the supernatural related to the cold, harshness and the general things the glacier represents, or to ward against those same things.&lt;br /&gt;
&lt;br /&gt;
The glacier is a hazard by way of physical traits and weather, but it presents another threat too. The people believe that to take on the power of the glacier too much is to lose oneself, and this is proven true in some cases, in the form of people who are lost to its power. Their humanity is scrubbed away almost to (or possibly actually to) nothing, and they take on a more obvious and fearsome form of the glacier’s power. Food and water are no longer a concern to them; they become hard and cold like the ice, relentless in purpose, and incredibly hard to stop - they in essence, become the avatar of the glacier and its cold, unyielding grasp.&lt;br /&gt;
&lt;br /&gt;
'''The Artifact'''&lt;br /&gt;
&lt;br /&gt;
Part of the relative prosperity of the glacier folk is down to their bloody-mindedness and perseverance, but a significant part of it is owed to a strange artifact. This artifact has been with the settlement as long as history recalls, it’s strange power dulls the intensity of the cold around the settlement, and the storms do not strike as fiercely as they otherwise might. There seems to be no way to direct or channel the power of the artifact, and any attempts to do so have met with absolute failure.&lt;br /&gt;
&lt;br /&gt;
The artifact is wrapped in several layers of ceremonial fabrics, and as such is rarely seen by anyone, although the reason for the fabrics is not concealment. True to the outlook of the glacier folk, they both fear and revere the artifact, and the reason for the fear is both the absence of its blessing, and the danger it poses in its own right. Holding the bundle that wraps the artifact results in a cold that is painful to endure, the blood slowing, the body reacting as if out in a blizzard with no fire, and no clothing, either. To touch the artifact itself flash-freezes the individual, ending their life in a heartbeat - the recollection of the one time this happened has kept the glacier folk fearful and always beyond arms’ reach ever since. The fact that even when the artifact ‘powers down’ it still retains the harmful properties, is another reminder of the uncompromising power of the glacier and the artifact.&lt;br /&gt;
&lt;br /&gt;
The artifact goes through curious cycles where its power wanes, the threats it protects from gradually returning. During this time the settlement is up in arms, and people are sent out to search far and wide. No one remembers how it was discovered, or why they must do it, but all the same people are sent out. The intent is to find some sort of worthy task, and return with something that symbolises the achievement of that task, which is then presented in offering to the artifact, which resumes its protection of the people if the offering is found to be worthy. Historically, bracing the glacier, climbing a mountain, or slaying a powerful beast have resulted in acceptance by the artifact, but there is no way of knowing when one sets out, if their attempt will meet the mysterious requirements of the artifact.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
==Population==&lt;br /&gt;
&lt;br /&gt;
*Primarily human, (think 80/20 split), with a variety of other races making up the rest&lt;br /&gt;
*Bronze to iron age technological level&lt;br /&gt;
&lt;br /&gt;
==Main Exports==&lt;br /&gt;
N/a - the people of Kraest are largely undiscovered by other lands at this time, and so do not trade enough to warrant exports&lt;br /&gt;
&lt;br /&gt;
=Places of Note=&lt;br /&gt;
==The Glacier==&lt;br /&gt;
A massive, continental ice shelf which the people of Kraest revere and dread in equal measure. Cold winds and snow routinely storm their way through the area, and the further north one goes, the worse it becomes. Few people head too far north, as they seldom return.&lt;br /&gt;
&lt;br /&gt;
==The Shrine==&lt;br /&gt;
A boxy, tough-looking structure that sits in its own space in the settlement, containing the artifact of the Glacier. Few people go this place often but for the Shamans, the artifact being subject to the same reverence and fear that the Glacier itself is. What the item actually looks like, few people know, as it is perpetually wrapped in many cloth and fur bindings, an awful cold radiating through even the densest insulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shamans lodges==&lt;br /&gt;
The Shamans live in the settlement with the people, but they have their own 'quarter' of it, where they live in relative separation that they may better contemplate the mysteries of the glacier, and better look after their people. These homes are roughly the same in construction as the rest, but tend to have more decorative additions to indicate their status and importance. It is not often that the average Kraest person comes here unless they need the aid of a Shaman.&lt;br /&gt;
&lt;br /&gt;
==Notable Fauna specific to the Kraest area==&lt;br /&gt;
&lt;br /&gt;
==Ridgeback==&lt;br /&gt;
The Ridgeback is a strange creature, possibly owing its origin to magical interference (or in the case of the glacier folk, it is believed to be the work of the glacier), but whatever its origin, its presence in the tundra and snow drifts is an uneasy prospect for the glacier folk. Even at their smallest they are equal in size and rough shape to the largest of polar bears, and even sharing a thick pelt of the same hue. Where they differ though, is the rigid plates that line their bodies, mostly along their back (giving them their name) but covering their seemingly eyeless head and their limbs, too. &lt;br /&gt;
&lt;br /&gt;
Their primary means of hunting is to simply run down what they eat, or in the case of creatures that hide in the snow, they employ another method. Their head has a wedge-like shape to it, which they use to dig through the snow. Upon finding something they flip it high into the air with one powerful motion, leaving their prey little to do by flail through the air before jaws large enough to swallow an adult human, clamp down on them. Their teeth are incredibly sharp, making a mockery of leather armour and tearing chain and even thin plate armour too - such teeth are prized by the glacier folk for making tools and weapons.&lt;br /&gt;
&lt;br /&gt;
Despite being near the top of the food chain, the Ridgeback’s are crafty and stealthy when they need to be, and many a hunting party, out looking for something ‘exotic’ to kill have fallen prey to a Ridgeback that crept up and slew their party in one whirlwind of savage violence because they expected such a beast to be mindless and easy to outwit.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76770</id>
		<title>Kraest</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76770"/>
				<updated>2018-04-09T06:13:07Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A frozen settlement hidden from the rest of civilisation at the most northern of points in the world. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The glacier folk live in a remote, frozen area of the world that is flanked by mountains and hidden away, in a settlement called Kraest. They are a hunter-gatherer people with technology not far beyond the bronze age (or iron age, at their most advanced), but with a rich cultural level upheld by oral tradition and performing arts. They are not especially social due to their location, and outsiders -if they somehow stumble on to the land around the settlement - are received with a xenophobic attitude. Their settlement is mostly constructed of earth, which due to the frozen nature of the landscape, is easily as durable as any stone once it is set and allowed chance to freeze in place. Wood is used sparingly given its application for many other things, fuel primary among them, but also the construction of tools. Animal pelts make up a large portion the furnishings and decoration of Kraest, draped over doorways or hanging from structures, bones used to create various adornments that give the place a slightly gruesome look to outsiders. &lt;br /&gt;
The outer perimeter of the settlement is flanked by walls made of ice and stone, and lined with torches that burn through the evenings, which are long for the people of Kraest given their geographic location.&lt;br /&gt;
At the northern most point of the settlement, the land gives way to ice, an enormous glacier dominating the landscape well in to the horizon. The Glacier is a central part of the culture and philosophy of the people of Kraest, not only being a place they can go to fish, but is also the source of their religion and persistent fear.&lt;br /&gt;
&lt;br /&gt;
Despite their veneration/fear of the glacier, they do not live that deep into it, areas of earth and stone are readily available, which is where their minimal metals and few places of arable ground for grazing animals come from. It also ties into their spiritual leanings - they are within the presence of the glacier, but not too close, respect and fear mingling to create their choice of abode many years ago. There is still lots of snow and ice, but with a modest amount of travel they can reach areas that are not quite so bogged down in the grasp of the cold.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The exact founding of Kraest is lost to time, but it is generally agreed that it was a tribe of humans that were the first residents of Kraest. Over time they took in wanderers, exiles, or other tribespeople from other tribes that collapsed,  or were otherwise struck with misfortune. Sometime very close to the founding, the artifact was found and added to the settlement, and ever since, life has functioned mostly in the same manner as when it was originally founded.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
The culture of the glacier folk is egalitarian, albeit with a heavy lean towards pragmatism. Neither gender is barred from any work or pursuit, but practicality often influences the end results. Men, who genetically put on muscle mass at the time of puberty, are better suited to fighting and hunting by physicality, so the number of men hunting is often larger than women, though both are present. Naturally childbirth and nursing can only be done by the women, so through pregnancy and early after childbirth their options are more limited. Generally speaking though, child rearing is a communal activity in which both male and female take an active role - the glacier is merciless, and to survive it, everyone must do their best to raise the generation that will be the strong arm that looks after the community as a whole, as they themselves age beyond the task.&lt;br /&gt;
&lt;br /&gt;
The glacier folk are terse and direct, they value strength and perseverance, as endurance is the means by which their people continues to live. This may come across to outsiders as callousness, or even cruelty, but their lives and their philosophy means that they are simply less willing to indulge frivolity, in deed or word.&lt;br /&gt;
The culture of the glacier folk is complex, and riddled with contradiction due to their reverence and fear of the glacier, which can seem outlandish or even nonsense to an outsider, making their spiritual and philosophical needs hard to digest, and making mingling of culture incredibly difficult.&lt;br /&gt;
&lt;br /&gt;
'''The Ruling body:'''&lt;br /&gt;
The ruling body of the people is generally a composite of the shamans, and the people considered to be of greatest skill and knowledge in given areas of life (eg: the hunt master, the master of the herders, the foremost warrior, etc). The eldest of the settlement is of course “the elder”  and nominally they have the most authority, although it is through consensus of the leaders that decisions about the good for the settlement is decided. In the event of a dispute that cannot be resolved, it falls to the elder to provide the wisdom to decide which course of action is best.&lt;br /&gt;
&lt;br /&gt;
'''Crime and punishment:'''&lt;br /&gt;
There is little crime among the glacier folk in comparison to other places, primarily because people are too busy surviving, and they need to work together to do that. Naturally things still happen, but generally, the punishment is more work, a reduction in food shares, confinement, or confiscation of personal property. The death penalty and its analogues do not really exist - the birth and mortality rate are balanced on a knife's’ edge, and people are reluctant to skew it towards mortality. To be subjected to exile or death, the continuing survival of the settlement as a whole must be shown to be compromised, with either malicious intent, or clear neglect.&lt;br /&gt;
&lt;br /&gt;
'''Technology:'''&lt;br /&gt;
The glacier folk are floating somewhere around the bronze age of technology - there are not many places that they have access to ore veins, and most of what they have is bronze. They do not have complex smithies or foundries to work in, it is not uncommon to find flint weapons, or weapons made up of parts of the dangerous fauna that lives in the area. Various dense, treated animal hides make up robust leathers, or curious other suits of armour, as making heavy plate or the like, with its complicated joints is beyond practical ability to make. &lt;br /&gt;
The glacier folk have a long tradition of animal husbandry, and they keep herds of animals to provide food stuffs (that are rotated across the area to the few places that sustain plants for grazing), and have domesticated animals of various stripes. Fishing is something they excel at too, spear fishing is as much a survival requirement as sport for the people.&lt;br /&gt;
&lt;br /&gt;
=The Shamans=&lt;br /&gt;
The Shamans are the spiritual leaders of the people, capable of drawing on the power of the glacier to create various supernatural effects that are resonant with the properties they ascribe to the glacier. They live as part of, and yet separate to the settlement as a whole, having little interaction through their simultaneously revered and feared position. They walk a narrow line between utilising their power to aid the people, and embracing the power of the glacier too much, and becoming the avatar of its will; cold unfeeling creatures of monumental power and resilience. &lt;br /&gt;
Shaman’s are sometimes born to their power, traditionally being children born to a situation that they or their parents should not have survived, but somehow endured. Most however, seek the power, and obtain it by enduring some sort of trial in honour of the glacier, such as surviving out in the cold for a long duration with little food or water, or triumphing over some powerful beast through sheer bloody-minded determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Social rituals=&lt;br /&gt;
=Shamanistic acceptance ritual:=&lt;br /&gt;
Unlike some religions, it is not the shamans who get to decide who becomes a shaman, such a thing is beyond their power to do in all but giving a title. The ritual to become a shaman is rather personalised, as each person feels the call of the power, and expresses it in a slightly different way. The ritualised part of the ceremony in Kraest is recognising the applicant’s attempt to become a shaman. They are clad in ceremonial robes, and then a meal is held, where all the would-be shaman’s close friends and family attend. It is both a positive and solemn affair - their loved ones come together to support them in their endeavor, but it is also possibly the last time these loved ones will see the applicant alive. Once they have had their gathering of loved ones, that is when the real ritual for the applicant begins. &lt;br /&gt;
&lt;br /&gt;
Traditionally the exact means is varied from person to person, but the one consistent part is that the applicant listens to the voice of the glacier, and they simply follow it. This takes them out into the tundra, usually towards the glacier itself, where they will usually find something that speaks to them on a deep level. It maybe be a plateau that they stand upon, or a curiously unfrozen lake. When they find that place they will shed their clothing and (in the case of these examples) stand on the plateau, or wade into the lake. Their task then, is to simply endure, to stand before the might of the glacier and accept its nature, accept the power that could crush them easily. If they endure long enough, they feel the power enter them, the voice of the glacier much clearer in their minds as of now, and then they can return home. Success is far from guaranteed, and many die in the attempt, frozen to death because they lacked the physical, mental, and spiritual fortitude.&lt;br /&gt;
&lt;br /&gt;
=The ritual of advent - the return of a shaman=&lt;br /&gt;
If a shaman returns from their trial, then a celebration is held to mark their return. Unlike the previous ritual, everyone in the settlement is involved this time. Food and drink are more freely supplied in this instance, and often hunters will go out to find prey worthy of presenting for such an occasion - curiously, they are often surprisingly successful in this endeavor. The shaman dons their robes again (and typically will rarely wear anything else from this point) and they are treated to the best that the settlement has to offer for the evening, cementing their acceptance as the new person they are, and of the settlements sincere acceptance of them back into the fold. It is not a rule per se, but often people will start match-making the shaman with their companion during this event, assuming there is not an obvious choice already.&lt;br /&gt;
&lt;br /&gt;
=The Transition from Shaman to avatar of the glacier:=&lt;br /&gt;
The glacier speaks to people that channel its power, heard as a faint breeze with an impulse attached to it, distant and reedy like a whisper. The more deeply one embraces the power, the more they hear the voice, and it becomes more clear, calling to them, calling them away from the settlement, deep into the glacier. They gradually become colder, emotionally, and in time, they become colder, physically too, and then one night, they will leave, and the next morning there will be no sign of them any more. At that point, there is almost no chance to rescue them from their fate, and they become one with the glacier, frigid beings of substantial might, resilience, and unfaltering determination when they discover a target. They will kill all who cross their path, beast or person alike, and only their relative sluggishness to act without stimuli to respond to keeps them from being a much greater threat than they are. The Glacier is endlessly patient, and indefatigable, and so too are its agents - the ice will claim all, eventually.&lt;br /&gt;
&lt;br /&gt;
=The Companions=&lt;br /&gt;
Part of the means to protect shamans from themselves and the settlement from them and the risks of becoming an avatar, the settlement has a ritual of choosing a companion for the shaman. This person can be a lover, or someone who has bond with the shaman in some way, or sometimes, in some cases, a ‘lottery’ is enacted and someone is assigned to a shaman. Either way, there is typically some sort of celebration of this event, to underpin its significance. This is considered a great honour, and a great burden simultaneously, as that person becomes the bridge between the shaman and the people. Community and warmth of spirit are the forces that allow the settlement to survive, and so in a symbolic and literal way, the companion is there to be the warmth for the shaman, as leaving a person who is incubating the powers of cold and oppression to be lonely and isolated is disastrous in the long run.&lt;br /&gt;
&lt;br /&gt;
It is not always possible for a companion to keep their shaman from the worst, and while it is a great blow to the settlement, in the loss of a shaman and the addition of a terrible foe, the companions can generally expect empathy and respect for their loss. The companion is but a single person, waging war against the glacier at the spiritual level, and no one can blame a person for losing that battle. This does not stop the companions from being wracked with guilt though, perceiving it as a personal failure, and it is known for the community to keep an eye on a companion who loses their shaman - more than a few have wandered out into the cold to look for their doomed shaman, and met their end in one form or another, by misfortune or design.&lt;br /&gt;
&lt;br /&gt;
=The Companions’ ritual:=&lt;br /&gt;
This ritual has a lot more variance than the others, and often is left to the preferences of the shaman and the companion to decide how involved or not it turns out to be. A common example of such a ritual is that the friends and family of the group will spend some time eating and drinking together, forging closer bonds in symbolism of what the shaman and companion are about to undertake. Gifts are often given to the ritual participants, and then they are free to pursue their joining as befits them. If the pair are romantic, then they may trade vows of love and support in keeping with the common perception of marriage. If they are companions bound by a connection other than romantic, they may go out into the wilds to accomplish some task together, to confirm the strength of their connection, that they can trust one another to keep them both safe and alive. A common practice for those not big on ceremony is that they will go to the edge of the settlement, where the line of the artifact’s effect terminates, and they will stand on its border. &lt;br /&gt;
&lt;br /&gt;
The shaman will stand on the outside, and the companion inside the artifact’s effect. They will share an oath of support, a confirmation of their bond, and then they will switch places, the companion on the outside as the shaman uses their power to ward away the cold. In this way they share the symbolism of what their bond means, in an almost literal way - the shaman protects their companion from the harshness of the outside world, pushing back the cold, while the companion keeps their shaman tied to the settlement, guides them back to the warmth of their people and keeps them from the grasp of the glacier. Once the ritual is done, they return to the settlement proper - sometimes there is another gathering after this, but just as as often there isn’t, as the shaman retreats to the part of the settlement that shamans live in, starting their life as a new person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Veneration of The Glacier&lt;br /&gt;
&lt;br /&gt;
The culture and spiritual philosophy of the people is dominated by the glacier. It is to them, a personified force in the world, and it is ruthless, indomitable, and endlessly persistent. The spiritual beliefs of the people are equal parts reverence and appeasement to the Glacier, and their spiritual leaders (shamans of a sort) have powers bestowed to them by the glacier that allow them to engage in various feats of the supernatural related to the cold, harshness and the general things the glacier represents, or to ward against those same things.&lt;br /&gt;
&lt;br /&gt;
The glacier is a hazard by way of physical traits and weather, but it presents another threat too. The people believe that to take on the power of the glacier too much is to lose oneself, and this is proven true in some cases, in the form of people who are lost to its power. Their humanity is scrubbed away almost to (or possibly actually to) nothing, and they take on a more obvious and fearsome form of the glacier’s power. Food and water are no longer a concern to them; they become hard and cold like the ice, relentless in purpose, and incredibly hard to stop - they in essence, become the avatar of the glacier and its cold, unyielding grasp.&lt;br /&gt;
&lt;br /&gt;
'''The Artifact'''&lt;br /&gt;
&lt;br /&gt;
Part of the relative prosperity of the glacier folk is down to their bloody-mindedness and perseverance, but a significant part of it is owed to a strange artifact. This artifact has been with the settlement as long as history recalls, it’s strange power dulls the intensity of the cold around the settlement, and the storms do not strike as fiercely as they otherwise might. There seems to be no way to direct or channel the power of the artifact, and any attempts to do so have met with absolute failure.&lt;br /&gt;
&lt;br /&gt;
The artifact is wrapped in several layers of ceremonial fabrics, and as such is rarely seen by anyone, although the reason for the fabrics is not concealment. True to the outlook of the glacier folk, they both fear and revere the artifact, and the reason for the fear is both the absence of its blessing, and the danger it poses in its own right. Holding the bundle that wraps the artifact results in a cold that is painful to endure, the blood slowing, the body reacting as if out in a blizzard with no fire, and no clothing, either. To touch the artifact itself flash-freezes the individual, ending their life in a heartbeat - the recollection of the one time this happened has kept the glacier folk fearful and always beyond arms’ reach ever since. The fact that even when the artifact ‘powers down’ it still retains the harmful properties, is another reminder of the uncompromising power of the glacier and the artifact.&lt;br /&gt;
&lt;br /&gt;
The artifact goes through curious cycles where its power wanes, the threats it protects from gradually returning. During this time the settlement is up in arms, and people are sent out to search far and wide. No one remembers how it was discovered, or why they must do it, but all the same people are sent out. The intent is to find some sort of worthy task, and return with something that symbolises the achievement of that task, which is then presented in offering to the artifact, which resumes its protection of the people if the offering is found to be worthy. Historically, bracing the glacier, climbing a mountain, or slaying a powerful beast have resulted in acceptance by the artifact, but there is no way of knowing when one sets out, if their attempt will meet the mysterious requirements of the artifact.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
==Population==&lt;br /&gt;
&lt;br /&gt;
*Primarily human, (think 80/20 split), with a variety of other races making up the rest&lt;br /&gt;
*Bronze to iron age technological level&lt;br /&gt;
&lt;br /&gt;
==Main Exports==&lt;br /&gt;
N/a - the people of Kraest are largely undiscovered by other lands at this time, and so do not trade enough to warrant exports&lt;br /&gt;
&lt;br /&gt;
=Places of Note=&lt;br /&gt;
==The Glacier==&lt;br /&gt;
A massive, continental ice shelf which the people of Kraest revere and dread in equal measure. Cold winds and snow routinely storm their way through the area, and the further north one goes, the worse it becomes. Few people head too far north, as they seldom return.&lt;br /&gt;
&lt;br /&gt;
==The Shrine==&lt;br /&gt;
A boxy, tough-looking structure that sits in its own space in the settlement, containing the artifact of the Glacier. Few people go this place often but for the Shamans, the artifact being subject to the same reverence and fear that the Glacier itself is. What the item actually looks like, few people know, as it is perpetually wrapped in many cloth and fur bindings, an awful cold radiating through even the densest insulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shamans lodges==&lt;br /&gt;
The Shamans live in the settlement with the people, but they have their own 'quarter' of it, where they live in relative separation that they may better contemplate the mysteries of the glacier, and better look after their people. These homes are roughly the same in construction as the rest, but tend to have more decorative additions to indicate their status and importance. It is not often that the average Kraest person comes here unless they need the aid of a Shaman.&lt;br /&gt;
&lt;br /&gt;
==Notable Fauna specific to the Kraest area==&lt;br /&gt;
&lt;br /&gt;
==Ridgeback==&lt;br /&gt;
The Ridgeback is a strange creature, possibly owing its origin to magical interference (or in the case of the glacier folk, it is believed to be the work of the glacier), but whatever its origin, its presence in the tundra and snow drifts is an uneasy prospect for the glacier folk. Even at their smallest they are equal in size and rough shape to the largest of polar bears, and even sharing a thick pelt of the same hue. Where they differ though, is the rigid plates that line their bodies, mostly along their back (giving them their name) but covering their seemingly eyeless head and their limbs, too. &lt;br /&gt;
&lt;br /&gt;
Their primary means of hunting is to simply run down what they eat, or in the case of creatures that hide in the snow, they employ another method. Their head has a wedge-like shape to it, which they use to dig through the snow. Upon finding something they flip it high into the air with one powerful motion, leaving their prey little to do by flail through the air before jaws large enough to swallow an adult human, clamp down on them. Their teeth are incredibly sharp, making a mockery of leather armour and tearing chain and even thin plate armour too - such teeth are prized by the glacier folk for making tools and weapons.&lt;br /&gt;
&lt;br /&gt;
Despite being near the top of the food chain, the Ridgeback’s are crafty and stealthy when they need to be, and many a hunting party, out looking for something ‘exotic’ to kill have fallen prey to a Ridgeback that crept up and slew their party in one whirlwind of savage violence because they expected such a beast to be mindless and easy to outwit.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76769</id>
		<title>Kraest</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76769"/>
				<updated>2018-04-09T06:11:16Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A frozen settlement hidden from the rest of civilisation at the most northern of points in the world. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The glacier folk live in a remote, frozen area of the world that is flanked by mountains and hidden away, in a settlement called Kraest. They are a hunter-gatherer people with technology not far beyond the bronze age (or iron age, at their most advanced), but with a rich cultural level upheld by oral tradition and performing arts. They are not especially social due to their location, and outsiders -if they somehow stumble on to the land around the settlement - are received with a xenophobic attitude. Their settlement is mostly constructed of earth, which due to the frozen nature of the landscape, is easily as durable as any stone once it is set and allowed chance to freeze in place. Wood is used sparingly given its application for many other things, fuel primary among them, but also the construction of tools. Animal pelts make up a large portion the furnishings and decoration of Kraest, draped over doorways or hanging from structures, bones used to create various adornments that give the place a slightly gruesome look to outsiders. &lt;br /&gt;
The outer perimeter of the settlement is flanked by walls made of ice and stone, and lined with torches that burn through the evenings, which are long for the people of Kraest given their geographic location.&lt;br /&gt;
At the northern most point of the settlement, the land gives way to ice, an enormous glacier dominating the landscape well in to the horizon. The Glacier is a central part of the culture and philosophy of the people of Kraest, not only being a place they can go to fish, but is also the source of their religion and persistent fear.&lt;br /&gt;
&lt;br /&gt;
Despite their veneration/fear of the glacier, they do not live that deep into it, areas of earth and stone are readily available, which is where their minimal metals and few places of arable ground for grazing animals come from. It also ties into their spiritual leanings - they are within the presence of the glacier, but not too close, respect and fear mingling to create their choice of abode many years ago. There is still lots of snow and ice, but with a modest amount of travel they can reach areas that are not quite so bogged down in the grasp of the cold.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The exact founding of Kraest is lost to time, but it is generally agreed that it was a tribe of humans that were the first residents of Kraest. Over time they took in wanderers, exiles, or other tribespeople from other tribes that collapsed,  or were otherwise struck with misfortune. Sometime very close to the founding, the artifact was found and added to the settlement, and ever since, life has functioned mostly in the same manner as when it was originally founded.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
The culture of the glacier folk is egalitarian, albeit with a heavy lean towards pragmatism. Neither gender is barred from any work or pursuit, but practicality often influences the end results. Men, who genetically put on muscle mass at the time of puberty, are better suited to fighting and hunting by physicality, so the number of men hunting is often larger than women, though both are present. Naturally childbirth and nursing can only be done by the women, so through pregnancy and early after childbirth their options are more limited. Generally speaking though, child rearing is a communal activity in which both male and female take an active role - the glacier is merciless, and to survive it, everyone must do their best to raise the generation that will be the strong arm that looks after the community as a whole, as they themselves age beyond the task.&lt;br /&gt;
&lt;br /&gt;
The glacier folk are terse and direct, they value strength and perseverance, as endurance is the means by which their people continues to live. This may come across to outsiders as callousness, or even cruelty, but their lives and their philosophy means that they are simply less willing to indulge frivolity, in deed or word.&lt;br /&gt;
The culture of the glacier folk is complex, and riddled with contradiction due to their reverence and fear of the glacier, which can seem outlandish or even nonsense to an outsider, making their spiritual and philosophical needs hard to digest, and making mingling of culture incredibly difficult.&lt;br /&gt;
&lt;br /&gt;
'''The Ruling body:'''&lt;br /&gt;
The ruling body of the people is generally a composite of the shamans, and the people considered to be of greatest skill and knowledge in given areas of life (eg: the hunt master, the master of the herders, the foremost warrior, etc). The eldest of the settlement is of course “the elder”  and nominally they have the most authority, although it is through consensus of the leaders that decisions about the good for the settlement is decided. In the event of a dispute that cannot be resolved, it falls to the elder to provide the wisdom to decide which course of action is best.&lt;br /&gt;
&lt;br /&gt;
'''Crime and punishment:'''&lt;br /&gt;
There is little crime among the glacier folk in comparison to other places, primarily because people are too busy surviving, and they need to work together to do that. Naturally things still happen, but generally, the punishment is more work, a reduction in food shares, confinement, or confiscation of personal property. The death penalty and its analogues do not really exist - the birth and mortality rate are balanced on a knife's’ edge, and people are reluctant to skew it towards mortality. To be subjected to exile or death, the continuing survival of the settlement as a whole must be shown to be compromised, with either malicious intent, or clear neglect.&lt;br /&gt;
&lt;br /&gt;
'''Technology:'''&lt;br /&gt;
The glacier folk are floating somewhere around the bronze age of technology - there are not many places that they have access to ore veins, and most of what they have is bronze. They do not have complex smithies or foundries to work in, it is not uncommon to find flint weapons, or weapons made up of parts of the dangerous fauna that lives in the area. Various dense, treated animal hides make up robust leathers, or curious other suits of armour, as making heavy plate or the like, with its complicated joints is beyond practical ability to make. &lt;br /&gt;
The glacier folk have a long tradition of animal husbandry, and they keep herds of animals to provide food stuffs (that are rotated across the area to the few places that sustain plants for grazing), and have domesticated animals of various stripes. Fishing is something they excel at too, spear fishing is as much a survival requirement as sport for the people.&lt;br /&gt;
&lt;br /&gt;
=The Shamans=&lt;br /&gt;
The Shamans are the spiritual leaders of the people, capable of drawing on the power of the glacier to create various supernatural effects that are resonant with the properties they ascribe to the glacier. They live as part of, and yet separate to the settlement as a whole, having little interaction through their simultaneously revered and feared position. They walk a narrow line between utilising their power to aid the people, and embracing the power of the glacier too much, and becoming the avatar of its will; cold unfeeling creatures of monumental power and resilience. &lt;br /&gt;
Shaman’s are sometimes born to their power, traditionally being children born to a situation that they or their parents should not have survived, but somehow endured. Most however, seek the power, and obtain it by enduring some sort of trial in honour of the glacier, such as surviving out in the cold for a long duration with little food or water, or triumphing over some powerful beast through sheer bloody-minded determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Social rituals=&lt;br /&gt;
=Shamanistic acceptance ritual:=&lt;br /&gt;
Unlike some religions, it is not the shamans who get to decide who becomes a shaman, such a thing is beyond their power to do in all but giving a title. The ritual to become a shaman is rather personalised, as each person feels the call of the power, and expresses it in a slightly different way. The ritualised part of the ceremony in Kraest is recognising the applicant’s attempt to become a shaman. They are clad in ceremonial robes, and then a meal is held, where all the would-be shaman’s close friends and family attend. It is both a positive and solemn affair - their loved ones come together to support them in their endeavor, but it is also possibly the last time these loved ones will see the applicant alive. Once they have had their gathering of loved ones, that is when the real ritual for the applicant begins. &lt;br /&gt;
&lt;br /&gt;
Traditionally the exact means is varied from person to person, but the one consistent part is that the applicant listens to the voice of the glacier, and they simply follow it. This takes them out into the tundra, usually towards the glacier itself, where they will usually find something that speaks to them on a deep level. It maybe be a plateau that they stand upon, or a curiously unfrozen lake. When they find that place they will shed their clothing and (in the case of these examples) stand on the plateau, or wade into the lake. Their task then, is to simply endure, to stand before the might of the glacier and accept its nature, accept the power that could crush them easily. If they endure long enough, they feel the power enter them, the voice of the glacier much clearer in their minds as of now, and then they can return home. Success is far from guaranteed, and many die in the attempt, frozen to death because they lacked the physical, mental, and spiritual fortitude.&lt;br /&gt;
&lt;br /&gt;
=The ritual of advent - the return of a shaman=&lt;br /&gt;
If a shaman returns from their trial, then a celebration is held to mark their return. Unlike the previous ritual, everyone in the settlement is involved this time. Food and drink are more freely supplied in this instance, and often hunters will go out to find prey worthy of presenting for such an occasion - curiously, they are often surprisingly successful in this endeavor. The shaman dons their robes again (and typically will rarely wear anything else from this point) and they are treated to the best that the settlement has to offer for the evening, cementing their acceptance as the new person they are, and of the settlements sincere acceptance of them back into the fold. It is not a rule per se, but often people will start match-making the shaman with their companion during this event, assuming there is not an obvious choice already.&lt;br /&gt;
&lt;br /&gt;
=The Transition from Shaman to avatar of the glacier:=&lt;br /&gt;
The glacier speaks to people that channel its power, heard as a faint breeze with an impulse attached to it, distant and reedy like a whisper. The more deeply one embraces the power, the more they hear the voice, and it becomes more clear, calling to them, calling them away from the settlement, deep into the glacier. They gradually become colder, emotionally, and in time, they become colder, physically too, and then one night, they will leave, and the next morning there will be no sign of them any more. At that point, there is almost no chance to rescue them from their fate, and they become one with the glacier, frigid beings of substantial might, resilience, and unfaltering determination when they discover a target. They will kill all who cross their path, beast or person alike, and only their relative sluggishness to act without stimuli to respond to keeps them from being a much greater threat than they are. The Glacier is endlessly patient, and indefatigable, and so too are its agents - the ice will claim all, eventually.&lt;br /&gt;
&lt;br /&gt;
=The Companions=&lt;br /&gt;
Part of the means to protect shamans from themselves and the settlement from them and the risks of becoming an avatar, the settlement has a ritual of choosing a companion for the shaman. This person can be a lover, or someone who has bond with the shaman in some way, or sometimes, in some cases, a ‘lottery’ is enacted and someone is assigned to a shaman. Either way, there is typically some sort of celebration of this event, to underpin its significance. This is considered a great honour, and a great burden simultaneously, as that person becomes the bridge between the shaman and the people. Community and warmth of spirit are the forces that allow the settlement to survive, and so in a symbolic and literal way, the companion is there to be the warmth for the shaman, as leaving a person who is incubating the powers of cold and oppression to be lonely and isolated is disastrous in the long run.&lt;br /&gt;
&lt;br /&gt;
It is not always possible for a companion to keep their shaman from the worst, and while it is a great blow to the settlement, in the loss of a shaman and the addition of a terrible foe, the companions can generally expect empathy and respect for their loss. The companion is but a single person, waging war against the glacier at the spiritual level, and no one can blame a person for losing that battle. This does not stop the companions from being wracked with guilt though, perceiving it as a personal failure, and it is known for the community to keep an eye on a companion who loses their shaman - more than a few have wandered out into the cold to look for their doomed shaman, and met their end in one form or another, by misfortune or design.&lt;br /&gt;
&lt;br /&gt;
=The Companions’ ritual:=&lt;br /&gt;
This ritual has a lot more variance than the others, and often is left to the preferences of the shaman and the companion to decide how involved or not it turns out to be. A common example of such a ritual is that the friends and family of the group will spend some time eating and drinking together, forging closer bonds in symbolism of what the shaman and companion are about to undertake. Gifts are often given to the ritual participants, and then they are free to pursue their joining as befits them. If the pair are romantic, then they may trade vows of love and support in keeping with the common perception of marriage. If they are companions bound by a connection other than romantic, they may go out into the wilds to accomplish some task together, to confirm the strength of their connection, that they can trust one another to keep them both safe and alive. A common practice for those not big on ceremony is that they will go to the edge of the settlement, where the line of the artifact’s effect terminates, and they will stand on its border. &lt;br /&gt;
&lt;br /&gt;
The shaman will stand on the outside, and the companion inside the artifact’s effect. They will share an oath of support, a confirmation of their bond, and then they will switch places, the companion on the outside as the shaman uses their power to ward away the cold. In this way they share the symbolism of what their bond means, in an almost literal way - the shaman protects their companion from the harshness of the outside world, pushing back the cold, while the companion keeps their shaman tied to the settlement, guides them back to the warmth of their people and keeps them from the grasp of the glacier. Once the ritual is done, they return to the settlement proper - sometimes there is another gathering after this, but just as as often there isn’t, as the shaman retreats to the part of the settlement that shamans live in, starting their life as a new person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Veneration of The Glacier&lt;br /&gt;
&lt;br /&gt;
The culture and spiritual philosophy of the people is dominated by the glacier. It is to them, a personified force in the world, and it is ruthless, indomitable, and endlessly persistent. The spiritual beliefs of the people are equal parts reverence and appeasement to the Glacier, and their spiritual leaders (shamans of a sort) have powers bestowed to them by the glacier that allow them to engage in various feats of the supernatural related to the cold, harshness and the general things the glacier represents, or to ward against those same things.&lt;br /&gt;
&lt;br /&gt;
The glacier is a hazard by way of physical traits and weather, but it presents another threat too. The people believe that to take on the power of the glacier too much is to lose oneself, and this is proven true in some cases, in the form of people who are lost to its power. Their humanity is scrubbed away almost to (or possibly actually to) nothing, and they take on a more obvious and fearsome form of the glacier’s power. Food and water are no longer a concern to them; they become hard and cold like the ice, relentless in purpose, and incredibly hard to stop - they in essence, become the avatar of the glacier and its cold, unyielding grasp.&lt;br /&gt;
&lt;br /&gt;
'''The Artifact'''&lt;br /&gt;
&lt;br /&gt;
Part of the relative prosperity of the glacier folk is down to their bloody-mindedness and perseverance, but a significant part of it is owed to a strange artifact. This artifact has been with the settlement as long as history recalls, it’s strange power dulls the intensity of the cold around the settlement, and the storms do not strike as fiercely as they otherwise might. There seems to be no way to direct or channel the power of the artifact, and any attempts to do so have met with absolute failure.&lt;br /&gt;
&lt;br /&gt;
The artifact is wrapped in several layers of ceremonial fabrics, and as such is rarely seen by anyone, although the reason for the fabrics is not concealment. True to the outlook of the glacier folk, they both fear and revere the artifact, and the reason for the fear is both the absence of its blessing, and the danger it poses in its own right. Holding the bundle that wraps the artifact results in a cold that is painful to endure, the blood slowing, the body reacting as if out in a blizzard with no fire, and no clothing, either. To touch the artifact itself flash-freezes the individual, ending their life in a heartbeat - the recollection of the one time this happened has kept the glacier folk fearful and always beyond arms’ reach ever since. The fact that even when the artifact ‘powers down’ it still retains the harmful properties, is another reminder of the uncompromising power of the glacier and the artifact.&lt;br /&gt;
&lt;br /&gt;
The artifact goes through curious cycles where its power wanes, the threats it protects from gradually returning. During this time the settlement is up in arms, and people are sent out to search far and wide. No one remembers how it was discovered, or why they must do it, but all the same people are sent out. The intent is to find some sort of worthy task, and return with something that symbolises the achievement of that task, which is then presented in offering to the artifact, which resumes its protection of the people if the offering is found to be worthy. Historically, bracing the glacier, climbing a mountain, or slaying a powerful beast have resulted in acceptance by the artifact, but there is no way of knowing when one sets out, if their attempt will meet the mysterious requirements of the artifact.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
==Population==&lt;br /&gt;
&lt;br /&gt;
*Primarily human, (think 80/20 split), with a variety of other races making up the rest&lt;br /&gt;
*Bronze to iron age technological level&lt;br /&gt;
&lt;br /&gt;
==Main Exports==&lt;br /&gt;
N/a - the people of Kraest are largely undiscovered by other lands at this time, and so do not trade enough to warrant exports&lt;br /&gt;
&lt;br /&gt;
=Places of Note=&lt;br /&gt;
==The Glacier==&lt;br /&gt;
A massive, continental ice shelf which the people of Kraest revere and dread in equal measure. Cold winds and snow routinely storm their way through the area, and the further north one goes, the worse it becomes. Few people head too far north, as they seldom return.&lt;br /&gt;
&lt;br /&gt;
==The Shrine==&lt;br /&gt;
A boxy, tough-looking structure that sits in its own space in the settlement, containing the artifact of the Glacier. Few people go this place often but for the Shamans, the artifact being subject to the same reverence and fear that the Glacier itself is. What the item actually looks like, few people know, as it is perpetually wrapped in many cloth and fur bindings, an awful cold radiating through even the densest insulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shamans lodges==&lt;br /&gt;
The Shamans live in the settlement with the people, but they have their own 'quarter' of it, where they live in relative separation that they may better contemplate the mysteries of the glacier, and better look after their people. These homes are roughly the same in construction as the rest, but tend to have more decorative additions to indicate their status and importance. It is not often that the average Kraest person comes here unless they need the aid of a Shaman.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76768</id>
		<title>Kraest</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76768"/>
				<updated>2018-04-09T06:10:19Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A frozen settlement hidden from the rest of civilisation at the most northern of points in the world. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The glacier folk live in a remote, frozen area of the world that is flanked by mountains and hidden away, in a settlement called Kraest. They are a hunter-gatherer people with technology not far beyond the bronze age (or iron age, at their most advanced), but with a rich cultural level upheld by oral tradition and performing arts. They are not especially social due to their location, and outsiders -if they somehow stumble on to the land around the settlement - are received with a xenophobic attitude. Their settlement is mostly constructed of earth, which due to the frozen nature of the landscape, is easily as durable as any stone once it is set and allowed chance to freeze in place. Wood is used sparingly given its application for many other things, fuel primary among them, but also the construction of tools. Animal pelts make up a large portion the furnishings and decoration of Kraest, draped over doorways or hanging from structures, bones used to create various adornments that give the place a slightly gruesome look to outsiders. &lt;br /&gt;
The outer perimeter of the settlement is flanked by walls made of ice and stone, and lined with torches that burn through the evenings, which are long for the people of Kraest given their geographic location.&lt;br /&gt;
At the northern most point of the settlement, the land gives way to ice, an enormous glacier dominating the landscape well in to the horizon. The Glacier is a central part of the culture and philosophy of the people of Kraest, not only being a place they can go to fish, but is also the source of their religion and persistent fear.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The exact founding of Kraest is lost to time, but it is generally agreed that it was a tribe of humans that were the first residents of Kraest. Over time they took in wanderers, exiles, or other tribespeople from other tribes that collapsed,  or were otherwise struck with misfortune. Sometime very close to the founding, the artifact was found and added to the settlement, and ever since, life has functioned mostly in the same manner as when it was originally founded.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
The culture of the glacier folk is egalitarian, albeit with a heavy lean towards pragmatism. Neither gender is barred from any work or pursuit, but practicality often influences the end results. Men, who genetically put on muscle mass at the time of puberty, are better suited to fighting and hunting by physicality, so the number of men hunting is often larger than women, though both are present. Naturally childbirth and nursing can only be done by the women, so through pregnancy and early after childbirth their options are more limited. Generally speaking though, child rearing is a communal activity in which both male and female take an active role - the glacier is merciless, and to survive it, everyone must do their best to raise the generation that will be the strong arm that looks after the community as a whole, as they themselves age beyond the task.&lt;br /&gt;
&lt;br /&gt;
The glacier folk are terse and direct, they value strength and perseverance, as endurance is the means by which their people continues to live. This may come across to outsiders as callousness, or even cruelty, but their lives and their philosophy means that they are simply less willing to indulge frivolity, in deed or word.&lt;br /&gt;
The culture of the glacier folk is complex, and riddled with contradiction due to their reverence and fear of the glacier, which can seem outlandish or even nonsense to an outsider, making their spiritual and philosophical needs hard to digest, and making mingling of culture incredibly difficult.&lt;br /&gt;
&lt;br /&gt;
'''The Ruling body:'''&lt;br /&gt;
The ruling body of the people is generally a composite of the shamans, and the people considered to be of greatest skill and knowledge in given areas of life (eg: the hunt master, the master of the herders, the foremost warrior, etc). The eldest of the settlement is of course “the elder”  and nominally they have the most authority, although it is through consensus of the leaders that decisions about the good for the settlement is decided. In the event of a dispute that cannot be resolved, it falls to the elder to provide the wisdom to decide which course of action is best.&lt;br /&gt;
&lt;br /&gt;
'''Crime and punishment:'''&lt;br /&gt;
There is little crime among the glacier folk in comparison to other places, primarily because people are too busy surviving, and they need to work together to do that. Naturally things still happen, but generally, the punishment is more work, a reduction in food shares, confinement, or confiscation of personal property. The death penalty and its analogues do not really exist - the birth and mortality rate are balanced on a knife's’ edge, and people are reluctant to skew it towards mortality. To be subjected to exile or death, the continuing survival of the settlement as a whole must be shown to be compromised, with either malicious intent, or clear neglect.&lt;br /&gt;
&lt;br /&gt;
'''Technology:'''&lt;br /&gt;
The glacier folk are floating somewhere around the bronze age of technology - there are not many places that they have access to ore veins, and most of what they have is bronze. They do not have complex smithies or foundries to work in, it is not uncommon to find flint weapons, or weapons made up of parts of the dangerous fauna that lives in the area. Various dense, treated animal hides make up robust leathers, or curious other suits of armour, as making heavy plate or the like, with its complicated joints is beyond practical ability to make. &lt;br /&gt;
The glacier folk have a long tradition of animal husbandry, and they keep herds of animals to provide food stuffs (that are rotated across the area to the few places that sustain plants for grazing), and have domesticated animals of various stripes. Fishing is something they excel at too, spear fishing is as much a survival requirement as sport for the people.&lt;br /&gt;
&lt;br /&gt;
=The Shamans=&lt;br /&gt;
The Shamans are the spiritual leaders of the people, capable of drawing on the power of the glacier to create various supernatural effects that are resonant with the properties they ascribe to the glacier. They live as part of, and yet separate to the settlement as a whole, having little interaction through their simultaneously revered and feared position. They walk a narrow line between utilising their power to aid the people, and embracing the power of the glacier too much, and becoming the avatar of its will; cold unfeeling creatures of monumental power and resilience. &lt;br /&gt;
Shaman’s are sometimes born to their power, traditionally being children born to a situation that they or their parents should not have survived, but somehow endured. Most however, seek the power, and obtain it by enduring some sort of trial in honour of the glacier, such as surviving out in the cold for a long duration with little food or water, or triumphing over some powerful beast through sheer bloody-minded determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Social rituals=&lt;br /&gt;
=Shamanistic acceptance ritual:=&lt;br /&gt;
Unlike some religions, it is not the shamans who get to decide who becomes a shaman, such a thing is beyond their power to do in all but giving a title. The ritual to become a shaman is rather personalised, as each person feels the call of the power, and expresses it in a slightly different way. The ritualised part of the ceremony in Kraest is recognising the applicant’s attempt to become a shaman. They are clad in ceremonial robes, and then a meal is held, where all the would-be shaman’s close friends and family attend. It is both a positive and solemn affair - their loved ones come together to support them in their endeavor, but it is also possibly the last time these loved ones will see the applicant alive. Once they have had their gathering of loved ones, that is when the real ritual for the applicant begins. &lt;br /&gt;
&lt;br /&gt;
Traditionally the exact means is varied from person to person, but the one consistent part is that the applicant listens to the voice of the glacier, and they simply follow it. This takes them out into the tundra, usually towards the glacier itself, where they will usually find something that speaks to them on a deep level. It maybe be a plateau that they stand upon, or a curiously unfrozen lake. When they find that place they will shed their clothing and (in the case of these examples) stand on the plateau, or wade into the lake. Their task then, is to simply endure, to stand before the might of the glacier and accept its nature, accept the power that could crush them easily. If they endure long enough, they feel the power enter them, the voice of the glacier much clearer in their minds as of now, and then they can return home. Success is far from guaranteed, and many die in the attempt, frozen to death because they lacked the physical, mental, and spiritual fortitude.&lt;br /&gt;
&lt;br /&gt;
=The ritual of advent - the return of a shaman=&lt;br /&gt;
If a shaman returns from their trial, then a celebration is held to mark their return. Unlike the previous ritual, everyone in the settlement is involved this time. Food and drink are more freely supplied in this instance, and often hunters will go out to find prey worthy of presenting for such an occasion - curiously, they are often surprisingly successful in this endeavor. The shaman dons their robes again (and typically will rarely wear anything else from this point) and they are treated to the best that the settlement has to offer for the evening, cementing their acceptance as the new person they are, and of the settlements sincere acceptance of them back into the fold. It is not a rule per se, but often people will start match-making the shaman with their companion during this event, assuming there is not an obvious choice already.&lt;br /&gt;
&lt;br /&gt;
=The Transition from Shaman to avatar of the glacier:=&lt;br /&gt;
The glacier speaks to people that channel its power, heard as a faint breeze with an impulse attached to it, distant and reedy like a whisper. The more deeply one embraces the power, the more they hear the voice, and it becomes more clear, calling to them, calling them away from the settlement, deep into the glacier. They gradually become colder, emotionally, and in time, they become colder, physically too, and then one night, they will leave, and the next morning there will be no sign of them any more. At that point, there is almost no chance to rescue them from their fate, and they become one with the glacier, frigid beings of substantial might, resilience, and unfaltering determination when they discover a target. They will kill all who cross their path, beast or person alike, and only their relative sluggishness to act without stimuli to respond to keeps them from being a much greater threat than they are. The Glacier is endlessly patient, and indefatigable, and so too are its agents - the ice will claim all, eventually.&lt;br /&gt;
&lt;br /&gt;
=The Companions=&lt;br /&gt;
Part of the means to protect shamans from themselves and the settlement from them and the risks of becoming an avatar, the settlement has a ritual of choosing a companion for the shaman. This person can be a lover, or someone who has bond with the shaman in some way, or sometimes, in some cases, a ‘lottery’ is enacted and someone is assigned to a shaman. Either way, there is typically some sort of celebration of this event, to underpin its significance. This is considered a great honour, and a great burden simultaneously, as that person becomes the bridge between the shaman and the people. Community and warmth of spirit are the forces that allow the settlement to survive, and so in a symbolic and literal way, the companion is there to be the warmth for the shaman, as leaving a person who is incubating the powers of cold and oppression to be lonely and isolated is disastrous in the long run.&lt;br /&gt;
&lt;br /&gt;
It is not always possible for a companion to keep their shaman from the worst, and while it is a great blow to the settlement, in the loss of a shaman and the addition of a terrible foe, the companions can generally expect empathy and respect for their loss. The companion is but a single person, waging war against the glacier at the spiritual level, and no one can blame a person for losing that battle. This does not stop the companions from being wracked with guilt though, perceiving it as a personal failure, and it is known for the community to keep an eye on a companion who loses their shaman - more than a few have wandered out into the cold to look for their doomed shaman, and met their end in one form or another, by misfortune or design.&lt;br /&gt;
&lt;br /&gt;
=The Companions’ ritual:=&lt;br /&gt;
This ritual has a lot more variance than the others, and often is left to the preferences of the shaman and the companion to decide how involved or not it turns out to be. A common example of such a ritual is that the friends and family of the group will spend some time eating and drinking together, forging closer bonds in symbolism of what the shaman and companion are about to undertake. Gifts are often given to the ritual participants, and then they are free to pursue their joining as befits them. If the pair are romantic, then they may trade vows of love and support in keeping with the common perception of marriage. If they are companions bound by a connection other than romantic, they may go out into the wilds to accomplish some task together, to confirm the strength of their connection, that they can trust one another to keep them both safe and alive. A common practice for those not big on ceremony is that they will go to the edge of the settlement, where the line of the artifact’s effect terminates, and they will stand on its border. &lt;br /&gt;
&lt;br /&gt;
The shaman will stand on the outside, and the companion inside the artifact’s effect. They will share an oath of support, a confirmation of their bond, and then they will switch places, the companion on the outside as the shaman uses their power to ward away the cold. In this way they share the symbolism of what their bond means, in an almost literal way - the shaman protects their companion from the harshness of the outside world, pushing back the cold, while the companion keeps their shaman tied to the settlement, guides them back to the warmth of their people and keeps them from the grasp of the glacier. Once the ritual is done, they return to the settlement proper - sometimes there is another gathering after this, but just as as often there isn’t, as the shaman retreats to the part of the settlement that shamans live in, starting their life as a new person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Veneration of The Glacier&lt;br /&gt;
&lt;br /&gt;
The culture and spiritual philosophy of the people is dominated by the glacier. It is to them, a personified force in the world, and it is ruthless, indomitable, and endlessly persistent. The spiritual beliefs of the people are equal parts reverence and appeasement to the Glacier, and their spiritual leaders (shamans of a sort) have powers bestowed to them by the glacier that allow them to engage in various feats of the supernatural related to the cold, harshness and the general things the glacier represents, or to ward against those same things.&lt;br /&gt;
&lt;br /&gt;
The glacier is a hazard by way of physical traits and weather, but it presents another threat too. The people believe that to take on the power of the glacier too much is to lose oneself, and this is proven true in some cases, in the form of people who are lost to its power. Their humanity is scrubbed away almost to (or possibly actually to) nothing, and they take on a more obvious and fearsome form of the glacier’s power. Food and water are no longer a concern to them; they become hard and cold like the ice, relentless in purpose, and incredibly hard to stop - they in essence, become the avatar of the glacier and its cold, unyielding grasp.&lt;br /&gt;
&lt;br /&gt;
'''The Artifact'''&lt;br /&gt;
&lt;br /&gt;
Part of the relative prosperity of the glacier folk is down to their bloody-mindedness and perseverance, but a significant part of it is owed to a strange artifact. This artifact has been with the settlement as long as history recalls, it’s strange power dulls the intensity of the cold around the settlement, and the storms do not strike as fiercely as they otherwise might. There seems to be no way to direct or channel the power of the artifact, and any attempts to do so have met with absolute failure.&lt;br /&gt;
&lt;br /&gt;
The artifact is wrapped in several layers of ceremonial fabrics, and as such is rarely seen by anyone, although the reason for the fabrics is not concealment. True to the outlook of the glacier folk, they both fear and revere the artifact, and the reason for the fear is both the absence of its blessing, and the danger it poses in its own right. Holding the bundle that wraps the artifact results in a cold that is painful to endure, the blood slowing, the body reacting as if out in a blizzard with no fire, and no clothing, either. To touch the artifact itself flash-freezes the individual, ending their life in a heartbeat - the recollection of the one time this happened has kept the glacier folk fearful and always beyond arms’ reach ever since. The fact that even when the artifact ‘powers down’ it still retains the harmful properties, is another reminder of the uncompromising power of the glacier and the artifact.&lt;br /&gt;
&lt;br /&gt;
The artifact goes through curious cycles where its power wanes, the threats it protects from gradually returning. During this time the settlement is up in arms, and people are sent out to search far and wide. No one remembers how it was discovered, or why they must do it, but all the same people are sent out. The intent is to find some sort of worthy task, and return with something that symbolises the achievement of that task, which is then presented in offering to the artifact, which resumes its protection of the people if the offering is found to be worthy. Historically, bracing the glacier, climbing a mountain, or slaying a powerful beast have resulted in acceptance by the artifact, but there is no way of knowing when one sets out, if their attempt will meet the mysterious requirements of the artifact.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
==Population==&lt;br /&gt;
&lt;br /&gt;
*Primarily human, (think 80/20 split), with a variety of other races making up the rest&lt;br /&gt;
*Bronze to iron age technological level&lt;br /&gt;
&lt;br /&gt;
==Main Exports==&lt;br /&gt;
N/a - the people of Kraest are largely undiscovered by other lands at this time, and so do not trade enough to warrant exports&lt;br /&gt;
&lt;br /&gt;
=Places of Note=&lt;br /&gt;
==The Glacier==&lt;br /&gt;
A massive, continental ice shelf which the people of Kraest revere and dread in equal measure. Cold winds and snow routinely storm their way through the area, and the further north one goes, the worse it becomes. Few people head too far north, as they seldom return.&lt;br /&gt;
&lt;br /&gt;
==The Shrine==&lt;br /&gt;
A boxy, tough-looking structure that sits in its own space in the settlement, containing the artifact of the Glacier. Few people go this place often but for the Shamans, the artifact being subject to the same reverence and fear that the Glacier itself is. What the item actually looks like, few people know, as it is perpetually wrapped in many cloth and fur bindings, an awful cold radiating through even the densest insulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shamans lodges==&lt;br /&gt;
The Shamans live in the settlement with the people, but they have their own 'quarter' of it, where they live in relative separation that they may better contemplate the mysteries of the glacier, and better look after their people. These homes are roughly the same in construction as the rest, but tend to have more decorative additions to indicate their status and importance. It is not often that the average Kraest person comes here unless they need the aid of a Shaman.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76767</id>
		<title>Kraest</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76767"/>
				<updated>2018-04-09T06:10:01Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A frozen settlement hidden from the rest of civilisation at the most northern of points in the world. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The glacier folk live in a remote, frozen area of the world that is flanked by mountains and hidden away, in a settlement called Kraest. They are a hunter-gatherer people with technology not far beyond the bronze age (or iron age, at their most advanced), but with a rich cultural level upheld by oral tradition and performing arts. They are not especially social due to their location, and outsiders -if they somehow stumble on to the land around the settlement - are received with a xenophobic attitude. Their settlement is mostly constructed of earth, which due to the frozen nature of the landscape, is easily as durable as any stone once it is set and allowed chance to freeze in place. Wood is used sparingly given its application for many other things, fuel primary among them, but also the construction of tools. Animal pelts make up a large portion the furnishings and decoration of Kraest, draped over doorways or hanging from structures, bones used to create various adornments that give the place a slightly gruesome look to outsiders. &lt;br /&gt;
The outer perimeter of the settlement is flanked by walls made of ice and stone, and lined with torches that burn through the evenings, which are long for the people of Kraest given their geographic location.&lt;br /&gt;
At the northern most point of the settlement, the land gives way to ice, an enormous glacier dominating the landscape well in to the horizon. The Glacier is a central part of the culture and philosophy of the people of Kraest, not only being a place they can go to fish, but is also the source of their religion and persistent fear.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The exact founding of Kraest is lost to time, but it is generally agreed that it was a tribe of humans that were the first residents of Kraest. Over time they took in wanderers, exiles, or other tribespeople from other tribes that collapsed,  or were otherwise struck with misfortune. Sometime very close to the founding, the artifact was found and added to the settlement, and ever since, life has functioned mostly in the same manner as when it was originally founded.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
The culture of the glacier folk is egalitarian, albeit with a heavy lean towards pragmatism. Neither gender is barred from any work or pursuit, but practicality often influences the end results. Men, who genetically put on muscle mass at the time of puberty, are better suited to fighting and hunting by physicality, so the number of men hunting is often larger than women, though both are present. Naturally childbirth and nursing can only be done by the women, so through pregnancy and early after childbirth their options are more limited. Generally speaking though, child rearing is a communal activity in which both male and female take an active role - the glacier is merciless, and to survive it, everyone must do their best to raise the generation that will be the strong arm that looks after the community as a whole, as they themselves age beyond the task.&lt;br /&gt;
&lt;br /&gt;
The glacier folk are terse and direct, they value strength and perseverance, as endurance is the means by which their people continues to live. This may come across to outsiders as callousness, or even cruelty, but their lives and their philosophy means that they are simply less willing to indulge frivolity, in deed or word.&lt;br /&gt;
The culture of the glacier folk is complex, and riddled with contradiction due to their reverence and fear of the glacier, which can seem outlandish or even nonsense to an outsider, making their spiritual and philosophical needs hard to digest, and making mingling of culture incredibly difficult.&lt;br /&gt;
&lt;br /&gt;
'''The Ruling body:'''&lt;br /&gt;
The ruling body of the people is generally a composite of the shamans, and the people considered to be of greatest skill and knowledge in given areas of life (eg: the hunt master, the master of the herders, the foremost warrior, etc). The eldest of the settlement is of course “the elder”  and nominally they have the most authority, although it is through consensus of the leaders that decisions about the good for the settlement is decided. In the event of a dispute that cannot be resolved, it falls to the elder to provide the wisdom to decide which course of action is best.&lt;br /&gt;
&lt;br /&gt;
'''Crime and punishment:'''&lt;br /&gt;
There is little crime among the glacier folk in comparison to other places, primarily because people are too busy surviving, and they need to work together to do that. Naturally things still happen, but generally, the punishment is more work, a reduction in food shares, confinement, or confiscation of personal property. The death penalty and its analogues do not really exist - the birth and mortality rate are balanced on a knife's’ edge, and people are reluctant to skew it towards mortality. To be subjected to exile or death, the continuing survival of the settlement as a whole must be shown to be compromised, with either malicious intent, or clear neglect.&lt;br /&gt;
&lt;br /&gt;
'''Technology:'''&lt;br /&gt;
The glacier folk are floating somewhere around the bronze age of technology - there are not many places that they have access to ore veins, and most of what they have is bronze. They do not have complex smithies or foundries to work in, it is not uncommon to find flint weapons, or weapons made up of parts of the dangerous fauna that lives in the area. Various dense, treated animal hides make up robust leathers, or curious other suits of armour, as making heavy plate or the like, with its complicated joints is beyond practical ability to make. &lt;br /&gt;
The glacier folk have a long tradition of animal husbandry, and they keep herds of animals to provide food stuffs (that are rotated across the area to the few places that sustain plants for grazing), and have domesticated animals of various stripes. Fishing is something they excel at too, spear fishing is as much a survival requirement as sport for the people.&lt;br /&gt;
&lt;br /&gt;
=The Shamans=&lt;br /&gt;
The Shamans are the spiritual leaders of the people, capable of drawing on the power of the glacier to create various supernatural effects that are resonant with the properties they ascribe to the glacier. They live as part of, and yet separate to the settlement as a whole, having little interaction through their simultaneously revered and feared position. They walk a narrow line between utilising their power to aid the people, and embracing the power of the glacier too much, and becoming the avatar of its will; cold unfeeling creatures of monumental power and resilience. &lt;br /&gt;
Shaman’s are sometimes born to their power, traditionally being children born to a situation that they or their parents should not have survived, but somehow endured. Most however, seek the power, and obtain it by enduring some sort of trial in honour of the glacier, such as surviving out in the cold for a long duration with little food or water, or triumphing over some powerful beast through sheer bloody-minded determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Social rituals=&lt;br /&gt;
=Shamanistic acceptance ritual:=&lt;br /&gt;
Unlike some religions, it is not the shamans who get to decide who becomes a shaman, such a thing is beyond their power to do in all but giving a title. The ritual to become a shaman is rather personalised, as each person feels the call of the power, and expresses it in a slightly different way. The ritualised part of the ceremony in Kraest is recognising the applicant’s attempt to become a shaman. They are clad in ceremonial robes, and then a meal is held, where all the would-be shaman’s close friends and family attend. It is both a positive and solemn affair - their loved ones come together to support them in their endeavor, but it is also possibly the last time these loved ones will see the applicant alive. Once they have had their gathering of loved ones, that is when the real ritual for the applicant begins. &lt;br /&gt;
&lt;br /&gt;
Traditionally the exact means is varied from person to person, but the one consistent part is that the applicant listens to the voice of the glacier, and they simply follow it. This takes them out into the tundra, usually towards the glacier itself, where they will usually find something that speaks to them on a deep level. It maybe be a plateau that they stand upon, or a curiously unfrozen lake. When they find that place they will shed their clothing and (in the case of these examples) stand on the plateau, or wade into the lake. Their task then, is to simply endure, to stand before the might of the glacier and accept its nature, accept the power that could crush them easily. If they endure long enough, they feel the power enter them, the voice of the glacier much clearer in their minds as of now, and then they can return home. Success is far from guaranteed, and many die in the attempt, frozen to death because they lacked the physical, mental, and spiritual fortitude.&lt;br /&gt;
&lt;br /&gt;
=The ritual of advent - the return of a shaman=&lt;br /&gt;
If a shaman returns from their trial, then a celebration is held to mark their return. Unlike the previous ritual, everyone in the settlement is involved this time. Food and drink are more freely supplied in this instance, and often hunters will go out to find prey worthy of presenting for such an occasion - curiously, they are often surprisingly successful in this endeavor. The shaman dons their robes again (and typically will rarely wear anything else from this point) and they are treated to the best that the settlement has to offer for the evening, cementing their acceptance as the new person they are, and of the settlements sincere acceptance of them back into the fold. It is not a rule per se, but often people will start match-making the shaman with their companion during this event, assuming there is not an obvious choice already.&lt;br /&gt;
&lt;br /&gt;
=The Transition from Shaman to avatar of the glacier:=&lt;br /&gt;
The glacier speaks to people that channel its power, heard as a faint breeze with an impulse attached to it, distant and reedy like a whisper. The more deeply one embraces the power, the more they hear the voice, and it becomes more clear, calling to them, calling them away from the settlement, deep into the glacier. They gradually become colder, emotionally, and in time, they become colder, physically too, and then one night, they will leave, and the next morning there will be no sign of them any more. At that point, there is almost no chance to rescue them from their fate, and they become one with the glacier, frigid beings of substantial might, resilience, and unfaltering determination when they discover a target. They will kill all who cross their path, beast or person alike, and only their relative sluggishness to act without stimuli to respond to keeps them from being a much greater threat than they are. The Glacier is endlessly patient, and indefatigable, and so too are its agents - the ice will claim all, eventually.&lt;br /&gt;
&lt;br /&gt;
=The Companions=&lt;br /&gt;
Part of the means to protect shamans from themselves and the settlement from them and the risks of becoming an avatar, the settlement has a ritual of choosing a companion for the shaman. This person can be a lover, or someone who has bond with the shaman in some way, or sometimes, in some cases, a ‘lottery’ is enacted and someone is assigned to a shaman. Either way, there is typically some sort of celebration of this event, to underpin its significance. This is considered a great honour, and a great burden simultaneously, as that person becomes the bridge between the shaman and the people. Community and warmth of spirit are the forces that allow the settlement to survive, and so in a symbolic and literal way, the companion is there to be the warmth for the shaman, as leaving a person who is incubating the powers of cold and oppression to be lonely and isolated is disastrous in the long run.&lt;br /&gt;
&lt;br /&gt;
It is not always possible for a companion to keep their shaman from the worst, and while it is a great blow to the settlement, in the loss of a shaman and the addition of a terrible foe, the companions can generally expect empathy and respect for their loss. The companion is but a single person, waging war against the glacier at the spiritual level, and no one can blame a person for losing that battle. This does not stop the companions from being wracked with guilt though, perceiving it as a personal failure, and it is known for the community to keep an eye on a companion who loses their shaman - more than a few have wandered out into the cold to look for their doomed shaman, and met their end in one form or another, by misfortune or design.&lt;br /&gt;
&lt;br /&gt;
=The Companions’ ritual:=&lt;br /&gt;
This ritual has a lot more variance than the others, and often is left to the preferences of the shaman and the companion to decide how involved or not it turns out to be. A common example of such a ritual is that the friends and family of the group will spend some time eating and drinking together, forging closer bonds in symbolism of what the shaman and companion are about to undertake. Gifts are often given to the ritual participants, and then they are free to pursue their joining as befits them. If the pair are romantic, then they may trade vows of love and support in keeping with the common perception of marriage. If they are companions bound by a connection other than romantic, they may go out into the wilds to accomplish some task together, to confirm the strength of their connection, that they can trust one another to keep them both safe and alive. A common practice for those not big on ceremony is that they will go to the edge of the settlement, where the line of the artifact’s effect terminates, and they will stand on its border. &lt;br /&gt;
&lt;br /&gt;
The shaman will stand on the outside, and the companion inside the artifact’s effect. They will share an oath of support, a confirmation of their bond, and then they will switch places, the companion on the outside as the shaman uses their power to ward away the cold. In this way they share the symbolism of what their bond means, in an almost literal way - the shaman protects their companion from the harshness of the outside world, pushing back the cold, while the companion keeps their shaman tied to the settlement, guides them back to the warmth of their people and keeps them from the grasp of the glacier. Once the ritual is done, they return to the settlement proper - sometimes there is another gathering after this, but just as as often there isn’t, as the shaman retreats to the part of the settlement that shamans live in, starting their life as a new person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Veneration of The Glacier&lt;br /&gt;
&lt;br /&gt;
The culture and spiritual philosophy of the people is dominated by the glacier. It is to them, a personified force in the world, and it is ruthless, indomitable, and endlessly persistent. The spiritual beliefs of the people are equal parts reverence and appeasement to the Glacier, and their spiritual leaders (shamans of a sort) have powers bestowed to them by the glacier that allow them to engage in various feats of the supernatural related to the cold, harshness and the general things the glacier represents, or to ward against those same things.&lt;br /&gt;
&lt;br /&gt;
The glacier is a hazard by way of physical traits and weather, but it presents another threat too. The people believe that to take on the power of the glacier too much is to lose oneself, and this is proven true in some cases, in the form of people who are lost to its power. Their humanity is scrubbed away almost to (or possibly actually to) nothing, and they take on a more obvious and fearsome form of the glacier’s power. Food and water are no longer a concern to them; they become hard and cold like the ice, relentless in purpose, and incredibly hard to stop - they in essence, become the avatar of the glacier and its cold, unyielding grasp.&lt;br /&gt;
&lt;br /&gt;
'''The Artifact'''&lt;br /&gt;
Part of the relative prosperity of the glacier folk is down to their bloody-mindedness and perseverance, but a significant part of it is owed to a strange artifact. This artifact has been with the settlement as long as history recalls, it’s strange power dulls the intensity of the cold around the settlement, and the storms do not strike as fiercely as they otherwise might. There seems to be no way to direct or channel the power of the artifact, and any attempts to do so have met with absolute failure.&lt;br /&gt;
&lt;br /&gt;
The artifact is wrapped in several layers of ceremonial fabrics, and as such is rarely seen by anyone, although the reason for the fabrics is not concealment. True to the outlook of the glacier folk, they both fear and revere the artifact, and the reason for the fear is both the absence of its blessing, and the danger it poses in its own right. Holding the bundle that wraps the artifact results in a cold that is painful to endure, the blood slowing, the body reacting as if out in a blizzard with no fire, and no clothing, either. To touch the artifact itself flash-freezes the individual, ending their life in a heartbeat - the recollection of the one time this happened has kept the glacier folk fearful and always beyond arms’ reach ever since. The fact that even when the artifact ‘powers down’ it still retains the harmful properties, is another reminder of the uncompromising power of the glacier and the artifact.&lt;br /&gt;
&lt;br /&gt;
The artifact goes through curious cycles where its power wanes, the threats it protects from gradually returning. During this time the settlement is up in arms, and people are sent out to search far and wide. No one remembers how it was discovered, or why they must do it, but all the same people are sent out. The intent is to find some sort of worthy task, and return with something that symbolises the achievement of that task, which is then presented in offering to the artifact, which resumes its protection of the people if the offering is found to be worthy. Historically, bracing the glacier, climbing a mountain, or slaying a powerful beast have resulted in acceptance by the artifact, but there is no way of knowing when one sets out, if their attempt will meet the mysterious requirements of the artifact.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
==Population==&lt;br /&gt;
&lt;br /&gt;
*Primarily human, (think 80/20 split), with a variety of other races making up the rest&lt;br /&gt;
*Bronze to iron age technological level&lt;br /&gt;
&lt;br /&gt;
==Main Exports==&lt;br /&gt;
N/a - the people of Kraest are largely undiscovered by other lands at this time, and so do not trade enough to warrant exports&lt;br /&gt;
&lt;br /&gt;
=Places of Note=&lt;br /&gt;
==The Glacier==&lt;br /&gt;
A massive, continental ice shelf which the people of Kraest revere and dread in equal measure. Cold winds and snow routinely storm their way through the area, and the further north one goes, the worse it becomes. Few people head too far north, as they seldom return.&lt;br /&gt;
&lt;br /&gt;
==The Shrine==&lt;br /&gt;
A boxy, tough-looking structure that sits in its own space in the settlement, containing the artifact of the Glacier. Few people go this place often but for the Shamans, the artifact being subject to the same reverence and fear that the Glacier itself is. What the item actually looks like, few people know, as it is perpetually wrapped in many cloth and fur bindings, an awful cold radiating through even the densest insulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shamans lodges==&lt;br /&gt;
The Shamans live in the settlement with the people, but they have their own 'quarter' of it, where they live in relative separation that they may better contemplate the mysteries of the glacier, and better look after their people. These homes are roughly the same in construction as the rest, but tend to have more decorative additions to indicate their status and importance. It is not often that the average Kraest person comes here unless they need the aid of a Shaman.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76766</id>
		<title>Kraest</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76766"/>
				<updated>2018-04-09T06:08:16Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A frozen settlement hidden from the rest of civilisation at the most northern of points in the world. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The glacier folk live in a remote, frozen area of the world that is flanked by mountains and hidden away, in a settlement called Kraest. They are a hunter-gatherer people with technology not far beyond the bronze age (or iron age, at their most advanced), but with a rich cultural level upheld by oral tradition and performing arts. They are not especially social due to their location, and outsiders -if they somehow stumble on to the land around the settlement - are received with a xenophobic attitude. Their settlement is mostly constructed of earth, which due to the frozen nature of the landscape, is easily as durable as any stone once it is set and allowed chance to freeze in place. Wood is used sparingly given its application for many other things, fuel primary among them, but also the construction of tools. Animal pelts make up a large portion the furnishings and decoration of Kraest, draped over doorways or hanging from structures, bones used to create various adornments that give the place a slightly gruesome look to outsiders. &lt;br /&gt;
The outer perimeter of the settlement is flanked by walls made of ice and stone, and lined with torches that burn through the evenings, which are long for the people of Kraest given their geographic location.&lt;br /&gt;
At the northern most point of the settlement, the land gives way to ice, an enormous glacier dominating the landscape well in to the horizon. The Glacier is a central part of the culture and philosophy of the people of Kraest, not only being a place they can go to fish, but is also the source of their religion and persistent fear.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The exact founding of Kraest is lost to time, but it is generally agreed that it was a tribe of humans that were the first residents of Kraest. Over time they took in wanderers, exiles, or other tribespeople from other tribes that collapsed,  or were otherwise struck with misfortune. Sometime very close to the founding, the artifact was found and added to the settlement, and ever since, life has functioned mostly in the same manner as when it was originally founded.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
The culture of the glacier folk is egalitarian, albeit with a heavy lean towards pragmatism. Neither gender is barred from any work or pursuit, but practicality often influences the end results. Men, who genetically put on muscle mass at the time of puberty, are better suited to fighting and hunting by physicality, so the number of men hunting is often larger than women, though both are present. Naturally childbirth and nursing can only be done by the women, so through pregnancy and early after childbirth their options are more limited. Generally speaking though, child rearing is a communal activity in which both male and female take an active role - the glacier is merciless, and to survive it, everyone must do their best to raise the generation that will be the strong arm that looks after the community as a whole, as they themselves age beyond the task.&lt;br /&gt;
&lt;br /&gt;
The glacier folk are terse and direct, they value strength and perseverance, as endurance is the means by which their people continues to live. This may come across to outsiders as callousness, or even cruelty, but their lives and their philosophy means that they are simply less willing to indulge frivolity, in deed or word.&lt;br /&gt;
The culture of the glacier folk is complex, and riddled with contradiction due to their reverence and fear of the glacier, which can seem outlandish or even nonsense to an outsider, making their spiritual and philosophical needs hard to digest, and making mingling of culture incredibly difficult.&lt;br /&gt;
&lt;br /&gt;
'''The Ruling body:'''&lt;br /&gt;
The ruling body of the people is generally a composite of the shamans, and the people considered to be of greatest skill and knowledge in given areas of life (eg: the hunt master, the master of the herders, the foremost warrior, etc). The eldest of the settlement is of course “the elder”  and nominally they have the most authority, although it is through consensus of the leaders that decisions about the good for the settlement is decided. In the event of a dispute that cannot be resolved, it falls to the elder to provide the wisdom to decide which course of action is best.&lt;br /&gt;
&lt;br /&gt;
'''Crime and punishment:'''&lt;br /&gt;
There is little crime among the glacier folk in comparison to other places, primarily because people are too busy surviving, and they need to work together to do that. Naturally things still happen, but generally, the punishment is more work, a reduction in food shares, confinement, or confiscation of personal property. The death penalty and its analogues do not really exist - the birth and mortality rate are balanced on a knife's’ edge, and people are reluctant to skew it towards mortality. To be subjected to exile or death, the continuing survival of the settlement as a whole must be shown to be compromised, with either malicious intent, or clear neglect.&lt;br /&gt;
&lt;br /&gt;
'''Technology:'''&lt;br /&gt;
The glacier folk are floating somewhere around the bronze age of technology - there are not many places that they have access to ore veins, and most of what they have is bronze. They do not have complex smithies or foundries to work in, it is not uncommon to find flint weapons, or weapons made up of parts of the dangerous fauna that lives in the area. Various dense, treated animal hides make up robust leathers, or curious other suits of armour, as making heavy plate or the like, with its complicated joints is beyond practical ability to make. &lt;br /&gt;
The glacier folk have a long tradition of animal husbandry, and they keep herds of animals to provide food stuffs (that are rotated across the area to the few places that sustain plants for grazing), and have domesticated animals of various stripes. Fishing is something they excel at too, spear fishing is as much a survival requirement as sport for the people.&lt;br /&gt;
&lt;br /&gt;
=The Shamans=&lt;br /&gt;
The Shamans are the spiritual leaders of the people, capable of drawing on the power of the glacier to create various supernatural effects that are resonant with the properties they ascribe to the glacier. They live as part of, and yet separate to the settlement as a whole, having little interaction through their simultaneously revered and feared position. They walk a narrow line between utilising their power to aid the people, and embracing the power of the glacier too much, and becoming the avatar of its will; cold unfeeling creatures of monumental power and resilience. &lt;br /&gt;
Shaman’s are sometimes born to their power, traditionally being children born to a situation that they or their parents should not have survived, but somehow endured. Most however, seek the power, and obtain it by enduring some sort of trial in honour of the glacier, such as surviving out in the cold for a long duration with little food or water, or triumphing over some powerful beast through sheer bloody-minded determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Social rituals=&lt;br /&gt;
=Shamanistic acceptance ritual:=&lt;br /&gt;
Unlike some religions, it is not the shamans who get to decide who becomes a shaman, such a thing is beyond their power to do in all but giving a title. The ritual to become a shaman is rather personalised, as each person feels the call of the power, and expresses it in a slightly different way. The ritualised part of the ceremony in Kraest is recognising the applicant’s attempt to become a shaman. They are clad in ceremonial robes, and then a meal is held, where all the would-be shaman’s close friends and family attend. It is both a positive and solemn affair - their loved ones come together to support them in their endeavor, but it is also possibly the last time these loved ones will see the applicant alive. Once they have had their gathering of loved ones, that is when the real ritual for the applicant begins. &lt;br /&gt;
&lt;br /&gt;
Traditionally the exact means is varied from person to person, but the one consistent part is that the applicant listens to the voice of the glacier, and they simply follow it. This takes them out into the tundra, usually towards the glacier itself, where they will usually find something that speaks to them on a deep level. It maybe be a plateau that they stand upon, or a curiously unfrozen lake. When they find that place they will shed their clothing and (in the case of these examples) stand on the plateau, or wade into the lake. Their task then, is to simply endure, to stand before the might of the glacier and accept its nature, accept the power that could crush them easily. If they endure long enough, they feel the power enter them, the voice of the glacier much clearer in their minds as of now, and then they can return home. Success is far from guaranteed, and many die in the attempt, frozen to death because they lacked the physical, mental, and spiritual fortitude.&lt;br /&gt;
&lt;br /&gt;
=The ritual of advent - the return of a shaman=&lt;br /&gt;
If a shaman returns from their trial, then a celebration is held to mark their return. Unlike the previous ritual, everyone in the settlement is involved this time. Food and drink are more freely supplied in this instance, and often hunters will go out to find prey worthy of presenting for such an occasion - curiously, they are often surprisingly successful in this endeavor. The shaman dons their robes again (and typically will rarely wear anything else from this point) and they are treated to the best that the settlement has to offer for the evening, cementing their acceptance as the new person they are, and of the settlements sincere acceptance of them back into the fold. It is not a rule per se, but often people will start match-making the shaman with their companion during this event, assuming there is not an obvious choice already.&lt;br /&gt;
&lt;br /&gt;
=The Transition from Shaman to avatar of the glacier:=&lt;br /&gt;
The glacier speaks to people that channel its power, heard as a faint breeze with an impulse attached to it, distant and reedy like a whisper. The more deeply one embraces the power, the more they hear the voice, and it becomes more clear, calling to them, calling them away from the settlement, deep into the glacier. They gradually become colder, emotionally, and in time, they become colder, physically too, and then one night, they will leave, and the next morning there will be no sign of them any more. At that point, there is almost no chance to rescue them from their fate, and they become one with the glacier, frigid beings of substantial might, resilience, and unfaltering determination when they discover a target. They will kill all who cross their path, beast or person alike, and only their relative sluggishness to act without stimuli to respond to keeps them from being a much greater threat than they are. The Glacier is endlessly patient, and indefatigable, and so too are its agents - the ice will claim all, eventually.&lt;br /&gt;
&lt;br /&gt;
=The Companions=&lt;br /&gt;
Part of the means to protect shamans from themselves and the settlement from them and the risks of becoming an avatar, the settlement has a ritual of choosing a companion for the shaman. This person can be a lover, or someone who has bond with the shaman in some way, or sometimes, in some cases, a ‘lottery’ is enacted and someone is assigned to a shaman. Either way, there is typically some sort of celebration of this event, to underpin its significance. This is considered a great honour, and a great burden simultaneously, as that person becomes the bridge between the shaman and the people. Community and warmth of spirit are the forces that allow the settlement to survive, and so in a symbolic and literal way, the companion is there to be the warmth for the shaman, as leaving a person who is incubating the powers of cold and oppression to be lonely and isolated is disastrous in the long run.&lt;br /&gt;
&lt;br /&gt;
It is not always possible for a companion to keep their shaman from the worst, and while it is a great blow to the settlement, in the loss of a shaman and the addition of a terrible foe, the companions can generally expect empathy and respect for their loss. The companion is but a single person, waging war against the glacier at the spiritual level, and no one can blame a person for losing that battle. This does not stop the companions from being wracked with guilt though, perceiving it as a personal failure, and it is known for the community to keep an eye on a companion who loses their shaman - more than a few have wandered out into the cold to look for their doomed shaman, and met their end in one form or another, by misfortune or design.&lt;br /&gt;
&lt;br /&gt;
=The Companions’ ritual:=&lt;br /&gt;
This ritual has a lot more variance than the others, and often is left to the preferences of the shaman and the companion to decide how involved or not it turns out to be. A common example of such a ritual is that the friends and family of the group will spend some time eating and drinking together, forging closer bonds in symbolism of what the shaman and companion are about to undertake. Gifts are often given to the ritual participants, and then they are free to pursue their joining as befits them. If the pair are romantic, then they may trade vows of love and support in keeping with the common perception of marriage. If they are companions bound by a connection other than romantic, they may go out into the wilds to accomplish some task together, to confirm the strength of their connection, that they can trust one another to keep them both safe and alive. A common practice for those not big on ceremony is that they will go to the edge of the settlement, where the line of the artifact’s effect terminates, and they will stand on its border. &lt;br /&gt;
&lt;br /&gt;
The shaman will stand on the outside, and the companion inside the artifact’s effect. They will share an oath of support, a confirmation of their bond, and then they will switch places, the companion on the outside as the shaman uses their power to ward away the cold. In this way they share the symbolism of what their bond means, in an almost literal way - the shaman protects their companion from the harshness of the outside world, pushing back the cold, while the companion keeps their shaman tied to the settlement, guides them back to the warmth of their people and keeps them from the grasp of the glacier. Once the ritual is done, they return to the settlement proper - sometimes there is another gathering after this, but just as as often there isn’t, as the shaman retreats to the part of the settlement that shamans live in, starting their life as a new person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Veneration of The Glacier&lt;br /&gt;
&lt;br /&gt;
The culture and spiritual philosophy of the people is dominated by the glacier. It is to them, a personified force in the world, and it is ruthless, indomitable, and endlessly persistent. The spiritual beliefs of the people are equal parts reverence and appeasement to the Glacier, and their spiritual leaders (shamans of a sort) have powers bestowed to them by the glacier that allow them to engage in various feats of the supernatural related to the cold, harshness and the general things the glacier represents, or to ward against those same things.&lt;br /&gt;
&lt;br /&gt;
The glacier is a hazard by way of physical traits and weather, but it presents another threat too. The people believe that to take on the power of the glacier too much is to lose oneself, and this is proven true in some cases, in the form of people who are lost to its power. Their humanity is scrubbed away almost to (or possibly actually to) nothing, and they take on a more obvious and fearsome form of the glacier’s power. Food and water are no longer a concern to them; they become hard and cold like the ice, relentless in purpose, and incredibly hard to stop - they in essence, become the avatar of the glacier and its cold, unyielding grasp. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
==Population==&lt;br /&gt;
&lt;br /&gt;
*Primarily human, (think 80/20 split), with a variety of other races making up the rest&lt;br /&gt;
*Bronze to iron age technological level&lt;br /&gt;
&lt;br /&gt;
==Main Exports==&lt;br /&gt;
N/a - the people of Kraest are largely undiscovered by other lands at this time, and so do not trade enough to warrant exports&lt;br /&gt;
&lt;br /&gt;
=Places of Note=&lt;br /&gt;
==The Glacier==&lt;br /&gt;
A massive, continental ice shelf which the people of Kraest revere and dread in equal measure. Cold winds and snow routinely storm their way through the area, and the further north one goes, the worse it becomes. Few people head too far north, as they seldom return.&lt;br /&gt;
&lt;br /&gt;
==The Shrine==&lt;br /&gt;
A boxy, tough-looking structure that sits in its own space in the settlement, containing the artifact of the Glacier. Few people go this place often but for the Shamans, the artifact being subject to the same reverence and fear that the Glacier itself is. What the item actually looks like, few people know, as it is perpetually wrapped in many cloth and fur bindings, an awful cold radiating through even the densest insulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shamans lodges==&lt;br /&gt;
The Shamans live in the settlement with the people, but they have their own 'quarter' of it, where they live in relative separation that they may better contemplate the mysteries of the glacier, and better look after their people. These homes are roughly the same in construction as the rest, but tend to have more decorative additions to indicate their status and importance. It is not often that the average Kraest person comes here unless they need the aid of a Shaman.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76765</id>
		<title>Kraest</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Kraest&amp;diff=76765"/>
				<updated>2018-04-09T06:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Created page with &amp;quot;A frozen settlement hidden from the rest of civilisation at the most northern of points in the world.   =Description= The glacier folk live in a remote, frozen area of the wor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A frozen settlement hidden from the rest of civilisation at the most northern of points in the world. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
The glacier folk live in a remote, frozen area of the world that is flanked by mountains and hidden away, in a settlement called Kraest. They are a hunter-gatherer people with technology not far beyond the bronze age (or iron age, at their most advanced), but with a rich cultural level upheld by oral tradition and performing arts. They are not especially social due to their location, and outsiders -if they somehow stumble on to the land around the settlement - are received with a xenophobic attitude. Their settlement is mostly constructed of earth, which due to the frozen nature of the landscape, is easily as durable as any stone once it is set and allowed chance to freeze in place. Wood is used sparingly given its application for many other things, fuel primary among them, but also the construction of tools. Animal pelts make up a large portion the furnishings and decoration of Kraest, draped over doorways or hanging from structures, bones used to create various adornments that give the place a slightly gruesome look to outsiders. &lt;br /&gt;
The outer perimeter of the settlement is flanked by walls made of ice and stone, and lined with torches that burn through the evenings, which are long for the people of Kraest given their geographic location.&lt;br /&gt;
At the northern most point of the settlement, the land gives way to ice, an enormous glacier dominating the landscape well in to the horizon. The Glacier is a central part of the culture and philosophy of the people of Kraest, not only being a place they can go to fish, but is also the source of their religion and persistent fear.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The exact founding of Kraest is lost to time, but it is generally agreed that it was a tribe of humans that were the first residents of Kraest. Over time they took in wanderers, exiles, or other tribespeople from other tribes that collapsed,  or were otherwise struck with misfortune. Sometime very close to the founding, the artifact was found and added to the settlement, and ever since, life has functioned mostly in the same manner as when it was originally founded.&lt;br /&gt;
&lt;br /&gt;
=Culture=&lt;br /&gt;
The culture of the glacier folk is egalitarian, albeit with a heavy lean towards pragmatism. Neither gender is barred from any work or pursuit, but practicality often influences the end results. Men, who genetically put on muscle mass at the time of puberty, are better suited to fighting and hunting by physicality, so the number of men hunting is often larger than women, though both are present. Naturally childbirth and nursing can only be done by the women, so through pregnancy and early after childbirth their options are more limited. Generally speaking though, child rearing is a communal activity in which both male and female take an active role - the glacier is merciless, and to survive it, everyone must do their best to raise the generation that will be the strong arm that looks after the community as a whole, as they themselves age beyond the task.&lt;br /&gt;
&lt;br /&gt;
The glacier folk are terse and direct, they value strength and perseverance, as endurance is the means by which their people continues to live. This may come across to outsiders as callousness, or even cruelty, but their lives and their philosophy means that they are simply less willing to indulge frivolity, in deed or word.&lt;br /&gt;
The culture of the glacier folk is complex, and riddled with contradiction due to their reverence and fear of the glacier, which can seem outlandish or even nonsense to an outsider, making their spiritual and philosophical needs hard to digest, and making mingling of culture incredibly difficult. &lt;br /&gt;
&lt;br /&gt;
=The Shamans=&lt;br /&gt;
The Shamans are the spiritual leaders of the people, capable of drawing on the power of the glacier to create various supernatural effects that are resonant with the properties they ascribe to the glacier. They live as part of, and yet separate to the settlement as a whole, having little interaction through their simultaneously revered and feared position. They walk a narrow line between utilising their power to aid the people, and embracing the power of the glacier too much, and becoming the avatar of its will; cold unfeeling creatures of monumental power and resilience. &lt;br /&gt;
Shaman’s are sometimes born to their power, traditionally being children born to a situation that they or their parents should not have survived, but somehow endured. Most however, seek the power, and obtain it by enduring some sort of trial in honour of the glacier, such as surviving out in the cold for a long duration with little food or water, or triumphing over some powerful beast through sheer bloody-minded determination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Social rituals=&lt;br /&gt;
=Shamanistic acceptance ritual:=&lt;br /&gt;
Unlike some religions, it is not the shamans who get to decide who becomes a shaman, such a thing is beyond their power to do in all but giving a title. The ritual to become a shaman is rather personalised, as each person feels the call of the power, and expresses it in a slightly different way. The ritualised part of the ceremony in Kraest is recognising the applicant’s attempt to become a shaman. They are clad in ceremonial robes, and then a meal is held, where all the would-be shaman’s close friends and family attend. It is both a positive and solemn affair - their loved ones come together to support them in their endeavor, but it is also possibly the last time these loved ones will see the applicant alive. Once they have had their gathering of loved ones, that is when the real ritual for the applicant begins. &lt;br /&gt;
&lt;br /&gt;
Traditionally the exact means is varied from person to person, but the one consistent part is that the applicant listens to the voice of the glacier, and they simply follow it. This takes them out into the tundra, usually towards the glacier itself, where they will usually find something that speaks to them on a deep level. It maybe be a plateau that they stand upon, or a curiously unfrozen lake. When they find that place they will shed their clothing and (in the case of these examples) stand on the plateau, or wade into the lake. Their task then, is to simply endure, to stand before the might of the glacier and accept its nature, accept the power that could crush them easily. If they endure long enough, they feel the power enter them, the voice of the glacier much clearer in their minds as of now, and then they can return home. Success is far from guaranteed, and many die in the attempt, frozen to death because they lacked the physical, mental, and spiritual fortitude.&lt;br /&gt;
&lt;br /&gt;
=The ritual of advent - the return of a shaman=&lt;br /&gt;
If a shaman returns from their trial, then a celebration is held to mark their return. Unlike the previous ritual, everyone in the settlement is involved this time. Food and drink are more freely supplied in this instance, and often hunters will go out to find prey worthy of presenting for such an occasion - curiously, they are often surprisingly successful in this endeavor. The shaman dons their robes again (and typically will rarely wear anything else from this point) and they are treated to the best that the settlement has to offer for the evening, cementing their acceptance as the new person they are, and of the settlements sincere acceptance of them back into the fold. It is not a rule per se, but often people will start match-making the shaman with their companion during this event, assuming there is not an obvious choice already.&lt;br /&gt;
&lt;br /&gt;
=The Transition from Shaman to avatar of the glacier:=&lt;br /&gt;
The glacier speaks to people that channel its power, heard as a faint breeze with an impulse attached to it, distant and reedy like a whisper. The more deeply one embraces the power, the more they hear the voice, and it becomes more clear, calling to them, calling them away from the settlement, deep into the glacier. They gradually become colder, emotionally, and in time, they become colder, physically too, and then one night, they will leave, and the next morning there will be no sign of them any more. At that point, there is almost no chance to rescue them from their fate, and they become one with the glacier, frigid beings of substantial might, resilience, and unfaltering determination when they discover a target. They will kill all who cross their path, beast or person alike, and only their relative sluggishness to act without stimuli to respond to keeps them from being a much greater threat than they are. The Glacier is endlessly patient, and indefatigable, and so too are its agents - the ice will claim all, eventually.&lt;br /&gt;
&lt;br /&gt;
=The Companions=&lt;br /&gt;
Part of the means to protect shamans from themselves and the settlement from them and the risks of becoming an avatar, the settlement has a ritual of choosing a companion for the shaman. This person can be a lover, or someone who has bond with the shaman in some way, or sometimes, in some cases, a ‘lottery’ is enacted and someone is assigned to a shaman. Either way, there is typically some sort of celebration of this event, to underpin its significance. This is considered a great honour, and a great burden simultaneously, as that person becomes the bridge between the shaman and the people. Community and warmth of spirit are the forces that allow the settlement to survive, and so in a symbolic and literal way, the companion is there to be the warmth for the shaman, as leaving a person who is incubating the powers of cold and oppression to be lonely and isolated is disastrous in the long run.&lt;br /&gt;
&lt;br /&gt;
It is not always possible for a companion to keep their shaman from the worst, and while it is a great blow to the settlement, in the loss of a shaman and the addition of a terrible foe, the companions can generally expect empathy and respect for their loss. The companion is but a single person, waging war against the glacier at the spiritual level, and no one can blame a person for losing that battle. This does not stop the companions from being wracked with guilt though, perceiving it as a personal failure, and it is known for the community to keep an eye on a companion who loses their shaman - more than a few have wandered out into the cold to look for their doomed shaman, and met their end in one form or another, by misfortune or design.&lt;br /&gt;
&lt;br /&gt;
=The Companions’ ritual:=&lt;br /&gt;
This ritual has a lot more variance than the others, and often is left to the preferences of the shaman and the companion to decide how involved or not it turns out to be. A common example of such a ritual is that the friends and family of the group will spend some time eating and drinking together, forging closer bonds in symbolism of what the shaman and companion are about to undertake. Gifts are often given to the ritual participants, and then they are free to pursue their joining as befits them. If the pair are romantic, then they may trade vows of love and support in keeping with the common perception of marriage. If they are companions bound by a connection other than romantic, they may go out into the wilds to accomplish some task together, to confirm the strength of their connection, that they can trust one another to keep them both safe and alive. A common practice for those not big on ceremony is that they will go to the edge of the settlement, where the line of the artifact’s effect terminates, and they will stand on its border. &lt;br /&gt;
&lt;br /&gt;
The shaman will stand on the outside, and the companion inside the artifact’s effect. They will share an oath of support, a confirmation of their bond, and then they will switch places, the companion on the outside as the shaman uses their power to ward away the cold. In this way they share the symbolism of what their bond means, in an almost literal way - the shaman protects their companion from the harshness of the outside world, pushing back the cold, while the companion keeps their shaman tied to the settlement, guides them back to the warmth of their people and keeps them from the grasp of the glacier. Once the ritual is done, they return to the settlement proper - sometimes there is another gathering after this, but just as as often there isn’t, as the shaman retreats to the part of the settlement that shamans live in, starting their life as a new person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Veneration of The Glacier&lt;br /&gt;
&lt;br /&gt;
The culture and spiritual philosophy of the people is dominated by the glacier. It is to them, a personified force in the world, and it is ruthless, indomitable, and endlessly persistent. The spiritual beliefs of the people are equal parts reverence and appeasement to the Glacier, and their spiritual leaders (shamans of a sort) have powers bestowed to them by the glacier that allow them to engage in various feats of the supernatural related to the cold, harshness and the general things the glacier represents, or to ward against those same things.&lt;br /&gt;
&lt;br /&gt;
The glacier is a hazard by way of physical traits and weather, but it presents another threat too. The people believe that to take on the power of the glacier too much is to lose oneself, and this is proven true in some cases, in the form of people who are lost to its power. Their humanity is scrubbed away almost to (or possibly actually to) nothing, and they take on a more obvious and fearsome form of the glacier’s power. Food and water are no longer a concern to them; they become hard and cold like the ice, relentless in purpose, and incredibly hard to stop - they in essence, become the avatar of the glacier and its cold, unyielding grasp. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
==Population==&lt;br /&gt;
&lt;br /&gt;
*Primarily human, (think 80/20 split), with a variety of other races making up the rest&lt;br /&gt;
*Bronze to iron age technological level&lt;br /&gt;
&lt;br /&gt;
==Main Exports==&lt;br /&gt;
N/a - the people of Kraest are largely undiscovered by other lands at this time, and so do not trade enough to warrant exports&lt;br /&gt;
&lt;br /&gt;
=Places of Note=&lt;br /&gt;
==The Glacier==&lt;br /&gt;
A massive, continental ice shelf which the people of Kraest revere and dread in equal measure. Cold winds and snow routinely storm their way through the area, and the further north one goes, the worse it becomes. Few people head too far north, as they seldom return.&lt;br /&gt;
&lt;br /&gt;
==The Shrine==&lt;br /&gt;
A boxy, tough-looking structure that sits in its own space in the settlement, containing the artifact of the Glacier. Few people go this place often but for the Shamans, the artifact being subject to the same reverence and fear that the Glacier itself is. What the item actually looks like, few people know, as it is perpetually wrapped in many cloth and fur bindings, an awful cold radiating through even the densest insulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shamans lodges==&lt;br /&gt;
The Shamans live in the settlement with the people, but they have their own 'quarter' of it, where they live in relative separation that they may better contemplate the mysteries of the glacier, and better look after their people. These homes are roughly the same in construction as the rest, but tend to have more decorative additions to indicate their status and importance. It is not often that the average Kraest person comes here unless they need the aid of a Shaman.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=BlackBough&amp;diff=76756</id>
		<title>BlackBough</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=BlackBough&amp;diff=76756"/>
				<updated>2018-02-25T15:51:29Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:YsteriaFlag.png|The Black Bough]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Est. ~1000 Dissolved. ~1714&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hierarchy=&lt;br /&gt;
*Lord of the lodge&lt;br /&gt;
*The Left hand&lt;br /&gt;
*The Right hand&lt;br /&gt;
*Master of X (eg: master of the hunt; master of the aviary, etc)&lt;br /&gt;
*Adept&lt;br /&gt;
*Journeyman&lt;br /&gt;
*Applicant&lt;br /&gt;
&lt;br /&gt;
Advancement in the Black Bough came in the form of practical skill assessment, and consideration by the master of the relevant field, who has the power to elevate someone in the ranks from Applicant, to Adept. To be considered to be a master, the process becomes more involved with the upper hierarchy. A master may choose someone to nominate for the position of master (often, this comes with said master extending a position of 'apprenticeship' to the potential master-to-be) then passes their recommendation to the left and right hand, who then, if they are satisfied pass it to the lord for final arbitration. Success generally results in direct promotion to master, or assignment to another master to prepare them for their new role. Failure naturally, results in nothing. That is not to say that there was only one chance at advancement, one may be recommended many times if potential is seen in them, and failed applicants are often given constructive advice on how to improve themselves to overcome the problems that denied them this time.&lt;br /&gt;
&lt;br /&gt;
The divisions are:&lt;br /&gt;
*The Aviary&lt;br /&gt;
*The Huntsmen&lt;br /&gt;
*The Trainers&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
The Black Bough takes on people with practical skills (via assessment), or by recommendation of another member of at least Journeyman status (with higher rank lending more credence to the recommendation). Anyone is free to apply, but many do not succeed.&lt;br /&gt;
&lt;br /&gt;
Applicants are taken in groups in the spring months, where they are signed in to the guild roster and given a cloak with the guilds symbol embroidered on to it. They are presented as a group to the Lord and the Hands, with one of the masters giving them their induction speech and assigning their first duties. It is usually during this time that the Lord and the Hands will spot and make note of anyone with potential.&lt;br /&gt;
&lt;br /&gt;
Applicants are generally assigned to a group, shadowing journeymen to learn their allotted trade, with all the being assigned busy work that is implied by being at the bottom of the figurative ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Life in the Guild=&lt;br /&gt;
The Black Bough expects much from its members, so life can be challenging and to outsiders, seem somewhat merciless. While it is true to a degree, the guild takes care of its own - members with sickly family can expect to find a huntsman appearing at their door with just the right medicinal herbs fetched from the wilds. Bereavements are taken care of with sensitivity and respect, and woe betide those who would harm a member of the Black Bough. The guild holds many celebrations and festivals (and being hunters and trackers, often have some of the best food available), and encourages respect and camaraderie, along with encouraging sharing and expanding of skills - everyone should excel at their main trade, but more skills means more opportunities, and a better name for the guild overall.  &lt;br /&gt;
The trade-off for the opportunities and care of the guild is that you are expected to work hard, and aspire to excellence in upholding the name of the guild.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*Represent the Lord, and the guild responsibly - you are the means by which people will measure, and consider asking for our service&lt;br /&gt;
*Show loyalty to your fellow guildsmen, we triumph or fall together&lt;br /&gt;
*Aspire to excellence in your craft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The Black Bough was a guild of hunters, trackers, trainers of beasts great and small. Their jobs primarily came from hunting, but many other professions were represented beyond simple hunters and trackers - messenger birds were raised and trained by them, a popular means of communication at the time, to give one example. Dog trainers, horse breakers, and handlers of much more exotic animals besides, the expertise of the black bough made them to go-to name if one had an animal (especially an exotic or particularly intelligent and difficult specimen) that needed training. Havelock was a shrewd man, and not necessarily heart-warming or friendly, but he was respected, and fair in his judgment. &lt;br /&gt;
The Black Bough came to exist as much because Havelock saw an opportunity for a business not being utilised, as the indulgence of a personal interest. Being the man he was, it was not difficult to draw people of like mind to him, in short time creating a lodge where all manner of hunters and those who worked with animals. The guild's base of operations is somewhat removed from society, closer to woods than to anything else, so many people felt ill at ease visiting such a curiously isolated place, many of them choosing to deal with the guild's satellite station in the nearby settlement than go to the woods.&lt;br /&gt;
&lt;br /&gt;
The following information should be treated as information for the curious, from an '''out of character''' context. Those wishing to know about Havelock and the fate of him and his people should contact the staff. &lt;br /&gt;
&lt;br /&gt;
There was no great cataclysm as Havelock became a virtuoso, no terrible tearing of society, pulled up by its roots and destroyed. The change was slower, more insidious and creeping than that, signs of ill omen stealthily appearing in the lives of people until it was too late to push them back. Crops failed; animals turned on their owners and became feral and demented as a sickly red moon hung in the sky, its shape akin to a half-lidded eye as the malignant light glinted on the populace at night. As the signs worsened, so too did the people, neighbor turning against neighbor as the paranoid and the maddened alike crumpled and they killed each other in the streets, outsiders burned on pyres, or ran down by dogs and men astride crazed horses. These mounted men and their hounds, once the subjects of Havelock the Maestro, finally lost their minds and souls and became the agents of Havelock the virtuoso, racing forth from the darkest places of the world at the turning from autumn to winter, riding down whichever poor soul is unfortunate enough to be out at night, and semblance of the people they had been now vanished, ravenous specters and little more.&lt;br /&gt;
&lt;br /&gt;
=Traditions and Relevant Lore=&lt;br /&gt;
&lt;br /&gt;
The tradition of the hunt is, exactly as it sounds, a tradition of going out in the waning months of the year to hunt animals as they migrate away, or start to prepare for winter. The cold, harsh months require a good stock of food, so the guild sends out its hunters and their hounds to bring back whatever they can find, to add to the supplies stocked over the year. Food is harder to find at this time of year, so it is both a survival exercise, and an opportunity for hunters to show off their skill and cunning by coming back with a large volume of food, or an especially exotic or good quality yield. Post-hunt, there a meal for the guild, and drinking and songs as they welcome in the harsher months. &lt;br /&gt;
This tradition still exists today, although virtually no one realises it, given the fate of the guild and the lack of information about it...&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=BlackBough&amp;diff=76755</id>
		<title>BlackBough</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=BlackBough&amp;diff=76755"/>
				<updated>2018-02-25T15:47:36Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Created page with &amp;quot;&amp;lt;center&amp;gt;The Black Bough&amp;lt;/center&amp;gt;  &amp;lt;center&amp;gt;Placeholder&amp;lt;/center&amp;gt;  =Hierarchy= *Lord of the lodge *The Left hand *The Right hand *Master of X (eg: master...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[File:YsteriaFlag.png|The Black Bough]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Placeholder&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hierarchy=&lt;br /&gt;
*Lord of the lodge&lt;br /&gt;
*The Left hand&lt;br /&gt;
*The Right hand&lt;br /&gt;
*Master of X (eg: master of the hunt; master of the aviary, etc)&lt;br /&gt;
*Adept&lt;br /&gt;
*Journeyman&lt;br /&gt;
*Applicant&lt;br /&gt;
&lt;br /&gt;
Advancement in the Black Bough came in the form of practical skill assessment, and consideration by the master of the relevant field, who has the power to elevate someone in the ranks from Applicant, to Adept. To be considered to be a master, the process becomes more involved with the upper hierarchy. A master may choose someone to nominate for the position of master (often, this comes with said master extending a position of 'apprenticeship' to the potential master-to-be) then passes their recommendation to the left and right hand, who then, if they are satisfied pass it to the lord for final arbitration. Success generally results in direct promotion to master, or assignment to another master to prepare them for their new role. Failure naturally, results in nothing. That is not to say that there was only one chance at advancement, one may be recommended many times if potential is seen in them, and failed applicants are often given constructive advice on how to improve themselves to overcome the problems that denied them this time.&lt;br /&gt;
&lt;br /&gt;
The divisions are:&lt;br /&gt;
*The Aviary&lt;br /&gt;
*The Huntsmen&lt;br /&gt;
*The Trainers&lt;br /&gt;
&lt;br /&gt;
==Joining==&lt;br /&gt;
The Black Bough takes on people with practical skills (via assessment), or by recommendation of another member of at least Journeyman status (with higher rank lending more credence to the recommendation). Anyone is free to apply, but many do not succeed.&lt;br /&gt;
&lt;br /&gt;
Applicants are taken in groups in the spring months, where they are signed in to the guild roster and given a cloak with the guilds symbol embroidered on to it. They are presented as a group to the Lord and the Hands, with one of the masters giving them their induction speech and assigning their first duties. It is usually during this time that the Lord and the Hands will spot and make note of anyone with potential.&lt;br /&gt;
&lt;br /&gt;
Applicants are generally assigned to a group, shadowing journeymen to learn their allotted trade, with all the being assigned busy work that is implied by being at the bottom of the figurative ladder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Life in the Guild=&lt;br /&gt;
The Black Bough expects much from its members, so life can be challenging and to outsiders, seem somewhat merciless. While it is true to a degree, the guild takes care of its own - members with sickly family can expect to find a huntsman appearing at their door with just the right medicinal herbs fetched from the wilds. Bereavements are taken care of with sensitivity and respect, and woe betide those who would harm a member of the Black Bough. The guild holds many celebrations and festivals (and being hunters and trackers, often have some of the best food available), and encourages respect and camaraderie, along with encouraging sharing and expanding of skills - everyone should excel at their main trade, but more skills means more opportunities, and a better name for the guild overall.  &lt;br /&gt;
The trade-off for the opportunities and care of the guild is that you are expected to work hard, and aspire to excellence in upholding the name of the guild.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*Represent the Lord, and the guild responsibly - you are the means by which people will measure, and consider asking for our service&lt;br /&gt;
*Show loyalty to your fellow guildsmen, we triumph or fall together&lt;br /&gt;
*Aspire to excellence in your craft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
The Black Bough was a guild of hunters, trackers, trainers of beasts great and small. Their jobs primarily came from hunting, but many other professions were represented beyond simple hunters and trackers - messenger birds were raised and trained by them, a popular means of communication at the time, to give one example. Dog trainers, horse breakers, and handlers of much more exotic animals besides, the expertise of the black bough made them to go-to name if one had an animal (especially an exotic or particularly intelligent and difficult specimen) that needed training. Havelock was a shrewd man, and not necessarily heart-warming or friendly, but he was respected, and fair in his judgment. &lt;br /&gt;
The Black Bough came to exist as much because Havelock saw an opportunity for a business not being utilised, as the indulgence of a personal interest. Being the man he was, it was not difficult to draw people of like mind to him, in short time creating a lodge where all manner of hunters and those who worked with animals. The guild's base of operations is somewhat removed from society, closer to woods than to anything else, so many people felt ill at ease visiting such a curiously isolated place, many of them choosing to deal with the guild's satellite station in the nearby settlement than go to the woods.&lt;br /&gt;
&lt;br /&gt;
The following information should be treated as information for the curious, from an '''out of character''' context. Those wishing to know about Havelock and the fate of him and his people should contact the staff. &lt;br /&gt;
&lt;br /&gt;
There was no great cataclysm as Havelock became a virtuoso, no terrible tearing of society, pulled up by its roots and destroyed. The change was slower, more insidious and creeping than that, signs of ill omen stealthily appearing in the lives of people until it was too late to push them back. Crops failed; animals turned on their owners and became feral and demented as a sickly red moon hung in the sky, its shape akin to a half-lidded eye as the malignant light glinted on the populace at night. As the signs worsened, so too did the people, neighbor turning against neighbor as the paranoid and the maddened alike crumpled and they killed each other in the streets, outsiders burned on pyres, or ran down by dogs and men astride crazed horses. These mounted men and their hounds, once the subjects of Havelock the Maestro, finally lost their minds and souls and became the agents of Havelock the virtuoso, racing forth from the darkest places of the world at the turning from autumn to winter, riding down whichever poor soul is unfortunate enough to be out at night, and semblance of the people they had been now vanished, ravenous specters and little more.&lt;br /&gt;
&lt;br /&gt;
=Traditions and Relevant Lore=&lt;br /&gt;
&lt;br /&gt;
The tradition of the hunt is, exactly as it sounds, a tradition of going out in the waning months of the year to hunt animals as they migrate away, or start to prepare for winter. The cold, harsh months require a good stock of food, so the guild sends out its hunters and their hounds to bring back whatever they can find, to add to the supplies stocked over the year. Food is harder to find at this time of year, so it is both a survival exercise, and an opportunity for hunters to show off their skill and cunning by coming back with a large volume of food, or an especially exotic or good quality yield. Post-hunt, there a meal for the guild, and drinking and songs as they welcome in the harsher months. &lt;br /&gt;
This tradition still exists today, although virtually no one realises it, given the fate of the guild and the lack of information about it...&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Havelock&amp;diff=76735</id>
		<title>Havelock</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Havelock&amp;diff=76735"/>
				<updated>2018-01-31T23:12:30Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:havelock.jpg|center]]&lt;br /&gt;
Title: Of Ill Omen&lt;br /&gt;
&lt;br /&gt;
=Powers and Abilities=&lt;br /&gt;
&lt;br /&gt;
'''Aura'''&lt;br /&gt;
Havelock emanates a mien of dread and foreboding, rattling the morale of anyone in his presence. The effect is more insidious than that, though - anyone in Havelock's presence is stricken by a blighted fate. A dodged sword that should have missed lands a cruel blow; a minor ailment intensifies to a debilitating sickness as Doom is made manifest. Success is minimalised, and failure is exaggerated while in the presence of Havelock.&lt;br /&gt;
&lt;br /&gt;
'''Method:''' Havelock tampers with other rolls, rather than creating them himself for this effect, so the specifics of this will depend on the rp in question. Anyone in the same real room as Havelock is subject to this effect unless he decides otherwise.&lt;br /&gt;
&lt;br /&gt;
'''The Mark of ill omen'''&lt;br /&gt;
Havelock uses supernatural power to brand a person with the mark of ill omen, a stain on their being that is all but invisible but to the most perceptive or powerful of people - it is unlikely anyone below the standing of a maestro can detect the mark. Once marked, the target is stricken by ill omen where ever they go - animals will shy away from, or attack them; people will inherently distrust the marked person as well, refusing them shelter or sustenance. Any act taken as suspicious or dangerous will be perceived significantly worse, and the marked may be chased from civilised places as a product - there is no rest while so marked.&lt;br /&gt;
&lt;br /&gt;
'''Method:''' This is a story-based ability, so generally it will be decided out of character if someone wants their character to be subjected to such a potentially long-term effect. Havelock's attention falls most prominently on people who are already examples of remarkable good or bad fortune/omens, and it's these people who typically receive the mark.&lt;br /&gt;
&lt;br /&gt;
=Life as a Maestro=&lt;br /&gt;
Havelock is originally from (placeholder), and supervised a guild named the Black Bough. Hunters, trackers, trainers of beasts great and small - all of these professions worked under his careful attention. Havelock was a shrewd man, and not necessarily heart-warming or friendly, but he was respected, and fair in his judgment. He was widely known as an excellent huntsman and trainer of animals, chief among his achievements being a large canine he named Bharzas, a beast of a mysterious breed with a remarkable intellect - some say Bharzas was the last of some great wolf-like breed that died out a long time ago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Virtuoso, pre-monarchy=&lt;br /&gt;
&lt;br /&gt;
The following information, scarce as it is, is what history has to say about Havelock and the fall of the populace was under his influence:&lt;br /&gt;
Life carried on as normal for a time, and while other places may have had more immediate or fantastically debuted problems, Havelock and his people seemed largely unaffected. Eventually though, the people became xenophobic and hostile, and over time, visitors and traders started to avoid stopping there. In time, this reluctance turned to aversion, as the people became violent, maddened, and the forests that surrounded Havelock's seat of power became saturated with fell creatures of unnatural cunning and malice, the place considered cursed, an ill omen to travel towards, or even near. Few have visited since the arrival of the Virtuoso's, so whether there is anything worth seeing now, or if the people even still live, is an unknown. Few are willing to risk the attention of the hounds and riders that lurk in spectral mist beyond the dense trees, and only the brave know that the riders patrol at all, for they do not go beyond the boundaries of their territory except during the event commonly known as the Hounding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following information should be treated as information for the curious, from an '''out of character context'''. Those wishing to know about Havelock and the fate of him and his people should contact the staff.&lt;br /&gt;
There was no great cataclysm as Havelock became a virtuoso, no terrible tearing of society, pulled up by its roots and destroyed. The change was slower, more insidious and creeping than that, signs of ill omen stealthily appearing in the lives of people until it was too late to push them back. Crops failed; animals turned on their owners and became feral and demented as a sickly red moon hung in the sky, its shape akin to a half-lidded eye as the malignant light glinted on the populace at night. As the signs worsened, so too did the people, neighbor turning against neighbor as the paranoid and the maddened alike crumpled and they killed each other in the streets, outsiders burned on pyres, or ran down by dogs and men astride crazed horses. These mounted men and their hounds, once the subjects of Havelock the Maestro, finally lost their minds and souls and became the agents of Havelock the virtuoso, racing forth from the darkest places of the world at the turning from autumn to winter, riding down whichever poor soul is unfortunate enough to be out at night, and semblance of the people they had been now vanished, ravenous specters and little more.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Main_Page&amp;diff=76734</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Main_Page&amp;diff=76734"/>
				<updated>2018-01-31T17:31:32Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: /* Skaldic Artifacts WIP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skald Song is a play-by-post medieval sword and sorcery role-play set in an original world based around the fine arts.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/TOS On Terms of Service]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Play_Rules On Playing]&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
[[How-to]] - some useful information on various actions in chat.&lt;br /&gt;
&lt;br /&gt;
==Glossary==&lt;br /&gt;
There are many words and terms in the world of The Tapestry that you will run into. Here's a handy reference to what they mean or refer to.&lt;br /&gt;
&lt;br /&gt;
'''Comprimaro/a''' - Partner. This is a title given to someone perceived as being the significant other of the Prince or Princess. &lt;br /&gt;
&lt;br /&gt;
'''Doge / Duce''' - Title for the male/female leader of a guild that holds a region and their spouse. They may go by additional titles cultural to their region.&lt;br /&gt;
&lt;br /&gt;
'''Maestro''' - Grand Master. This is in reference to the original founding guild leaders anointed by The Skald. They are absolute masters in their fields and are capable of great power.&lt;br /&gt;
&lt;br /&gt;
'''Nobile''' - Leaders of guilds that do not hold regions. This term/rank is given to the heirs of any guild as well. Lowest titled nobility. &lt;br /&gt;
&lt;br /&gt;
'''Oratorio''' - The religious text of The Tapestry. &lt;br /&gt;
&lt;br /&gt;
'''Prima Donna ''' - Queen &lt;br /&gt;
&lt;br /&gt;
'''Primo/a Figlio/a''' - Prince / Princess&lt;br /&gt;
&lt;br /&gt;
'''Primo Uomo''' - King&lt;br /&gt;
&lt;br /&gt;
'''Skaldborne/Strangers''' - People not native to The Tapestry.&lt;br /&gt;
&lt;br /&gt;
'''Virtuoso''' - God/dess. These are corrupted founding guild leaders, who took to the power and created cults instead. They consider themselves ''almost'' equal to The Skald and are doing the creator's bidding. They aren't wrong, but they aren't doing it the way The Skald intended originally.&lt;br /&gt;
&lt;br /&gt;
==Native or Not?==&lt;br /&gt;
Natives were born and raised in The Tapestry and it is all they have ever known, generally speaking.  They are not at all surprised by the arrival of beings from other places. It is, after all, part of their oldest beliefs that the creator of the world has hand picked these arrivals. Although their comfort level with a species they haven't seen before is something best left to the player to decide.  New arrivals that were already a part of a guild in their former world, we encourage you to reach out to the guild of preference and let them know, especially if you're interested in pursuing that path.  The guild leaders will be more than likely happy to add you to their rosters, or may choose to remain disenfranchised despite knowing that the power of a guild can help them go far in life.&lt;br /&gt;
&lt;br /&gt;
*Native characters start off with more gold than non-natives.&lt;br /&gt;
*If a slot is available, native characters can start with title.&lt;br /&gt;
&lt;br /&gt;
Non-native characters, also referred to as '''''Skaldborne''''' or '''''Strangers,''''' find themselves in a strange land and generally in even stranger circumstances.  The way they arrive into the world is up to the player's descriptive discretion, but it is encouraged that their characters should arrive with some vague and varied amounts of amnesia and may or may not lack the clothes on their back.  Think of it like a floating scale, where the most extreme cases are usually full blown amnesia and on the other end they retain all their memories, but are never quite sure how they got to The Tapestry.  &lt;br /&gt;
&lt;br /&gt;
Because of this constant influx of Skaldborne, the natives of The Tapestry leave wrapped little packages with a change of clothes, a waxed map to the nearest settlement, and a small amount of gold to get them started.  They are usually highly encouraged to join a guild for ease in assimilation into the world, plus the guilds would get quite the reputation if one of the Skaldborne proves themselves and becomes a clear representation a champion chosen by The Skald.&lt;br /&gt;
&lt;br /&gt;
*Skaldborne characters will start off with a lesser amount of gold than natives, but will have the 'care package' already in their inventory.&lt;br /&gt;
*You can also opt to play a non-native that has been around long enough to adapt.&lt;br /&gt;
&lt;br /&gt;
==OOC Timeline==&lt;br /&gt;
This is a general overview of the history of the world, where large scale events and changes will be recorded as they happen through RP. This way, new members can effectively create characters that are native and have access to all information they may need for that character's knowledge at a glance.&lt;br /&gt;
&lt;br /&gt;
For a more detailed timeline for a region, see that region's page. &lt;br /&gt;
&lt;br /&gt;
2017 - Meizarae released. &amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1967 - Artificial Limbs using Copper Heart's puppetry mechanics first use.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1717 - Virtuosos defeated. Monarchy established.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1700 - Maestros become corrupted, 'Virtuoso' coined. Chanson Isole'e breaks ground.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1050 - First Skaldborne appear.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1000 - The Skald visits future site of Inizio D'Oro, selects Maestros, who found the first Guilds.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
0 - The Tapestry is brought to life&lt;br /&gt;
&lt;br /&gt;
=The &amp;quot;Tapestry&amp;quot;=&lt;br /&gt;
The Tapestry is what the natives call their world, believing that they are just one big masterpiece on an unseen canvas. As such there are no true names of continents, with masses of land/regions simply being referred to by the main city that inhabits them.  There is a distinct illusion of organized peace with the leaders of regions bowing in unison to a high king, but there is strife in many forms political or otherwise. And yet their god, The Skald, loves every minute of it.&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Events Events]&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Inizio_D%27Oro Inizio D'Oro (Capital)]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Chanson_Isole%27e Chanson Isole'e]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Uhrwerkstadt Uhrwerkstadt]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Otkrytoye_Polotno Otkrytoye Polotno]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Prasino_Kolaz Prasino Kolaz]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The religious text of The Tapestry is called the '''Oratorio''', a series of chants that explain the very basics of the world's functions and has been around since early creation. While other religions can and do exist across the land, The Oratorio is 'true', whether its people really believe it or not.&lt;br /&gt;
It is hard to prove what only a handful have seen many years ago.&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/The_Oratorio The Oratorio]&lt;br /&gt;
&lt;br /&gt;
===Maestros and Virtuosos WIP===&lt;br /&gt;
The maestros were gifted with a greater range of power and insights that left them linked to the Great Skald in ways that tormented them. Coupled with an immortal life, the ability to see every string that intertwined in the bundle, no longer bemused with the excited desparation of seeking a needle in a haystack. When they were regular painted citizens of the Tapestry there was a facination and thrill of the future, the unknown, but that was gone now.&lt;br /&gt;
&lt;br /&gt;
Their duties were both guidance and strife-making, which as time passed their colors bled and muddled until they saw little point to guide. The players on stage were weak and unmotivated, their ends were all the same. Cycled, returning to do much of the same in another shape.  The Skald granted them the freedom to push harder, to change the key of the performance and so each of the maestros shifted, some abruptly without warning and some seemingly descending into a madness they controlled.&lt;br /&gt;
&lt;br /&gt;
It was time for the world to make their own coveted heroes.&lt;br /&gt;
&lt;br /&gt;
[[Meizarae]] - [[Havelock]] - Bjarke the Grizzled&lt;br /&gt;
&lt;br /&gt;
===Skaldic Artifacts WIP===&lt;br /&gt;
A full suit of armor and an array of weaponry possessing fragmented power believed to have been directly from The Great Skald. Scattered after the initial battle as a memorial gift from the newly instituted monarchy to the guilds that took part in vanquishing the Virtuosos. The knowledge about these artifacts is very slim, with assumption being that they are powerful and noble in nature in any book mentioning them. This may not be the case in reality.&lt;br /&gt;
&lt;br /&gt;
Most of the items are rudimentary, named as a part of one skaldborne or another's tradition to do so, and it is not clear when the items that have gained power did. &lt;br /&gt;
&lt;br /&gt;
[[File:oldcirclet.png|100px|Gives the wearer random foresight, at the price of paranoia.]] [[File:Threadring.png|100px|Guides the wearer via golden thread to the next point of their story.]] [[File:Romansling.png|100px|If it can fit, it can sling. Aerodynamics be damned!]][[File:Alek_sword_ss.jpg|100px| A blade against which no defense can stand]]&lt;br /&gt;
&lt;br /&gt;
Others, considered permanently lost OOC: Shield, Chestpiece&lt;br /&gt;
&lt;br /&gt;
==Politics and Guilds==&lt;br /&gt;
The political theater of The Tapestry is always on the brink of a shift despite the illusion of peace carried by its people. Guilds are a major part of the world of the Tapestry. They can help your character rise in rank and power, as well as open many doors to quests and opportunities. &lt;br /&gt;
&lt;br /&gt;
In character they are as potent as family ties / clans but have leniency in that they do not have to operate by bloodline. &lt;br /&gt;
&lt;br /&gt;
'''Profile Perks to Guilds'''&lt;br /&gt;
*Members of guilds will have the banner displayed in their profiles, and titles changed accordingly if they hold power within the guild.&lt;br /&gt;
*Guilds will have their own slot on the forum to use as they see fit, as well as a 'group' that will color member's names in the online list.&lt;br /&gt;
*Leaders of guilds will gain a lump sum of gold: 5k for basic guilds, 10k for region-holding guilds.&lt;br /&gt;
&lt;br /&gt;
'''Joining a Guild'''&lt;br /&gt;
&lt;br /&gt;
If you feel your character would be a good fit for a guild, or that they would be interested in joining it, seek out a representative of the guild. Depending on the guild's structure that may be all you need to do.&lt;br /&gt;
&lt;br /&gt;
Have a character that is a 'native' and you would like them to already be part of the guild? Talk to the leader OOCly to confirm. Make sure you save yourselves both time and hassle and check to make sure that the history of the guild can align with your character's simply enough (ie, timelines). &lt;br /&gt;
&lt;br /&gt;
[[File:Battalgiaflag.png|100px|link=Battaglia|Battaglia Militancy]][[File:Handelsgilde.png|100px|link=Handelsgilde|Handelsgilde]][[File:Elysiumflag.png|100px|link=Elysium|Elysium]][[File:ColdhavenPack.png|100px|link=ColdhavenPack|Coldhaven Pack]][[File:Candidature9.png|100px|link=Candidature9|Candidature 9]]&lt;br /&gt;
&lt;br /&gt;
Archive of Past Guilds&lt;br /&gt;
&lt;br /&gt;
[[File:CopperHeartflag.png|100px|link=CopperHeart|Copper Heart]][[File:StoneHeartflag.png|100px|link=StoneHeart|Stone Heart]][[File:YsteriaFlag.png|100px|link=Ysteria|Ysteria]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Starting a Guild'''&lt;br /&gt;
To create a guild you must:&lt;br /&gt;
*Have a specialty&lt;br /&gt;
*Have 5 members (including yourself)&lt;br /&gt;
*Have the approval of where you would like to be located.&lt;br /&gt;
&lt;br /&gt;
Specialties do not have to be unique, to encourage rivalries.&lt;br /&gt;
&lt;br /&gt;
You will have control on how it is run in terms of how you initiate or promote people and the rules within.&lt;br /&gt;
&lt;br /&gt;
'''Becoming a Head Guild'''&lt;br /&gt;
&lt;br /&gt;
In each territory there can be many guilds, but only one has the political weight to be considered in charge of the territory as a whole. To become the head guild of a territory one of two things need to happen:&lt;br /&gt;
*The current head guild submits to your guild&lt;br /&gt;
**However it happens! The former head guild will need to let the Staff know. &lt;br /&gt;
*A new territory is created (spotted).&lt;br /&gt;
**Usually a guild is already selected for this oocly, but...&lt;br /&gt;
**Petitioning or a competition may be held.&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Guilds Guilds]&lt;br /&gt;
&lt;br /&gt;
===[[File:prima.png]]Prima Famiglia===&lt;br /&gt;
The royal family. A single bloodline has carried the crown through many centuries, supplemented by the marriages with worthy guilds or heroes as decided by the Primo Uomo (King). The royal seat is Inizio D'Oro, the city believed built on the spot that The Skald had made their one and only appearance.&lt;br /&gt;
&lt;br /&gt;
Proper forms of address is by their title only, unless given permission otherwise. It is acceptable to shorten the title to just Primo or Prima, as well.&lt;br /&gt;
&lt;br /&gt;
Titles:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Primo Uomo''' (King, 'First Man')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prima Donna''' (Queen, 'First Lady')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Primo Figlio''' (Prince, 'First Son')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prima Figlia''' (Princess, 'First Daughter')&lt;br /&gt;
&lt;br /&gt;
Trivia: The Primo/a titles come from the term Prima Donna for 'first lady' in reference to music/ballet.&lt;br /&gt;
&lt;br /&gt;
===[[File:Noble2.png]]Doge/Duce===&lt;br /&gt;
The titles belong to the Guild Leaders who have the double duty of running entire regions. Based on their service to the royal family can determine if they will marry in and have the honor of adding their family to the line of the Prima Familia. &lt;br /&gt;
&lt;br /&gt;
Heirs enjoy a lap of luxury in the manor with the royal family. They do not have to be blood-related to the guild leader that sent them.&lt;br /&gt;
&lt;br /&gt;
Proper nomenclature for addressing Doge/Duce are varied and more normalized, with Guild Leaders going by either their internal titles, their name directly, or as their title. &lt;br /&gt;
&lt;br /&gt;
===[[File:Noble1.png]]Nobile===&lt;br /&gt;
Other guild leaders, despite not holding land, are still recognized as one of the wealthy. Their children are often sent to Inizio D'Oro to be personal servants to the royal family and their superior guild heirs. This title may also reference heirs of all guilds as well, as it is the lowest title of nobility.&lt;br /&gt;
&lt;br /&gt;
Nobile Heirs also do not have to be blood related to the guild leader that sent them.&lt;br /&gt;
&lt;br /&gt;
Possessing no additional fancy titles, Nobiles are typically referred to by their names, but are recognized as being of a superior class than the rest of their peers.&lt;br /&gt;
&lt;br /&gt;
===Renowned===&lt;br /&gt;
Exceptional '''heroes''' may be recognized directly by the royal family as prospects to the line, earning a private title that has them at the same 'level' as a Doge/Duce without the land. These are few and far between, designed to humor the belief that ''even the pig keeper can become a king'', a mantra said to encourage people to not feel bound by their station.&lt;br /&gt;
&lt;br /&gt;
''This level of rank could also apply to villains. They are respected, as without them there would only be half the opportunities for heroes to appear. Still, they probably would not be excited to have one as their leader or suitor! ''&lt;br /&gt;
&lt;br /&gt;
This rank is given to people who collect enough notable badges to appear well decorated and are not already ranked as nobility. Badges of note include The End, Manticore Mangler, Dragon Doombringer, Virtuoso Vanquisher, etc.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Main_Page&amp;diff=76733</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Main_Page&amp;diff=76733"/>
				<updated>2018-01-31T17:21:25Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: /* Maestros and Virtuosos WIP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skald Song is a play-by-post medieval sword and sorcery role-play set in an original world based around the fine arts.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/TOS On Terms of Service]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Play_Rules On Playing]&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
[[How-to]] - some useful information on various actions in chat.&lt;br /&gt;
&lt;br /&gt;
==Glossary==&lt;br /&gt;
There are many words and terms in the world of The Tapestry that you will run into. Here's a handy reference to what they mean or refer to.&lt;br /&gt;
&lt;br /&gt;
'''Comprimaro/a''' - Partner. This is a title given to someone perceived as being the significant other of the Prince or Princess. &lt;br /&gt;
&lt;br /&gt;
'''Doge / Duce''' - Title for the male/female leader of a guild that holds a region and their spouse. They may go by additional titles cultural to their region.&lt;br /&gt;
&lt;br /&gt;
'''Maestro''' - Grand Master. This is in reference to the original founding guild leaders anointed by The Skald. They are absolute masters in their fields and are capable of great power.&lt;br /&gt;
&lt;br /&gt;
'''Nobile''' - Leaders of guilds that do not hold regions. This term/rank is given to the heirs of any guild as well. Lowest titled nobility. &lt;br /&gt;
&lt;br /&gt;
'''Oratorio''' - The religious text of The Tapestry. &lt;br /&gt;
&lt;br /&gt;
'''Prima Donna ''' - Queen &lt;br /&gt;
&lt;br /&gt;
'''Primo/a Figlio/a''' - Prince / Princess&lt;br /&gt;
&lt;br /&gt;
'''Primo Uomo''' - King&lt;br /&gt;
&lt;br /&gt;
'''Skaldborne/Strangers''' - People not native to The Tapestry.&lt;br /&gt;
&lt;br /&gt;
'''Virtuoso''' - God/dess. These are corrupted founding guild leaders, who took to the power and created cults instead. They consider themselves ''almost'' equal to The Skald and are doing the creator's bidding. They aren't wrong, but they aren't doing it the way The Skald intended originally.&lt;br /&gt;
&lt;br /&gt;
==Native or Not?==&lt;br /&gt;
Natives were born and raised in The Tapestry and it is all they have ever known, generally speaking.  They are not at all surprised by the arrival of beings from other places. It is, after all, part of their oldest beliefs that the creator of the world has hand picked these arrivals. Although their comfort level with a species they haven't seen before is something best left to the player to decide.  New arrivals that were already a part of a guild in their former world, we encourage you to reach out to the guild of preference and let them know, especially if you're interested in pursuing that path.  The guild leaders will be more than likely happy to add you to their rosters, or may choose to remain disenfranchised despite knowing that the power of a guild can help them go far in life.&lt;br /&gt;
&lt;br /&gt;
*Native characters start off with more gold than non-natives.&lt;br /&gt;
*If a slot is available, native characters can start with title.&lt;br /&gt;
&lt;br /&gt;
Non-native characters, also referred to as '''''Skaldborne''''' or '''''Strangers,''''' find themselves in a strange land and generally in even stranger circumstances.  The way they arrive into the world is up to the player's descriptive discretion, but it is encouraged that their characters should arrive with some vague and varied amounts of amnesia and may or may not lack the clothes on their back.  Think of it like a floating scale, where the most extreme cases are usually full blown amnesia and on the other end they retain all their memories, but are never quite sure how they got to The Tapestry.  &lt;br /&gt;
&lt;br /&gt;
Because of this constant influx of Skaldborne, the natives of The Tapestry leave wrapped little packages with a change of clothes, a waxed map to the nearest settlement, and a small amount of gold to get them started.  They are usually highly encouraged to join a guild for ease in assimilation into the world, plus the guilds would get quite the reputation if one of the Skaldborne proves themselves and becomes a clear representation a champion chosen by The Skald.&lt;br /&gt;
&lt;br /&gt;
*Skaldborne characters will start off with a lesser amount of gold than natives, but will have the 'care package' already in their inventory.&lt;br /&gt;
*You can also opt to play a non-native that has been around long enough to adapt.&lt;br /&gt;
&lt;br /&gt;
==OOC Timeline==&lt;br /&gt;
This is a general overview of the history of the world, where large scale events and changes will be recorded as they happen through RP. This way, new members can effectively create characters that are native and have access to all information they may need for that character's knowledge at a glance.&lt;br /&gt;
&lt;br /&gt;
For a more detailed timeline for a region, see that region's page. &lt;br /&gt;
&lt;br /&gt;
2017 - Meizarae released. &amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1967 - Artificial Limbs using Copper Heart's puppetry mechanics first use.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1717 - Virtuosos defeated. Monarchy established.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1700 - Maestros become corrupted, 'Virtuoso' coined. Chanson Isole'e breaks ground.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1050 - First Skaldborne appear.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
1000 - The Skald visits future site of Inizio D'Oro, selects Maestros, who found the first Guilds.&amp;lt;br&amp;gt;&lt;br /&gt;
  |&amp;lt;br&amp;gt;&lt;br /&gt;
0 - The Tapestry is brought to life&lt;br /&gt;
&lt;br /&gt;
=The &amp;quot;Tapestry&amp;quot;=&lt;br /&gt;
The Tapestry is what the natives call their world, believing that they are just one big masterpiece on an unseen canvas. As such there are no true names of continents, with masses of land/regions simply being referred to by the main city that inhabits them.  There is a distinct illusion of organized peace with the leaders of regions bowing in unison to a high king, but there is strife in many forms political or otherwise. And yet their god, The Skald, loves every minute of it.&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Events Events]&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Inizio_D%27Oro Inizio D'Oro (Capital)]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Chanson_Isole%27e Chanson Isole'e]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Uhrwerkstadt Uhrwerkstadt]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Otkrytoye_Polotno Otkrytoye Polotno]&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Prasino_Kolaz Prasino Kolaz]&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
The religious text of The Tapestry is called the '''Oratorio''', a series of chants that explain the very basics of the world's functions and has been around since early creation. While other religions can and do exist across the land, The Oratorio is 'true', whether its people really believe it or not.&lt;br /&gt;
It is hard to prove what only a handful have seen many years ago.&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/The_Oratorio The Oratorio]&lt;br /&gt;
&lt;br /&gt;
===Maestros and Virtuosos WIP===&lt;br /&gt;
The maestros were gifted with a greater range of power and insights that left them linked to the Great Skald in ways that tormented them. Coupled with an immortal life, the ability to see every string that intertwined in the bundle, no longer bemused with the excited desparation of seeking a needle in a haystack. When they were regular painted citizens of the Tapestry there was a facination and thrill of the future, the unknown, but that was gone now.&lt;br /&gt;
&lt;br /&gt;
Their duties were both guidance and strife-making, which as time passed their colors bled and muddled until they saw little point to guide. The players on stage were weak and unmotivated, their ends were all the same. Cycled, returning to do much of the same in another shape.  The Skald granted them the freedom to push harder, to change the key of the performance and so each of the maestros shifted, some abruptly without warning and some seemingly descending into a madness they controlled.&lt;br /&gt;
&lt;br /&gt;
It was time for the world to make their own coveted heroes.&lt;br /&gt;
&lt;br /&gt;
[[Meizarae]] - [[Havelock]] - Bjarke the Grizzled&lt;br /&gt;
&lt;br /&gt;
===Skaldic Artifacts WIP===&lt;br /&gt;
A full suit of armor and an array of weaponry possessing fragmented power believed to have been directly from The Great Skald. Scattered after the initial battle as a memorial gift from the newly instituted monarchy to the guilds that took part in vanquishing the Virtuosos. The knowledge about these artifacts is very slim, with assumption being that they are powerful and noble in nature in any book mentioning them. This may not be the case in reality.&lt;br /&gt;
&lt;br /&gt;
Most of the items are rudimentary, named as a part of one skaldborne or another's tradition to do so, and it is not clear when the items that have gained power did. &lt;br /&gt;
&lt;br /&gt;
[[File:oldcirclet.png|100px|Gives the wearer random foresight, at the price of paranoia.]] [[File:Threadring.png|100px|Guides the wearer via golden thread to the next point of their story.]] [[File:Romansling.png|100px|If it can fit, it can sling. Aerodynamics be damned!]][[File:Alek_sword_ss.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
Others, considered permanently lost OOC: Shield, Chestpiece&lt;br /&gt;
&lt;br /&gt;
==Politics and Guilds==&lt;br /&gt;
The political theater of The Tapestry is always on the brink of a shift despite the illusion of peace carried by its people. Guilds are a major part of the world of the Tapestry. They can help your character rise in rank and power, as well as open many doors to quests and opportunities. &lt;br /&gt;
&lt;br /&gt;
In character they are as potent as family ties / clans but have leniency in that they do not have to operate by bloodline. &lt;br /&gt;
&lt;br /&gt;
'''Profile Perks to Guilds'''&lt;br /&gt;
*Members of guilds will have the banner displayed in their profiles, and titles changed accordingly if they hold power within the guild.&lt;br /&gt;
*Guilds will have their own slot on the forum to use as they see fit, as well as a 'group' that will color member's names in the online list.&lt;br /&gt;
*Leaders of guilds will gain a lump sum of gold: 5k for basic guilds, 10k for region-holding guilds.&lt;br /&gt;
&lt;br /&gt;
'''Joining a Guild'''&lt;br /&gt;
&lt;br /&gt;
If you feel your character would be a good fit for a guild, or that they would be interested in joining it, seek out a representative of the guild. Depending on the guild's structure that may be all you need to do.&lt;br /&gt;
&lt;br /&gt;
Have a character that is a 'native' and you would like them to already be part of the guild? Talk to the leader OOCly to confirm. Make sure you save yourselves both time and hassle and check to make sure that the history of the guild can align with your character's simply enough (ie, timelines). &lt;br /&gt;
&lt;br /&gt;
[[File:Battalgiaflag.png|100px|link=Battaglia|Battaglia Militancy]][[File:Handelsgilde.png|100px|link=Handelsgilde|Handelsgilde]][[File:Elysiumflag.png|100px|link=Elysium|Elysium]][[File:ColdhavenPack.png|100px|link=ColdhavenPack|Coldhaven Pack]][[File:Candidature9.png|100px|link=Candidature9|Candidature 9]]&lt;br /&gt;
&lt;br /&gt;
Archive of Past Guilds&lt;br /&gt;
&lt;br /&gt;
[[File:CopperHeartflag.png|100px|link=CopperHeart|Copper Heart]][[File:StoneHeartflag.png|100px|link=StoneHeart|Stone Heart]][[File:YsteriaFlag.png|100px|link=Ysteria|Ysteria]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Starting a Guild'''&lt;br /&gt;
To create a guild you must:&lt;br /&gt;
*Have a specialty&lt;br /&gt;
*Have 5 members (including yourself)&lt;br /&gt;
*Have the approval of where you would like to be located.&lt;br /&gt;
&lt;br /&gt;
Specialties do not have to be unique, to encourage rivalries.&lt;br /&gt;
&lt;br /&gt;
You will have control on how it is run in terms of how you initiate or promote people and the rules within.&lt;br /&gt;
&lt;br /&gt;
'''Becoming a Head Guild'''&lt;br /&gt;
&lt;br /&gt;
In each territory there can be many guilds, but only one has the political weight to be considered in charge of the territory as a whole. To become the head guild of a territory one of two things need to happen:&lt;br /&gt;
*The current head guild submits to your guild&lt;br /&gt;
**However it happens! The former head guild will need to let the Staff know. &lt;br /&gt;
*A new territory is created (spotted).&lt;br /&gt;
**Usually a guild is already selected for this oocly, but...&lt;br /&gt;
**Petitioning or a competition may be held.&lt;br /&gt;
&lt;br /&gt;
[http://www.skaldsongrp.com/wiki/index.php/Guilds Guilds]&lt;br /&gt;
&lt;br /&gt;
===[[File:prima.png]]Prima Famiglia===&lt;br /&gt;
The royal family. A single bloodline has carried the crown through many centuries, supplemented by the marriages with worthy guilds or heroes as decided by the Primo Uomo (King). The royal seat is Inizio D'Oro, the city believed built on the spot that The Skald had made their one and only appearance.&lt;br /&gt;
&lt;br /&gt;
Proper forms of address is by their title only, unless given permission otherwise. It is acceptable to shorten the title to just Primo or Prima, as well.&lt;br /&gt;
&lt;br /&gt;
Titles:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Primo Uomo''' (King, 'First Man')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prima Donna''' (Queen, 'First Lady')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Primo Figlio''' (Prince, 'First Son')&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prima Figlia''' (Princess, 'First Daughter')&lt;br /&gt;
&lt;br /&gt;
Trivia: The Primo/a titles come from the term Prima Donna for 'first lady' in reference to music/ballet.&lt;br /&gt;
&lt;br /&gt;
===[[File:Noble2.png]]Doge/Duce===&lt;br /&gt;
The titles belong to the Guild Leaders who have the double duty of running entire regions. Based on their service to the royal family can determine if they will marry in and have the honor of adding their family to the line of the Prima Familia. &lt;br /&gt;
&lt;br /&gt;
Heirs enjoy a lap of luxury in the manor with the royal family. They do not have to be blood-related to the guild leader that sent them.&lt;br /&gt;
&lt;br /&gt;
Proper nomenclature for addressing Doge/Duce are varied and more normalized, with Guild Leaders going by either their internal titles, their name directly, or as their title. &lt;br /&gt;
&lt;br /&gt;
===[[File:Noble1.png]]Nobile===&lt;br /&gt;
Other guild leaders, despite not holding land, are still recognized as one of the wealthy. Their children are often sent to Inizio D'Oro to be personal servants to the royal family and their superior guild heirs. This title may also reference heirs of all guilds as well, as it is the lowest title of nobility.&lt;br /&gt;
&lt;br /&gt;
Nobile Heirs also do not have to be blood related to the guild leader that sent them.&lt;br /&gt;
&lt;br /&gt;
Possessing no additional fancy titles, Nobiles are typically referred to by their names, but are recognized as being of a superior class than the rest of their peers.&lt;br /&gt;
&lt;br /&gt;
===Renowned===&lt;br /&gt;
Exceptional '''heroes''' may be recognized directly by the royal family as prospects to the line, earning a private title that has them at the same 'level' as a Doge/Duce without the land. These are few and far between, designed to humor the belief that ''even the pig keeper can become a king'', a mantra said to encourage people to not feel bound by their station.&lt;br /&gt;
&lt;br /&gt;
''This level of rank could also apply to villains. They are respected, as without them there would only be half the opportunities for heroes to appear. Still, they probably would not be excited to have one as their leader or suitor! ''&lt;br /&gt;
&lt;br /&gt;
This rank is given to people who collect enough notable badges to appear well decorated and are not already ranked as nobility. Badges of note include The End, Manticore Mangler, Dragon Doombringer, Virtuoso Vanquisher, etc.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Havelock&amp;diff=76732</id>
		<title>Havelock</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Havelock&amp;diff=76732"/>
				<updated>2018-01-31T17:20:29Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Havelock, the Virtuoso of Ill Omen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:havelock.jpg|center]]&lt;br /&gt;
Title: Of Ill Omen&lt;br /&gt;
&lt;br /&gt;
=Powers and Abilities=&lt;br /&gt;
&lt;br /&gt;
'''Aura'''&lt;br /&gt;
Havelock emanates a mien of dread and foreboding, rattling the morale of anyone in his presence. The effect is more insidious than that, though - anyone in Havelock's presence is stricken by a blighted fate. A dodged sword that should have missed lands a cruel blow; a minor ailment intensifies to a debilitating sickness as Doom is made manifest. Success is minimalised, and failure is exaggerated while in the presence of Havelock.&lt;br /&gt;
&lt;br /&gt;
'''Method:''' Havelock tampers with other rolls, rather than creating them himself for this effect, so the specifics of this will depend on the rp in question. Anyone in the same real room as Havelock is subject to this effect unless he decides otherwise.&lt;br /&gt;
&lt;br /&gt;
'''The Mark of ill omen'''&lt;br /&gt;
Havelock uses supernatural power to brand a person with the mark of ill omen, a stain on their being that is all but invisible but to the most perceptive or powerful of people - it is unlikely anyone below the standing of a maestro can detect the mark. Once marked, the target is stricken by ill omen where ever they go - animals will shy away from, or attack them; people will inherently distrust the marked person as well, refusing them shelter or sustenance. Any act taken as suspicious or dangerous will be perceived significantly worse, and the marked may be chased from civilised places as a product - there is no rest while so marked.&lt;br /&gt;
&lt;br /&gt;
'''Method:''' This is a story-based ability, so generally it will be decided out of character if someone wants their character to be subjected to such a potentially long-term effect. Havelock's attention falls most prominently on people who are already examples of remarkable good or bad fortune/omens, and it's these people who typically receive the mark.&lt;br /&gt;
&lt;br /&gt;
=Life as a Maestro=&lt;br /&gt;
Havelock is originally from (placeholder), and supervised a guild named the Black Bough. Hunters, trackers, trainers of beasts great and small - all of these professions worked under his careful attention. Havelock was a shrewd man, and not necessarily heart-warming or friendly, but he was respected, and fair in his judgment. He was widely known as an excellent huntsman and trainer of animals, chief among his achievements being a large canine he named Bharzas, a beast of a mysterious breed with a remarkable intellect - some say Bharzas was the last of some great wolf-like breed that died out a long time ago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Virtuoso, pre-monarchy=&lt;br /&gt;
There was no great cataclysm as Havelock became a virtuoso, no terrible tearing of society, pulled up by its roots and destroyed. The change was slower, more insidious and creeping than that, signs of ill omen stealthily appearing in the lives of people until it was too late to push them back. Crops failed; animals turned on their owners and became feral and demented as a sickly red moon hung in the sky, its shape akin to a half-lidded eye as the malignant light glinted on the populace at night. As the signs worsened, so to did the people, neighbor turning against neighbor as the minds paranoid and the maddened alike crumpled and they killed each other in the streets, outsiders burned on pyres, or ran down by dogs and men astride crazed horses. These mounted men and their hounds, once the subjects of Havelock the Maestro, finally lost their minds and souls and became the agents of Havelock the virtuoso, racing forth from the darkest places of the world at the turning from autumn to winter, riding down whichever poor soul is unfortunate enough to be out at night, and semblance of the people they had been now vanished, ravenous specters and little more.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=File:Havelock.jpg&amp;diff=76731</id>
		<title>File:Havelock.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=File:Havelock.jpg&amp;diff=76731"/>
				<updated>2018-01-31T16:26:08Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Events&amp;diff=12</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Events&amp;diff=12"/>
				<updated>2017-06-15T20:05:32Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: National and regional events across the world of SkaldSong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are hardly civilizations without celebrations and the world of the Skald is no different. These are some of the celebrations that may be encountered or referenced.&lt;br /&gt;
&lt;br /&gt;
Updates may occur as we all find new reasons to party.&lt;br /&gt;
&lt;br /&gt;
The list is divided between national and local festivities. Some locales always have something going on, while others may keep to a few a year. &lt;br /&gt;
&lt;br /&gt;
National&lt;br /&gt;
The Annual Review&lt;br /&gt;
Guild-related shops are closed and trade routes are rather bare, limited to time-sensitive offerings. Attentions are poised on the capital where the guild leaders confer in their great meeting with the Prima Uomo. To many this is a great shift of power in progress, with some meetings more turbulent than others as the announcement could follow with a wedding or coronation.&lt;br /&gt;
&lt;br /&gt;
It is on this day that the plaza at the capital is filled with shoulder-to-shoulder crowds, waiting for the doors to open and for someone to take the podium.&lt;br /&gt;
&lt;br /&gt;
In other parts of the world, it is a time of contemplation, with eyes to the sky and road for messengers of the results.&lt;br /&gt;
&lt;br /&gt;
Beyond that, the day is normal... for many it's a stressful day off.&lt;br /&gt;
&lt;br /&gt;
Date(s):&lt;br /&gt;
&lt;br /&gt;
The Hounding&lt;br /&gt;
A single night during a great harvest moon terror runs free through the lands in the form of a fox hunt... and you are the fox.&lt;br /&gt;
&lt;br /&gt;
Massive shadow hounds announce their presence and tear through anything in their path to run you down. Their howls and barking are answered by horns and the galloping of hooves as wraithlike riders on nightmares come to collect. Little bars them from you when they find you... their size means nothing as they shrink and grow to fill spaces and keep after you... &lt;br /&gt;
&lt;br /&gt;
The natives urge you to stay inside. The morning before they are hurriedly painting the top door frame with a band of rich purple to ward off the hunting party. They encourage any campers in the wood to stay the night in the inn, or even offer them a seat in their own living rooms if just to get them out of the wilds for the night. For their sake.&lt;br /&gt;
&lt;br /&gt;
Even the animals are wary, it is their strange behavior that signals the coming as suddenly there are no game to hunt, no birds to listen to... Just quiet....&lt;br /&gt;
&lt;br /&gt;
The next morning the unheeding are mourned for. Some found headless, some torn apart as though the dogs had gotten them.... and some taken by some other means, as if their heart was unable to keep up with the demands.&lt;br /&gt;
&lt;br /&gt;
Date(s): Harvest Moon night.&lt;br /&gt;
&lt;br /&gt;
Local&lt;br /&gt;
Inizio D'Oro&lt;br /&gt;
Virtuoso's Gala&lt;br /&gt;
A turn of the year event when a stream of colors crease the night sky, believed to be the song coil of the Skald. The inhabitants of the Capital city hosts a black-tie gathering at the Prima Familia's own manor courtyard, and is one of the few times they are exposed to the public in a more intimate, mingling, fashion.&lt;br /&gt;
&lt;br /&gt;
Date(s): Jan 1st, evening.&lt;br /&gt;
&lt;br /&gt;
Uhrwerkstadt&lt;br /&gt;
Fortschrittsfeier&lt;br /&gt;
A two-day festival celebrating the successes of its inventors and the 'official' start of a free summer. Kicks off with a parade of the accomplishments where the town's leader awards the best work. A little like a science fair, the whole town no matter the type of work has a chance to show off their greatest successes for the year, using the chance to advertise and network. For the people of this alpine village, this also ends the work year with the reward of one season of fun and revelry with the second day of this celebration heavy with drinking, feasting, and dancing via a complete take over of the square. While the name of the festival translates to Progress Celebration, it is more commonly known as Inventor's Triumph.&lt;br /&gt;
&lt;br /&gt;
Date(s): Vary. Always the last day of spring and first day of summer.&lt;br /&gt;
&lt;br /&gt;
Chanson Isole'e&lt;br /&gt;
Hors du Silence&lt;br /&gt;
A celebration of spring's return, and with it the land surrounding the hamlet as the waters recede. A grand welcome for the first cargo caravans, and a great thanks as sailors take their ships out of service for cleaning and upkeep. Notable entertainment includes a flag throwing contest, where men show off their strength and acrobatics while waving and throwing large guild banners.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=The_Oratorio&amp;diff=11</id>
		<title>The Oratorio</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=The_Oratorio&amp;diff=11"/>
				<updated>2017-06-15T20:01:46Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Created page with &amp;quot;In the beginning there was a bright white nothing. The Great Skald pierced their own instruments of change and reached out to touch the void. From the humors flowed multitudin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the beginning there was a bright white nothing. The Great Skald pierced their own instruments of change and reached out to touch the void. From the humors flowed multitudinous tendrils that snaked and warped creating the world in one continuous stroke. &lt;br /&gt;
&lt;br /&gt;
And what a work it was, though incomplete.&lt;br /&gt;
&lt;br /&gt;
The same line that drew the bottom of the ocean etched the highest mountain points and right up into the sky a beacon of light and swashes of cloud and star. This artwork coursed and surrounded the Great Skald until that was all that could be seen, layering on and on as depth lent itself to the hints of beings great and small, fragments of life that would populate the work.&lt;br /&gt;
&lt;br /&gt;
And what a work it was, though incomplete.&lt;br /&gt;
&lt;br /&gt;
The Great Skald then reached into the mortal tapestry of the new world and pulled from it the frayed threads and touched them to tongue. The wetting then returned to the works where the vibrant hues saturated the art spread like watercolors. &lt;br /&gt;
&lt;br /&gt;
And what a work it was, though incomplete.&lt;br /&gt;
&lt;br /&gt;
At last the unending coil of song was released into the world and we were born by breath into stories where we shaped our fables by deed and firelight. The Great Skald dove in to join us once and only once... where a handful were gathered to gain purpose by the bard's tale.&lt;br /&gt;
&lt;br /&gt;
Because what a work it was, though forevermore incomplete.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Overview&amp;diff=10</id>
		<title>Overview</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Overview&amp;diff=10"/>
				<updated>2017-06-15T19:59:49Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Information to give a feel of the setting and the things within it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The natives of Skaldsong are an easy-going people as a whole and place a lot of attention on the arts. Their perception of art is vast, and as such are not restricted to what we in the real world would refer to 'classical' arts, as such some of their most praised figures in history seem to have rather mundane jobs. A inspiring public speaker could be revered as much as a renowned warrior, and again as much as a favored musical idol. There are/were guilds existing for the greater categories of these arts. These guilds also hold some political power across the nations.&lt;br /&gt;
&lt;br /&gt;
Religiously, The Great Skald is the great being that created the masterpiece of the world. There is no description for this being. The Oratorio is the beginning as they know it. Concerning the Maestros/Virtuoso referenced in the Oratorio, their influence is dubious in how it has carried through history. The only constant is that they shape the destinies of others, they create the obstacles and challenges faced as well as the happy or tragic ends fitting for the Eternal Novel. Originally they were simply guides in this endeavor and are said to have been the founders of the old guilds. These days they are gods and are worshiped in line with, or instead of, the Great Skald.&lt;br /&gt;
&lt;br /&gt;
The capital city, Inizio D'Oro, is believed to be where the Great Skald had made their one and only visit and held the meeting to create the first Maestros/Virtuoso. Descriptively it has a lot of Italian influences with the architecture sporting colorful stucco and terracotta roofing and hilly cobblestone or wheel-worked dirt roads with tightly placed buildings at the main hub. As the city expands outward it takes on a more picturesque countryside appeal with rolling green hills dotted with farm plots. Carvings and decorative structural art are generally centered around the Great Skald, particularly in older parts or centers of gathering places such as mass markets, festival locales, etc. Sometimes they are subtle, the clef note appearing at the top of pillars or in the corners of door moldings or as a door handle. Sometimes they are grand, such as an entire fountain dedicated to their creator.&lt;br /&gt;
&lt;br /&gt;
The city is landlocked and is large on agriculture, such as wheat and grapes. &lt;br /&gt;
&lt;br /&gt;
The style of government is a monarchy, with the royalty referred to as the Prima Familia. Instead of a King they have a Prima Uomo and Queen is Prima Donna. Shortening to Prima is also acceptable. Only the aristocracy gain social interactions with the Prima Familia, taking up all of the jobs that would directly deal with them, and as such many aspire to the royal position by getting the favor to marry in. This often creates tension that could rise into a &amp;quot;Capulet and Montague&amp;quot;-like feud.&lt;br /&gt;
&lt;br /&gt;
While the ruling family has the final and absolute say in what goes, there is recognized power in the guild leaders (who are also considered aristocrats) who form the Choir, as it is they who carry out the orders of the crown far into their respective communities they lead.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Heirarchy&amp;diff=8</id>
		<title>Heirarchy</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Heirarchy&amp;diff=8"/>
				<updated>2017-06-15T19:56:34Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Created page with &amp;quot;The politics of Skaldsong are simple and disregarding the beings they treat as gods, the government is comprised of the royals (Prima Familia) at the top tier with the wealthy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The politics of Skaldsong are simple and disregarding the beings they treat as gods, the government is comprised of the royals (Prima Familia) at the top tier with the wealthy just beneath them. These wealthy high-bloods form the Aristocracy and have a particular set of duties assigned to them.&lt;br /&gt;
&lt;br /&gt;
They are given charge of a township as well as taking up the leadership of the associated guild. They have full command over these areas, but typically are doing so at the discretion of the royal family. As where the Prima Familia prospers, so do they and being in the good graces of that family is in their highest interests. Becoming the next Prima Familia is potentially just a marriage away.&lt;br /&gt;
&lt;br /&gt;
Hierarchy&lt;br /&gt;
Prima Familia (Royalty)&lt;br /&gt;
Doge/Duce (Settlement Leader)&lt;br /&gt;
Nobile (Guild leaders)&lt;br /&gt;
Everyone else&lt;br /&gt;
&lt;br /&gt;
The children of Doge/Duce are often sent to the Prima Familia as Ladies and Lords -in-waiting and the children of the Nobile are often given work as personal servants at the manor.&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=The_Choir&amp;diff=7</id>
		<title>The Choir</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=The_Choir&amp;diff=7"/>
				<updated>2017-06-15T19:52:43Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: The forum of the Guild Leaders, the location of the Annual Review&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;info here&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Otkrytoye_Polotno&amp;diff=6</id>
		<title>Otkrytoye Polotno</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Otkrytoye_Polotno&amp;diff=6"/>
				<updated>2017-06-15T19:51:43Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Created page with &amp;quot;Totally not Russian place, go go go&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Totally not Russian place, go go go&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Chanson_Isole%27e&amp;diff=5</id>
		<title>Chanson Isole'e</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Chanson_Isole%27e&amp;diff=5"/>
				<updated>2017-06-15T19:51:12Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Created page with &amp;quot;Another township, more as we have it&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Another township, more as we have it&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Uhrwerkstadt&amp;diff=4</id>
		<title>Uhrwerkstadt</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Uhrwerkstadt&amp;diff=4"/>
				<updated>2017-06-15T19:49:48Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Maker's village&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Place of commerce and artifice, more as we have it&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=Inizio_D%27Oro&amp;diff=3</id>
		<title>Inizio D'Oro</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=Inizio_D%27Oro&amp;diff=3"/>
				<updated>2017-06-15T19:48:59Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: Capital city&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Capital city, and general fancy place, presumably the seat of the monarchy, I don't remember&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	<entry>
		<id>https://www.skaldsongrp.com/wiki/index.php?title=The_Skald&amp;diff=2</id>
		<title>The Skald</title>
		<link rel="alternate" type="text/html" href="https://www.skaldsongrp.com/wiki/index.php?title=The_Skald&amp;diff=2"/>
				<updated>2017-06-15T19:47:29Z</updated>
		
		<summary type="html">&lt;p&gt;Raconite: The Skald is the enigmatic deity that ostensibly presides over the world and all its workings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just setting up page references so they can be filled with data at a later point. This is for the Skald and his foppish dickery&lt;/div&gt;</summary>
		<author><name>Raconite</name></author>	</entry>

	</feed>