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	<updated>2026-05-14T07:52:07Z</updated>
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		<id>https://wisteria.zadammac.ca/index.php?title=Monsters&amp;diff=1392</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Monsters&amp;diff=1392"/>
		<updated>2026-05-10T16:00:39Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term &#039;&#039;&#039;monster&#039;&#039;&#039; is somewhat fluid and applies both &#039;&#039;broadly&#039;&#039; (in the sense of being a catch-all term for a variety of creatures which may not actually be related to each other in any way other than being viewed as monstrous) and &#039;&#039;variably&#039;&#039; (in that there is a cultural - and even personal - component to the term &#039;monstrous&#039; and that one person&#039;s monster may simply be another person&#039;s magical beast). It is, however, the appropriate taxonomic term to apply to broad swathes of creatures present in the world of [[Ahren]] and on [[Wisteria]] specifically, in part because it is a ready term familiar to players of the RPG systems the setting is at least partially designed to interact with. As we&#039;ll likely see, this may occasionally lead to some creatures that are sentient or sapient being labelled as monsters by reason of familiarity of the association. It is obviously important to treat such instances cautiously. As a glaring example, many other RPG systems would refer to the [[Orcs]] and [[Minotaur]] (who both have nations and cultures important to the [[Lordless Lands]]) simply as &amp;quot;monsters&amp;quot;. In general this practice is avoided; especially in instances where many sapient or sentient creatures form a culture they should be listed on the [[sapients]] article instead.&lt;br /&gt;
&lt;br /&gt;
== Types of Monsters ==&lt;br /&gt;
&lt;br /&gt;
In general, monsters can be organized into broad types:&lt;br /&gt;
* [[Magical Beasts]], being creatures quite close to familiar animal species but with special properties.&lt;br /&gt;
** A subset of these are [[Tyranomorphs]] such as [[Dire Rooks]] or [[Hearth Lions]].&lt;br /&gt;
* The [[Undead]] is a particularly broad category that can be broken down into subcategories, or aspects. Unfortunately, many undead belong to two or more subcategories.&lt;br /&gt;
** [[Corporeal Undead]] are undead which have a physical body, usually the body that was present in-life.&lt;br /&gt;
** [[Incorporeal Undead]] are undead who influence the material world (see: [[Cosmology]]) without necessarily being present in it, such as ghosts.&lt;br /&gt;
** [[Unnatural Undead]] are undead who have become undead without outside influence, as a result of supernatural causes.&lt;br /&gt;
** [[Artificial Undead]] are undead who became so due to the direct influence of some other sentient creature, such as the undead servants of a master of the [[Via Lemurae]].&lt;br /&gt;
* The [[Aberrant]] are a similarly broad category of creatures which are alive in some senses but which don&#039;t necessarily follow the normal plans of life on [[Ahren]].&lt;br /&gt;
** This includes some artifically-created creatures like the [[Gravenlings]] and other magical experiments&lt;br /&gt;
** This also includes some &amp;quot;naturally occuring&amp;quot; creatures such as those that spawn deep in the formlessness of [[the Depths]].&lt;br /&gt;
* [[Draconic]] creatures like the [[Sea Drakes]] of the [[Bay of Dragons]] or the [[Salamanders]] of [[Zeemarch]].&lt;br /&gt;
* [[Constructs]] are a category that will be broadly familiar to many RPG players and broadly exists to cover the case of creatures that are not and never were alive, but which exist and act upon the world, such as the [[Secondborn]].&lt;br /&gt;
* [[Fairy]] creatures exist under the influence of the [[Great Fae]] and can be thought of as special outsiders native to [[the Dreaming]].&lt;br /&gt;
* [[Planetessimals]], being creatures native to planes other than [[Ahren]]. The term is drawn from an [[Ars Magica]] terminology in-world and is a blanket category that not all cultures would actually recognize as being a blanket, instead naming specific terms for creatures from the specific planes other than [[Ahren]], e.g [[devils]] from [[Hell]] and [[demons]] from [[The Abyss]], etc etc.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Undead&amp;diff=1391</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Undead&amp;diff=1391"/>
		<updated>2026-05-10T14:52:25Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Undead&amp;#039;&amp;#039;&amp;#039; are a classification of monster which are characterized mostly by interruptions of the connection between the soul and the body of a creature. For a variety of reasons, undead creatures proliferate Ahren and are found all across the contient of Wisteria, though they are not so common as to guarantee that your average person will ever actually have to encounter or deal with an undead creature. For obvious reasons, they have a markedly outs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Undead&#039;&#039;&#039; are a classification of [[monster]] which are characterized mostly by interruptions of the connection between the [[soul]] and the body of a creature. For a variety of reasons, undead creatures proliferate [[Ahren]] and are found all across the contient of [[Wisteria]], though they are not so common as to guarantee that your average person will ever actually have to encounter or deal with an undead creature. For obvious reasons, they have a markedly outsized presence in folklore and concern in every culture that comes across them. The most notable universality of undead creatures is that it is the only monster group you could actually join at any time, as few (if any) creatures &#039;&#039;originate&#039;&#039; in a state of undeath. Some [[Ars Magica]] scholars posit that all undead are fundamentally [[Planetssimals]] of [[Stasis]], though this is a minority opinion. Origin stories and folkloric interpretations of the undead vary according to specific creature type.&lt;br /&gt;
&lt;br /&gt;
== Corporeality ==&lt;br /&gt;
One common way of dividing the undead into more specific categories is to draw a divide between corporeal and incorporeal undead. Corporeal undead possess physical forms - often but not always the bodies they had in life - and can be countered or otherwise interacted with through ordinary physical means. Incorporeal Undead do not have traditional, physical forms, and are instead appearing in the material world via correspondances, usually either with [[the Bardo]] or the [[Ethereal Plane]]. However, this category speaks little to the origins and causes of undeath of the individual creatures; it&#039;s instead a broad way of categorizing undead, usually into those which can be fought directly (corporeal) and those which require propitiation or magical expunging (incorporeal).&lt;br /&gt;
&lt;br /&gt;
== Unnaturalness and Artifice ==&lt;br /&gt;
Some undead creatures are created, on or for a purpose, through the deliberate action of mortal individuals. This category, including things like [[Legion Wights]], [[Zombies]], and [[Shadow Servants]], are known as &amp;quot;Artificial Undead&amp;quot;. In most parts of [[Wisteria]] the creation of, and sometimes even exerting mastery over, such creatures constitutes a severe crime, seen as a violation of the autonomy of the creature who was made undead. However, it is also a major field of study for the [[Via Lemurae]] and for other formal practicioners of Necromancy as a general practice.&lt;br /&gt;
&lt;br /&gt;
Except for relevant historical periods, the vast majority of the time, the vast majority of undead are what are called &amp;quot;unnatural undead&amp;quot;, created by the confluence of supernatural, preternatural, or sometimes even natural forces in the world. These undead are usually of highly specific kinds that might be endemic to just one region - or even, just one cave, dungeon, or dwelling. While individual instances of unnatural undead are not grave risks to the natural order, the change in incidence over time in certain areas can create more or less of a problem.&lt;br /&gt;
&lt;br /&gt;
== Soul, Mind, and the Undead ==&lt;br /&gt;
As earlier stated, undeath is a state usually caused by an interruption in the connection between the [[soul]] and the body of a creature. This interruption&#039;s signature significance is the cease of biological life functions in the affected individual. Put another way, all undead are fundamentally &amp;quot;dead&amp;quot; who are, for whatever reason, remaining animate. In many cases, the distruption of the connection between body and soul is so severe that many undead are considered functionally mindless, a feature particularly of corporeal undead. (For incorporeal undead, the problem is obviously the loss of the body, not the soul).&lt;br /&gt;
&lt;br /&gt;
However, many kinds of undead, both unnatural and artificial, maintain some level of mind, ranging from the relative primativism of [[ghouls]] and [[zombies]] all the way up to effectively unchanged cognition, such as that seen in [[Vampires]]. The important thing to remember is that undeath is about &#039;&#039;the soul losing the ability to sustain the life of the body&#039;&#039;, not the soul being entirely absent.&lt;br /&gt;
&lt;br /&gt;
For this reason, analysis of the undead is a common regression in philosophical arguments about mind/soul dualism.&lt;br /&gt;
&lt;br /&gt;
== Relationship to Energy ==&lt;br /&gt;
The corruption of the soul-body connection also disrupts the connections all living things have to [[Vita]] and [[Stasis]]. Effectively, this usually reverses the relationship the Undead has to &amp;quot;positive&amp;quot; and &amp;quot;negative&amp;quot; energies. Undead creatures are often injured by positive energy while being &amp;quot;healed&amp;quot; (or at the very least, &amp;quot;restored in function&amp;quot;) by negative energy.&lt;br /&gt;
&lt;br /&gt;
This is not a purely magical phenomenon and actually affects all cycles of life. Undead creatures do not procreate, and usually do not heal on their own without at minimum satisfying some form of special condition. Most undead creatures do not derive sustenance of any kind from eating, though a few eat in &amp;quot;corrupted&amp;quot; ways instead. As a rule, undead bodies appear dead on close examination, though some &amp;quot;higher&amp;quot; undead may pass for living under certain conditions (or using certain abilities they obtained through skillfull means, like the use of [[magic]]). Undead do not breathe, do not need to stay hydrated (but see [[Vampires]]), and may or may not need periods of daily rest. Many kinds of undead are able to go into topor states that allow them to remain unconscious for incredibly long stretches of time.&lt;br /&gt;
&lt;br /&gt;
== Noteworthy Examples of Undeath == &lt;br /&gt;
* At least one master of the [[Order of the Obulus]] created a creature known in legend as the [[Abominable Man]]; consisting of a deliberately modified and reanimated corpse of a recently-slain foe which is now bound to serve, intelligently, its new master. The specific creation technique of this creature may be lost to time but it is suspected by relevant scholars to have been extremely intensive.&lt;br /&gt;
* A [[Barrow Wight]] is the general term for a special kind of [[Revenant]], the latter being a creature that has managed to reanimate its own body by means of its unnatural outrage. The Barrow Wight is called such when it has reanimated due to the violation of its resting places.&lt;br /&gt;
** In [[Baghar]] and much of the [[Shimmering Shore]] it is the practice to create a [[Mummy]]. Usually certain conditions within the grave or tomb activate spells that cause the Mummy to animate.&lt;br /&gt;
*** Some mages have been known to exploit mummification as a path to immortality without the same risks, necessarily, as Lichdom.&lt;br /&gt;
*** Some mummies have associated diseases that can create undead thralls collectively known as the Mummy&#039;s &amp;quot;curse&amp;quot;.&lt;br /&gt;
* The [[Hortdan]] is the victim of any of a number of [[Rising Plagues]], a form of feral undead that rise to feast on the living. Such feasting does not sustain their lives but serves to spread the disease that created the Hortdan in the first place. The term comes from [[Baghar]], though it appears to be a loanword to an older [[Skitari]] term given that most Hortdan are to be found in the [[Great Fen]]. They are known by other names in other lands when they appear; in particular where they occur among the [[Orcs]] they are known as &amp;quot;Bogdead&amp;quot; and the [[Bastonians]] use the term [[Ghoul]] to describe them.&lt;br /&gt;
* A [[Lich]] is a catch-all term originated in Bastonian mythology for the state of undeath created when a person, usually a powerful mage, breaks their soul out of their body and rebinds it to a physical artifact. This creates a state of affairs where it is more important to destroy the artifact than it is to destroy the actual body of the lich, as the Lich remains capable of magical feats in the latter case, including usually the ability to reconstitute their form.&lt;br /&gt;
* The [[Dwarves]] of the [[Clans of Magnus]] speak of an undead creature known as the [[Reborn]]. These take the form of an (often wrathful) dwarven soul which attaches itself to certain clays in the Depths and animates them.&lt;br /&gt;
* [[Servus Rigidus]] - In the lands of the [[Atarlie Empire]] it is known that some necromancers in service of [[Lycanthir Lugalor]] occasionally raise soulless corpses as servants and warriors controlled by written edicts which are affixed to their foreheads. This practice is seen as supremely controversial given the Atarlie culture of ancestor-worship. &lt;br /&gt;
* [[Vampirism]] is a form of undeath that can be passed on from host to host directly and with intention. Vampires develop intense intolerance of sunlight and a nocturnal habit and feed on the blood of [[sapient]] creatures. Vampires who don&#039;t feed risk becoming feral in the pursuit of a meal and progressively lose access to their powers, which are numerous.&lt;br /&gt;
* The [[Zombie]] is the victim of a ritual poisoning which expels the soul rather violently from the body, which is believed to have originated in [[Rokea]], though the practice is now seen in other places. Zombies are capable of following only the most simple instructions and are predisposed to follow the instructions of whoever dosed them with the poison, but are not usually mindlessly violent.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Monsters&amp;diff=1390</id>
		<title>Monsters</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Monsters&amp;diff=1390"/>
		<updated>2026-05-10T13:08:22Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;The term &amp;#039;&amp;#039;&amp;#039;monster&amp;#039;&amp;#039;&amp;#039; is somewhat fluid and applies both &amp;#039;&amp;#039;broadly&amp;#039;&amp;#039; (in the sense of being a catch-all term for a variety of creatures which may not actually be related to each other in any way other than being viewed as monstrous) and &amp;#039;&amp;#039;variably&amp;#039;&amp;#039; (in that there is a cultural - and even personal - component to the term &amp;#039;monstrous&amp;#039; and that one person&amp;#039;s monster may simply be another person&amp;#039;s magical beast). It is, however, the appropriate taxonomic term to apply to bro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term &#039;&#039;&#039;monster&#039;&#039;&#039; is somewhat fluid and applies both &#039;&#039;broadly&#039;&#039; (in the sense of being a catch-all term for a variety of creatures which may not actually be related to each other in any way other than being viewed as monstrous) and &#039;&#039;variably&#039;&#039; (in that there is a cultural - and even personal - component to the term &#039;monstrous&#039; and that one person&#039;s monster may simply be another person&#039;s magical beast). It is, however, the appropriate taxonomic term to apply to broad swathes of creatures present in the world of [[Ahren]] and on [[Wisteria]] specifically, in part because it is a ready term familiar to players of the RPG systems the setting is at least partially designed to interact with. As we&#039;ll likely see, this may occasionally lead to some creatures that are sentient or sapient being labelled as monsters by reason of familiarity of the association. It is obviously important to treat such instances cautiously. As a glaring example, many other RPG systems would refer to the [[Orcs]] and [[Minotaur]] (who both have nations and cultures important to the [[Lordless Lands]]) simply as &amp;quot;monsters&amp;quot;. In general this practice is avoided; especially in instances where many sapient or sentient creatures form a culture they should be listed on the [[sapients]] article instead.&lt;br /&gt;
&lt;br /&gt;
== Types of Monsters ==&lt;br /&gt;
&lt;br /&gt;
In general, monsters can be organized into broad types:&lt;br /&gt;
* [[Magical Beasts]], being creatures quite close to familiar animal species but with special properties.&lt;br /&gt;
** A subset of these are [[Tyranomorphs]] such as [[Dire Rooks]] or [[Hearth Lions]].&lt;br /&gt;
* The [[Undead]] is a particularly broad category that can be broken down into subcategories, or aspects. Unfortunately, many undead belong to two or more subcategories.&lt;br /&gt;
** [[Corporeal Undead]] are undead which have a physical body, usually the body that was present in-life.&lt;br /&gt;
** [[Incorporeal Undead]] are undead who influence the material world (see: [[Cosmology]]) without necessarily being present in it, such as ghosts.&lt;br /&gt;
** [[Unnatural Undead]] are undead who have become undead without outside influence, as a result of supernatural causes.&lt;br /&gt;
** [[Artificial Undead]] are undead who became so due to the direct influence of some other sentient creature, such as the undead servants of a master of the [[Via Lemurae]].&lt;br /&gt;
* The [[Aberrant]] are a similarly broad category of creatures which are alive in some senses but which don&#039;t necessarily follow the normal plans of life on [[Ahren]].&lt;br /&gt;
** This includes some artifically-created creatures like the [[Gravenlings]] and other magical experiments&lt;br /&gt;
** This also includes some &amp;quot;naturally occuring&amp;quot; creatures such as those that spawn deep in the formlessness of [[the Depths]].&lt;br /&gt;
* [[Draconic]] creatures like the [[Sea Drakes]] of the [[Bay of Dragons]].&lt;br /&gt;
* [[Constructs]] are a category that will be broadly familiar to many RPG players and broadly exists to cover the case of creatures that are not and never were alive, but which exist and act upon the world, such as the [[Secondborn]].&lt;br /&gt;
* [[Fairy]] creatures exist under the influence of the [[Great Fae]] and can be thought of as special outsiders native to [[the Dreaming]].&lt;br /&gt;
* [[Planetessimals]], being creatures native to planes other than [[Ahren]]. The term is drawn from an [[Ars Magica]] terminology in-world and is a blanket category that not all cultures would actually recognize as being a blanket, instead naming specific terms for creatures from the specific planes other than [[Ahren]], e.g [[devils]] from [[Hell]] and [[demons]] from [[The Abyss]], etc etc.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Main_Page&amp;diff=1389</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Main_Page&amp;diff=1389"/>
		<updated>2026-05-10T12:05:05Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the Archivum Wisteria ==&lt;br /&gt;
&#039;&#039;&#039;The Archivum Wisteria&#039;&#039;&#039; is the official repository of all information pertaining to the Wisteria TTRPG Setting. Wisteria is a Fantasy-Realism setting suitable for use with most common medieval fantasy TTRPG engines, principally developed for the [[TarnishedTale Ruleset]] and [https://pathfinder.d20srd.org Pathfinder 1st Edition], with ongoing work to update that to Second Edition. Except as noted, most races, equipment, and items referenced for the setting should use your system&#039;s defaults; this setting material is largely concerned with flavour and worldbuilding rather than designing engines from whole cloth.&lt;br /&gt;
&lt;br /&gt;
[[Wisteria]] is also the name of the principal continent in the setting&#039;s material world, [[Ahren]], which is the focused area of worldbuilding and the point of origin for most of the &amp;quot;core&amp;quot; playable races and cultures in the system, which features a focus on nations as opposed to races, whether focusing on the hearty and faithful citizens of [[Bastonia]], the haughty citizens and serfs of the [[Atarlie Empire]], humble folk of the [[Hearthlands]], the proud dwarven [[Clans of Magnus]], or the more wild folk such as the raven-herding [[Carcolie]] Wood-Elves, or any of a number of other wild kin in the confederate nations of the [[Lordless Lands]]. The setting even offers a higher-magic region to be found in the disaster-wracked [[Shimmering Shores]], where the cities of a proud and ecumenical empire now struggle against their very environs and each other for survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Current Expansion ===&lt;br /&gt;
* Revisions to the cultures of the [[Orcish Nation]] and [[Hearthlands]].&lt;br /&gt;
* Revisions to the naming of sites related to the [[Clans of Magnus]] to remove transparent references to World of Warcraft and Forgotten Realms.&lt;br /&gt;
* Fresh Exposition on [[Monsters]] and incorporating that work back into the nation descriptions.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Main_Page&amp;diff=1388</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Main_Page&amp;diff=1388"/>
		<updated>2026-05-10T11:52:37Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the Archivum Wisteria ==&lt;br /&gt;
&#039;&#039;&#039;The Archivum Wisteria&#039;&#039;&#039; is the official repository of all information pertaining to the Wisteria TTRPG Setting. Wisteria is a Fantasy-Realism setting suitable for use with most common medieval fantasy TTRPG engines, principally developed for the [[TarnishedTale Ruleset]] and [https://pathfinder.d20srd.org Pathfinder 1st Edition], with ongoing work to update that to Second Edition. Except as noted, most races, equipment, and items referenced for the setting should use your system&#039;s defaults; this setting material is largely concerned with flavour and worldbuilding rather than designing engines from whole cloth.&lt;br /&gt;
&lt;br /&gt;
[[Wisteria]] is also the name of the principal continent in the setting&#039;s material world, [[Ahren]], which is the focused area of worldbuilding and the point of origin for most of the &amp;quot;core&amp;quot; playable races and cultures in the system, which features a focus on nations as opposed to races, whether focusing on the hearty and faithful citizens of [[Bastonia]], the haughty citizens and serfs of the [[Atarlie Empire]], humble folk of the [[Hearthlands]], the proud dwarven [[Clans of Magnus]], or the more wild folk such as the raven-herding [[Carcolie]] Wood-Elves, or any of a number of other wild kin in the confederate nations of the [[Lordless Lands]]. The setting even offers a higher-magic region to be found in the disaster-wracked [[Shimmering Shores]], where the cities of a proud and ecumenical empire now struggle against their very environs and each other for survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Current Expansion ===&lt;br /&gt;
* Revisions to the cultures of the [[Orcish Nation]] and [[Hearthlands]].&lt;br /&gt;
* Fresh Exposition on [[Monsters]] and incorporating that work back into the nation descriptions.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Gnostic_Aseity&amp;diff=1387</id>
		<title>Gnostic Aseity</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Gnostic_Aseity&amp;diff=1387"/>
		<updated>2026-05-06T11:27:47Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Gnostic Aseity&#039;&#039;&#039; is a hypothetical class of deities (usually represented as a single deity) which, if it existed, would be senior even to [[Primordial Dieties]] like [[The Almighty]] or [[The Fire-Keeper]]. The term refers to divine entities older than the creation of the universe, and possibly those who might have created the universe (or even the primordial dieties); anything younger would obviously be primordial. The name of the Gnostic Aseity is derived from the scholarship of [[Torserd Magnusson]], who wrote of the &amp;quot;Daern olor xoth&amp;quot;, which can be translated as the &amp;quot;thing which knows itself&amp;quot; or &amp;quot;That Knowing Knowledge&amp;quot;. Unlike the other dieties worshipped on [[Ahren]], however, the Gnostic Aseity appears to have no material influence on the world. Of all the world relgions, however, only the church of [[Anghara]] teaches a Gnostic Aseity exists - [[Anghara]] itself.&lt;br /&gt;
&lt;br /&gt;
== In World Religions ==&lt;br /&gt;
=== Church of Bastonia ===&lt;br /&gt;
In [[Bastonia]], the Gnostic Aseity is recognized formally as a foreign heresy, originating with the dwarves. The official position of the church of Bastonia is that neither [[The Almighty]] nor [[the Enemy]] created the universe independently, but that they represent the inbuilt drive for justice, and depredations of sophont nature, respectively. That is to say that the existence of the gods and the existence of men is viewed to be a fact of nature, neither requiring an explanation.&lt;br /&gt;
&lt;br /&gt;
==== Sylvestrian Orders ====&lt;br /&gt;
The cults dedicated to [[San Sylvester]] take a broader and more liberal view on foreign scholarship and suggest that the Gnostic Aseity may exist in the form of the [[Source]], the magical current which underpins all reality. Under this reading, they would say the Gnostic Aseity is not a god as much as the capacity of a sentient universe to observe itself. How much of this position is simply held to satisfy the requirement that no god can take precedence over [[the Almighty]] is unclear. The members of these orders who have an overlap with [[Ars Magica]] scholarship are responsible for coining the term Gnostic Aseity out of the original dwarvish phrase.&lt;br /&gt;
&lt;br /&gt;
==== Church of the One ====&lt;br /&gt;
The forbidden church dedicated to the service of [[the Enemy]] holds that the Gnostic Asiety is a recognition of [[the Enemy]]&#039;s primacy, and suggest that the Enemy may be older than he is willing to admit. They extrapolate the Enemy&#039;s act of creating humanity by imbuing intelligence into beastly men into a possible allegory for having created the entire universe, by breathing reality onto the formlessness of the unconverged Ahren.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Religion ===&lt;br /&gt;
Despite the original term having come from Dwarvish, and the god who had coined it being of the [[Dwarven Pantheon]], most Dwarves are not theologians, and the topic is not widely taught or discussed among most of the dwarven cults. The Dwarven creation myth doesn&#039;t usually include any discussion of the convergence or of the influence of the planes on the material world; instead it originates as the work-product of [[Magnus All-Father]], who is said to have created the world and everything in it. In that sense, when first exposed to the idea, most Dwarves would associate it immediately with Magnus, though Torserd&#039;s writings were very clear that Magnus is not the Gnostic Aseity.&lt;br /&gt;
&lt;br /&gt;
==== Cult of Torserd ====&lt;br /&gt;
The topic is taught heavily in the actual cult of Torserd Magnusun, as it was one of the Final Revelations that is believed to have ultimately driven that god into his final madness and demise (or departure from the world - scholarship, even in his own church, is split on whether or not the fall into the [[Rift of Duesterkrak]] was enough to kill him). The Gnostic Aseity is one of many musings on the nature of divinity that the God of Divinity stumbled upon, and apparently occupied much of his thinking in his final years on [[Ahren]] among his own people.&lt;br /&gt;
&lt;br /&gt;
Crucially among this specific church, even the best theologians and scholars cannot identify the Aseity. Those who claim communion with Torserd say his efforts are bound to such a search even to this day, without useful result.&lt;br /&gt;
&lt;br /&gt;
=== Cults of the Elven Ancestors ===&lt;br /&gt;
Neither the [[Atarlie]] nor [[Carcolie]] put much thought into a creator deity. For the latter, the culture does not support a serious professional scholarship in abstract theology. In the former case, though the Empire has scholarship to spare, the cultural religion of civics is so tighttly-wrapped into the Cult of the Ancestors that the ancestors themselves are considered divine beings from which the Atarlie have more or less directly decended. Those aware of the concept through contact with the dwarves or with Sylvestrian anchorites consider it an interesting, though trivial, thought experiment. Some Elves suggest that the Gnostic Aseity may be the unspoken consort of [[Pyria Valeptor]], with whom she would have conceived [[Rophalin Imperator]], [[Lycanthir Lugalor]], and the First Elves. Other elves (especially trained clerics) reject the idea that any such consort is unncessary, insisting that if there had been a male progenitor of the elves, he would have been as well-remembered as the Mother of All.&lt;br /&gt;
&lt;br /&gt;
=== Teachings of the Awakened One ===&lt;br /&gt;
The [[Awakened One]] teaches an understanding of divinity-as-awareness and suggests that any [[Realized Deity]] is effectively the Gnostic Aseity, though not in so many terms. The [[Awakened One]] further teaches that he is merely the first among men of his Kalpa to attain this divine apotheosis, and proposes that the universe itself attains the estate any time sentient life is present within it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dieties]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Hearthlands&amp;diff=1386</id>
		<title>Hearthlands</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Hearthlands&amp;diff=1386"/>
		<updated>2026-05-05T17:25:00Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Hearthlands&#039;&#039;&#039; are a nation encircled by, and a protectorate of, the [[Atarlie Empire]], composed largely of [[halflings]] and [[gnomes]]. For generations, the peoples of the Hearthlands have enjoyed a peace uncommon on Wisteria, and their realm is both characterized by and famous for its peaceful and carefree lifestyle. These lands are also remarkably fertile, serving as a breadbasket not just for the Hearthlanders themselves, but also for the [[Atarlie Empire]].&lt;br /&gt;
&lt;br /&gt;
The Hearthlanders are principally known for their rural habit, rarely congregating into settlements much larger than a good-sized town. While the halflings and the gnomes both live separately and have their own ideals and culture, the shared culture of general peace has lead to a lot of unity among hearthlanders, who can all agree that continuing to live under the Empire&#039;s protection is worth the tribute they send.&lt;br /&gt;
&lt;br /&gt;
Hearthlanders enjoy a well-developed infrastructure and civil service second only to that of the empire itself, which contributes to their comfortable and easy living, made easier by not having the need to fight wars to defend their own borders. In place of a military, the hearthlanders boasts a robust [[Civil Service]] consisting of bounders, postal officers, and other civil servants.&lt;br /&gt;
&lt;br /&gt;
In spite of being otherwise largely unified, the [[Halfling Panthon|halfling]] and [[Gnomish Pantheon|gnomes]] have their own unique systems of belief, which are held to more or less observantly depending on the individual halfling or gnome in question. Both populations have a common understanding of the other&#039;s beliefs, largely due to the blended nature of their settlements and a commonality of life experience.&lt;br /&gt;
&lt;br /&gt;
Hearthlander Adventurers are unusual. They are often considered odd by their non-adventurer peers, and oftentimes might perhaps even be outlaws. Those who take up adventuring among them are often considered to be &amp;quot;too fey&amp;quot;, relating to the gnomish race&#039;s close ties to the Fae, and interbreeding with the halfling population, and returning adventurers are often looked at askance, as strangers and eccentrics in their own land.&lt;br /&gt;
&lt;br /&gt;
== Geography and Government ==&lt;br /&gt;
=== Mayors, Parliaments, and Courts ===&lt;br /&gt;
&lt;br /&gt;
The peaceful and protected nature of life within the Hearthlands is such that it represents the only parliamentary democracy in all of Wisteria, and perhaps all of Ahren. Gnomes and Halflings do not bow down to kings and queens but instead elect their local mayors, riding governors, and legislators to send to [[Hall Hill]], where they have a [[Parliament]] and a [[President]]. The Parliamentary ministries take command of the [[Civil Service]], which comprises branches of law enforcement, diplomats, magistrates, postal workers, and other public offices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hearthlander Culture==&lt;br /&gt;
===Arts and Architecture===&lt;br /&gt;
The Hearthlanders enjoy craft and fine arts of all kinds, from theater to the production of visual arts. They are particularly known for a specialty of gnomish sculptors they refer to as &amp;quot;Kinetic Sculpture&amp;quot;, in which natural or magical forces are harnessed to create sculptures that actually move.&lt;br /&gt;
&lt;br /&gt;
Both gnomes and halflings favour dug-in homes as opposed to the constructed-above-ground variety, though the architecture and furnishing of the gnomes tends to be much more eccentric than their halfling cousins.&lt;br /&gt;
&lt;br /&gt;
===Religion, Festivals, and Timekeeping===&lt;br /&gt;
With no one central religion, the halflings and the gnomes celebrate their religious rites (sparingly) and civil holidays (zealously) independently of one another. Their timekeeping used to have its own system of reckoning (the &amp;quot;old calendar&amp;quot;), but since becoming a protectorate of the empire they rely on the [[Rophalin Calendar]], which they have now used for over a millennium.&lt;br /&gt;
&lt;br /&gt;
Festivals occur monthly, if not more often, though they are usually family affairs, with only three or four per year being celebrated communally. In addition to the ordinary calendars of gnomish and halfling holy days, these are the [[Festival of the Turning Wheel]], the Emperor&#039;s Birthday, and [[Hearthfire Day]], which usually marks the winter solstice.&lt;br /&gt;
&lt;br /&gt;
=== Fighting, Warfare, and Death ===&lt;br /&gt;
Fighting - both for sport and for &amp;quot;keeps&amp;quot; - is frowned upon by the Hearthlanders, who have no taste for military conflict, and whose military traditions are long dormant after generations under Atarlie protection. As a result, there is no strong martial tradition among them. The closest thing they have to a military is the [[Bounder Service]], a formalized ranger service that patrols the roadways, borderlands, and wildernesses of the hearthlands.&lt;br /&gt;
&lt;br /&gt;
War is viewed as an absolute horror, to be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
[[Death]] is hoped for as the peaceful and sleepy transition from one life into the next, with the Hearthlanders sharing a common understanding of an afterlife in [[Elysium]] - a mark of Elvish influence over their culture after so many generations under elvish rule.&lt;br /&gt;
&lt;br /&gt;
===Language and Scholarship===&lt;br /&gt;
Both Gnomish and Halfling share a common script, referred to as &amp;quot;Hearthland Script&amp;quot; if a necessary qualifier is required. That said, both are distinct languages both as-spoken and as-written, though it is extremely common for Hearthlanders to speak, read, and write both languages, together often with Atarlie Elvish or the Bastonian tongue.&lt;br /&gt;
&lt;br /&gt;
The comfortable life of the protectorate allows for a high degree of formal education for both trades and higher academics. Primary and secondary education exists and is often integrated, and furthermore, some trades and professions require higher education at a post-secondary level, such as theological or arcane seminaries. Apprenticeships are state-certified through a variety of specialty trade guilds operating under [[Parliamentary Warrant]].&lt;br /&gt;
&lt;br /&gt;
=== Diet, Libations, and Entertainment ===&lt;br /&gt;
The Hearthlander diet is rich and plentiful, consisting of several traditional meals in a day (breakfast, second breakfast, elevenses, luncheon, afternoon tea, dinner, and supper), and a large quantity of refined foods such as cheeses, charcuterie, and so forth which may be less common in other areas. It is altogether distinct from the culinary traditions of the Atarlie Empire and relies heavily on roasts, stews, breads, cakes, and pies.&lt;br /&gt;
&lt;br /&gt;
Drink is common to the point of being a pass-time for some. The Hearthlanders produce their own beers in a number of varieties, grape and fruit wines, brandies, schnapps, and whiskeys. In particular, [[Gnomish Snap]] is a heavily spiced, strong, and effervescent wine which is known across the continent.&lt;br /&gt;
&lt;br /&gt;
==Hearthland Economics==&lt;br /&gt;
===Taxation and Social Provision===&lt;br /&gt;
The Hearthlands are wealthy due in large part to their peace, and have a codified (oftentimes complicated) tax law that encompasses sales, trade, and income taxes. Negotiating these tax codes requires professionals on both the government and taxpayer side in most circumstances.&lt;br /&gt;
&lt;br /&gt;
Without an army to support, these taxes are relatively low, and only cover infrastructure, government salaries, and the Postal Service. With a stable climate, crop failures are rare, but the in the past century when they have occurred, the Parliament has stepped in to use the treasury to subsidize the import and distribution of foods.&lt;br /&gt;
&lt;br /&gt;
===Wealth Gap===&lt;br /&gt;
As might have been implied by the above, there is a stratification of wealth within the Hearthlands, though it is not nearly so bad as is seen in perhaps [[Bastonia]]. Homelessness and Poverty are rarely-occurring, but heard-of events. While the vast majority of Hearthlanders enjoy reasonably comfortable lives for their profession, a rare few live in utter destitution or fabulous wealth.&lt;br /&gt;
&lt;br /&gt;
Such unfortunate Hearthlanders as to become truly destitute, who nonetheless remain able-bodied and sound-minded, very often become adventurers or emigrate to the Atarlie Empire in search of better lives for themselves. This is also true of many Hearthlanders who trained for careers in the civil service but could not find positions, who venture north to try their luck. The rare adventurous halfling or gnome has been known to join the [[Atarlie Legion]] or maritime trading companies.&lt;br /&gt;
&lt;br /&gt;
===Focal Industries===&lt;br /&gt;
Without a military to hold up, and with a relatively slow population growth, the principal industry in the Hearthlands is Agriculture, a portion of which they divert to the Atarlie Empire as tribute. Where they trade externally at all, it is most often in raw textiles, raw food, or exotic spices and materials.&lt;br /&gt;
&lt;br /&gt;
===Technology and Craftsmanship===&lt;br /&gt;
The Hearthlands&#039; gnomes, in particular, are a technically-driven race, known for their artifice. Such gnomish artificers are often also minor spellcasters in their own right, and are in demand throughout the Atarlie Empire and even abroad for their engineering ability. As a result, many gnomes choose to ply such trades in complete secrecy, preferring to make things for the novelty of them rather than for production or to have their designs bent to facilitate warfare.&lt;br /&gt;
&lt;br /&gt;
Goods of all kinds - including weapons - are often well made for the time period, and occasionally include embellishments that are completely unnecessary - fancy stamped-brass buttons, literal bells or whistles in pommels, fancy brocading, and the like.&lt;br /&gt;
&lt;br /&gt;
==Hearthlanders and the Adventuring Class==&lt;br /&gt;
Hearthlanders rarely become adventurers, but when they do, they run the gamut of the classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barbarian&#039;&#039;&#039; – rarely seen among the hearthlanders, who like things quiet and for whom anger to the point of a barbarian&#039;s Rage is discouraged. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bards&#039;&#039;&#039; – quite common, especially among the gnomes, though both gnomes and halflings have a deep and abiding love for music that often extends to include bardic levels of performance. Gnomes, with their fae heritage and trickster leanings, very often take bard as a stepping stone to Arcane Trickster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric&#039;&#039;&#039; – Not wholly uncommon, though even most of the pastoral social class tend more toward adept than being true clerics. Hearthlander clerics are almost always focused on healing ability, but those who adventure sometimes become very adept at dealing with the undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druid&#039;&#039;&#039; – About as common as clerics, Hearthlander Druids tend to be seen as somewhat fishy, as their dealings with other druids from around the world and habits with respect to spending time in nature and even speaking directly to animals are seen as unusual and eccentric.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; – The monastic tradition was introduced to the Hearthlanders by the Atarlie, and to a strange degree flourished in a very peculiar form; the drunken master. While such individuals are few and far between, they have a community amongst themselves and a continuum of drinking and training that passes reliably from one generation to the next. They&#039;ve been known to congregate at a particular remote tavern-monastery; [[The Crooked Pine]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter&#039;&#039;&#039; – extant, but anachronistic, and usually focused on swashbuckler-y or ranged builds, owing to the small size and enhanced dexterity of the gnomes and halflings that make up the hearthlanders. A small number of such fighters often captain community guard groups, and a small retinue guard parliament.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039; – Rare, given the proclivity of halflings and gnomes alike toward chaos and/or neutrality, paladins none the less periodically appear among their number, usually as part of the diaspora or inspired by Paladins in the empire, by whom they are considered lovable but foolish, by and large.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039; – Common, particularly among the halflings who have a proud hunting tradition, some of which is vestigial of a time when they had a standing military. A discreet corps of halfling rangers and other adventurer types is responsible for the peaceful nature of even the wilder parts of the hearthlands, and halfling rangers occasionally finds themselves inspired or pressed into service with the Atarlie Legions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039; – borders on ubiquitous. Gnomes and Halflings both make natural rogues, and beyond even the criminal element within the hearthlands, there are no end of spies, scouts, and even assassins that count themselves among the Hearthlander nation, even while abroad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; – One of the rare cases of divergence among the Hearthlanders, sorcerers are admired, respected, and even occasionally revered by the gnomes, while seen as wild and unpredictable by the Halflings. This is due in large part to the gnomes having a greater incidence of sorcerers born among them, whereas halfling bloodlines are relatively &amp;quot;purely&amp;quot; halfling, and sorcerers are therefore more rare and unexpected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizards&#039;&#039;&#039; – Conversely to sorcerers, the gnomes see wizardry as the stolid, boring, and hidebound path to arcane magic, whereas halflings see wizardry as a dangerous, but potentially profitable, and overall more reliable path - if nothing else, fodder for the education industry. Enchanters, Illusionists, and Artificers of all sorts are counted among the wizarding specialties of the Hearthlands.&lt;br /&gt;
&lt;br /&gt;
===Hearthlanders and Monsters===&lt;br /&gt;
Monsters are few and far between in the Hearthlands, with most local species having been hunted to the brink of extinction, if not stamped out completely, centuries in the past. Hearthlander tales of monsters make their danger clear, however, and include a great many beings that some other nations would not normally include, often with exaggerated savagery ascribed to them, such as Orcs, Goblins, and Giants.&lt;br /&gt;
&lt;br /&gt;
===Hearthlander Attitudes on the Other Nations===&lt;br /&gt;
&lt;br /&gt;
Isolated by having been surrounded by the Atarlie Empire and not themselves given to long journeys, even on business, the vast majority of peoples on Wisteria are spoken of in faraway and hushed terms within the Hearthlands, with strong oppinion chiefly limited to these three groups:&lt;br /&gt;
&lt;br /&gt;
* [[Carcolie|The Carcolie]] Mountain-Elves exist, and there is little more to be said, as interaction between the two groups is highly rare due to the geographical separation. For the most part, the Hearthlanders speak of the Carcolie as downright barbaric, having bought the Imperial line on the matter.&lt;br /&gt;
* [[Atarlie Empire|The Atarlie Empire]] are, by contrast, the &amp;quot;good&amp;quot; elves. The Hearthlanders accept Imperial talk of being the &amp;quot;true rulers of Wisteria&amp;quot; as long as it does not impact them in any way, and will neither fight for nor against the Empire so long as parliament gets to stay in session and the meals continue to arrive on time. Of the elves themselves, opinions are divided - the Halflings tend to view them with a mixture of awe and respect, whereas the gnomes see in them a dour and taciturn staticness that they quietly hate. From time to time [[seperatist factions]] arise among the Hearthlanders, desiring independence of their homeland from elvish rule.&lt;br /&gt;
* The [[Clans of Magnus]] are viewed with considerable respect, and periodically traded with. While the way of life of the dwarves is alien to the Hearthlands, there can be no denying the quality of dwarvish goods, and the dwarves prize the textiles and woodworks of the Hearthlanders almost as highly as Hearthlanders praise dwarven ale and jewelry.&lt;br /&gt;
&lt;br /&gt;
Of the Bastonians, the Lordless Lands, and the shimmering shore, the Hearthlanders speak of only in gossip and rumour. While not necessarily xenophobic, most Hearthlanders see these places a dangerous, and extend that dangerousness to the inhabitants.&lt;br /&gt;
&lt;br /&gt;
[[Category: Hearthlands]][[Category: Wisterian Nations]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Halflings&amp;diff=1385</id>
		<title>Halflings</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Halflings&amp;diff=1385"/>
		<updated>2026-05-05T17:23:49Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: /* Dreams of the Earth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Halflings&#039;&#039;&#039; are a and short-lived race of short, intelligent humanoids who were created by the [[Great Fae]] out of the dreams of pastoral humanity. In their ancient history, the halflings were once a pastoralist culture similar in lifestyle and migration to the [[Orcs]] of the [[Lordless Lands]], though they were endemic to the much different [[Hearthlands]]. While this nomadic lifestyle has fallen out of their culture, they nonetheless remain physically suited to adventure, being sturdily-built for their size and possessing both talents and physical features that are useful for the adventurer. To [[human]] eyes they often appear small or childlike, but Halflings are just as mature as any other race by their adulthood.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
Halflings came into being early in [[Ahren]]&#039;s [[History]], sometime during the [[Age of Bitter Darkness]]. The Great Fae, in their capriciousness, created the Halflings out of the dreams of then-enslaved [[human]]s. In this way, Halflings are themselves essentially &amp;quot;of&amp;quot; peace and prosperity in the same way that humans are essentially of rebelliousness and adaptability. These early tribes of Halflings were nomads, moving with their whims and the seasons through the [[Southern Province]] and [[Hearthlands]], usually as a result of the depredations of monsters or unliberated humanity in the region now known as the [[Shimmering Shore]].&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Halflings make up the larger portion of the peoples living in the [[Hearthlands]], and so the culture of the Hearthlands is largely reflective of Halfling culture. That being said, a great many halflings are born directly in the culture of the [[Atarlie Empire]] or adopt it in their careers and &amp;quot;naturalize&amp;quot; to the elvish ways, at least to the extent that they are able to adopt to the ways of functional immortals while remaining mortal themselves.&lt;br /&gt;
&lt;br /&gt;
Halfling culture went through a change within about three generations from nomadic to rural-sedentary lifestyles beginning in [[128 Age of Elvish Springtime]], when their leaders signed the [[Treaty of Hall Hill]], formalizing the existence of the [[Hearthlands]] as a protectorate of the [[Atarlie Empire]]. The treaty had the consequence of reducing the Halflings&#039; range, which lead to the adoption of more sedentary and beureaucratic living conditions. Some element of the Halfling propensity for the road has survived on in the [[Civil Service]], especially the [[Bounder Service]].&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
=== Lifespan ===&lt;br /&gt;
Halflings have a nine month gestation and achieve physical maturity around the age of 18, with mental maturity around the age of 30. They tend to live noticably longer than [[humans]], being considered merely middle-aged at 60, senatorial at 80, and frequently living into their early 100s. While some Halflings attribute this long life to their relatively easy style of living, a number of halflings living abroad come to similar outcomes. A subculture of [[Bastonian]] halflings is noted chiefly for these long lives and so are prized as clerks, able to preserve institutional memory better than their human counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Physicality ===&lt;br /&gt;
Halflings are re-dreamed humans and thus exhibit a similar body plan and general phenotype to humans, which is most easily distinguished by the difference. On average, halflings are far smaller, rarely exceeding 120cm in height. Their skin and hair tones run the full gamut of human tones, and eye colours the same range as well as occasionally including purples and much darker greens than humans can normally expect to achieve. Halflings retain body fat very easily, and compared to humans tend more toward limbic hirsuitism, with more pronounced body hair on their forearms, lower legs, and the tops of their feet.&lt;br /&gt;
&lt;br /&gt;
Halfling feet in particular form thick and tough tissues on the soles. Many halflings go without footware in their day to day lives. Halflings who do adopt footware because their high mobility or hazardous working conditions require it tend to require some extra care in the tending of their feet to keep this skin healthy.&lt;br /&gt;
&lt;br /&gt;
== Spiritual and Mental Attributes ==&lt;br /&gt;
=== Dreams of the Earth ===&lt;br /&gt;
Halflings are fully mortal creatures, despite their Fae origins, in part because they were based particularly of the dreams of Humans, who are a fundamentally [[Ahrenic]] race. Halflings have remarkable mental stability. Despite their gentle (and often genteel) lives, Halflings are hard to permanently &amp;quot;flap&amp;quot;. A good meal and a period of rest is usually enough to have them bounce back from traumas that would permanently change man or orc - at least in terms of their mentality.&lt;br /&gt;
&lt;br /&gt;
Though rarely expressed in their culture, Halflings have an affinity for natural magic. This affinity is not remarkable for halflings that become students of [[Ars Magica]], but occasionally a halfling becomes aware of the [[Secrets of Nature]] or similar schools of magic and finds they have a gift for the ability.&lt;br /&gt;
&lt;br /&gt;
Halflings closeness to the earth and their surroundings gives them a fundamental sense of the best ways to defend themselves in that terrain by becoming hidden.&lt;br /&gt;
&lt;br /&gt;
=== Fae Moods ===&lt;br /&gt;
Periodically, sometimes once in a lifetime and even occasionally skipping generations within a family, halflings are gripped by a Fae Mood. Such a halfling becomes restless and dreams constantly of adventure. Most of the time, this is excised by a stint in one of the more mobile branches of Hearthland life, like merchantilism, the [[Civil Service]], or the [[Bounder Service]]. Many halflings simply vent the frustration on art. Occasionally though, this force becomes so strong that a Fae Mood compels the halfling to become a true adventurer, usually chasing clues and missions revealed to them in their dreams.&lt;br /&gt;
&lt;br /&gt;
[[Category: Heritages]] [[Category: Sentient Creatures]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Gnomes&amp;diff=1384</id>
		<title>Gnomes</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Gnomes&amp;diff=1384"/>
		<updated>2026-05-05T17:22:16Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Gnomes&#039;&#039;&#039; are a novel and long-lived race of short, intelligent humanoids who were created by the [[Great Fae]] out of the dreams of the [[Halflings]]. The gnomes are a highly magical and innovative culture originating within the hidden dales and quiet places of the [Hearthlands]], though they appear all throughout eastern [[Wisteria]] and the [[Shimmering Shore]] by the time of contemporary history.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
Gnomes came into being early in [[Ahren]]&#039;s [[History]], sometime during the [[Age of Bitter Darkness]], about a generation after the creation of the [[Halflings]]. The Great Fae, in their capriciousness, created the Gnomes out of cross-interpretation of the dreams of Elves where they concerned the [[Halflings]] and the [[Goblins]]. The Gnomes must have existed by the time of the [[Age of Rebellion]] because a gnome, [[Anteselmo of Balatrine]], figures in the hagiography of [[San Heather]]; how much sooner than this time period is a matter of debate, as the gnomes themselves have not kept the most accurate count of their time on the planet (as is, in all honesty, the general case for sapient life on [[Ahren]]).&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
The gnomes are technically a minority culture in the [[Hearthlands]], but since the Halflings largely adopted their housing practices from the Gnomes, they have had an outsize influence on Hearthlands culture. Many gnomes are rebellious by nature and form subcultures as quickly as they form friend groups. Gnomes are to be found in some places outside the Hearthlands, usually as single adventurers or the descendents of such adventurers, but feature somewhat prominently in the [[Atarlie Empire]]. They are the third naturally longest-lived race on [[Wisteria]] after the [[Elves]] who are functionally immortal, and [[Dwarves]]; unsurprisingly, they are therefore among the easiest mortals for [[Elves]] and [[Dwarves]] to relate to.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
=== Lifespan ===&lt;br /&gt;
Gnomes gestate for a year and a day (with some natural variation) and achieve physical maturity around the age of 16, with mental maturity around the age of 19. Once reaching adulthood their aging slows considerably - they are considered middle-aged at a hundred and senatorial by 180, usually living well into their second century, with an age of 300 being &amp;quot;ripe old&amp;quot; but not unheard of. However, these are the biological bounds. Census information collected by the [[Civil Service]] suggests that the average life expectancy might be closer to 210 years, given the gnomish propensity toward adventure and hazard.&lt;br /&gt;
&lt;br /&gt;
=== Physicality ===&lt;br /&gt;
Gnomes are the smallest of the sapient races of [[Ahren]], rarely exceeding 90 cm in height. Hair colours range the full spectrum of visible colour, though hair tends to go white in senescence. Fair hair is considered especially desirable by the gnomes and there is a robust culture of dying hair at regular intervals.&lt;br /&gt;
&lt;br /&gt;
== Spiritual and Mental Attributes ==&lt;br /&gt;
=== Faetouched and Star-Crossed ===&lt;br /&gt;
Much more so than the halflings (who were also created by the [[Great Fae]], the gnomes are fully &amp;quot;of magic&amp;quot;, occupying a place on the &amp;quot;of the earth&amp;quot; and &amp;quot;of the magic&amp;quot; spectrum far closer to [[Elves]] than races like [[humans]] or [[dwarves]]. Gnomes have a particular knack for magic. To use [[Ars Magica]] terminology, they have the aptitude for the modo arcanus and frequently also the modo potence. Magical bloodlines are rife in gnomekind and geneological studies often highlight these attributes.&lt;br /&gt;
&lt;br /&gt;
Most gnomes have at least a little spellcasting knowledge and can rely especially on magical illusions to protect themselves in the same way that halflings have a knack for physical stealth.&lt;br /&gt;
&lt;br /&gt;
=== Fundamental Rebellion ===&lt;br /&gt;
Gnomes identify especially strongly with their dreams - both the literal dreams they experience in sleep and their ambitions and goals. While gnomes are not especially given to violence (compared to any other sentient race), they generally will not suffer to be impeded in the pursuit of their dreams. This has cultural manifestations (&amp;quot;become ungovernable&amp;quot; is fundamentally a gnomish phrase in its sentiment) but is also an aspect of their nature. They fundamentally resist magical effects which compel action or inaction or attempt to alter their mental state, disposition, or general awareness.&lt;br /&gt;
&lt;br /&gt;
[[Category: Heritages]] [[Category: Sentient Creatures]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Halflings&amp;diff=1383</id>
		<title>Halflings</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Halflings&amp;diff=1383"/>
		<updated>2026-05-05T17:03:09Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Halflings&#039;&#039;&#039; are a and short-lived race of short, intelligent humanoids who were created by the [[Great Fae]] out of the dreams of pastoral humanity. In their ancient history, the halflings were once a pastoralist culture similar in lifestyle and migration to the [[Orcs]] of the [[Lordless Lands]], though they were endemic to the much different [[Hearthlands]]. While this nomadic lifestyle has fallen out of their culture, they nonetheless remain physically suited to adventure, being sturdily-built for their size and possessing both talents and physical features that are useful for the adventurer. To [[human]] eyes they often appear small or childlike, but Halflings are just as mature as any other race by their adulthood.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
Halflings came into being early in [[Ahren]]&#039;s [[History]], sometime during the [[Age of Bitter Darkness]]. The Great Fae, in their capriciousness, created the Halflings out of the dreams of then-enslaved [[human]]s. In this way, Halflings are themselves essentially &amp;quot;of&amp;quot; peace and prosperity in the same way that humans are essentially of rebelliousness and adaptability. These early tribes of Halflings were nomads, moving with their whims and the seasons through the [[Southern Province]] and [[Hearthlands]], usually as a result of the depredations of monsters or unliberated humanity in the region now known as the [[Shimmering Shore]].&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Halflings make up the larger portion of the peoples living in the [[Hearthlands]], and so the culture of the Hearthlands is largely reflective of Halfling culture. That being said, a great many halflings are born directly in the culture of the [[Atarlie Empire]] or adopt it in their careers and &amp;quot;naturalize&amp;quot; to the elvish ways, at least to the extent that they are able to adopt to the ways of functional immortals while remaining mortal themselves.&lt;br /&gt;
&lt;br /&gt;
Halfling culture went through a change within about three generations from nomadic to rural-sedentary lifestyles beginning in [[128 Age of Elvish Springtime]], when their leaders signed the [[Treaty of Hall Hill]], formalizing the existence of the [[Hearthlands]] as a protectorate of the [[Atarlie Empire]]. The treaty had the consequence of reducing the Halflings&#039; range, which lead to the adoption of more sedentary and beureaucratic living conditions. Some element of the Halfling propensity for the road has survived on in the [[Civil Service]], especially the [[Bounder Service]].&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
=== Lifespan ===&lt;br /&gt;
Halflings have a nine month gestation and achieve physical maturity around the age of 18, with mental maturity around the age of 30. They tend to live noticably longer than [[humans]], being considered merely middle-aged at 60, senatorial at 80, and frequently living into their early 100s. While some Halflings attribute this long life to their relatively easy style of living, a number of halflings living abroad come to similar outcomes. A subculture of [[Bastonian]] halflings is noted chiefly for these long lives and so are prized as clerks, able to preserve institutional memory better than their human counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Physicality ===&lt;br /&gt;
Halflings are re-dreamed humans and thus exhibit a similar body plan and general phenotype to humans, which is most easily distinguished by the difference. On average, halflings are far smaller, rarely exceeding 120cm in height. Their skin and hair tones run the full gamut of human tones, and eye colours the same range as well as occasionally including purples and much darker greens than humans can normally expect to achieve. Halflings retain body fat very easily, and compared to humans tend more toward limbic hirsuitism, with more pronounced body hair on their forearms, lower legs, and the tops of their feet.&lt;br /&gt;
&lt;br /&gt;
Halfling feet in particular form thick and tough tissues on the soles. Many halflings go without footware in their day to day lives. Halflings who do adopt footware because their high mobility or hazardous working conditions require it tend to require some extra care in the tending of their feet to keep this skin healthy.&lt;br /&gt;
&lt;br /&gt;
== Spiritual and Mental Attributes ==&lt;br /&gt;
=== Dreams of the Earth ===&lt;br /&gt;
Halflings are fully mortal creatures, despite their Fae origins, in part because they were based particularly of the dreams of Humans, who are a fundamentally [[Ahrenic]] race. Halflings have remarkable mental stability. Despite their gentle (and often genteel) lives, Halflings are hard to permanently &amp;quot;flap&amp;quot;. A good meal and a period of rest is usually enough to have them bounce back from traumas that would permanently change man or orc - at least in terms of their mentality.&lt;br /&gt;
&lt;br /&gt;
Though rarely expressed in their culture, Halflings have an affinity for natural magic. This affinity is not remarkable for halflings that become students of [[Ars Magica]], but occasionally a halfling becomes aware of the [[Secrets of Nature]] or similar schools of magic and finds they have a gift for the ability.&lt;br /&gt;
&lt;br /&gt;
=== Fae Moods ===&lt;br /&gt;
Periodically, sometimes once in a lifetime and even occasionally skipping generations within a family, halflings are gripped by a Fae Mood. Such a halfling becomes restless and dreams constantly of adventure. Most of the time, this is excised by a stint in one of the more mobile branches of Hearthland life, like merchantilism, the [[Civil Service]], or the [[Bounder Service]]. Many halflings simply vent the frustration on art. Occasionally though, this force becomes so strong that a Fae Mood compels the halfling to become a true adventurer, usually chasing clues and missions revealed to them in their dreams.&lt;br /&gt;
&lt;br /&gt;
[[Category: Heritages]] [[Category: Sentient Creatures]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Orcish_Nation&amp;diff=1382</id>
		<title>Orcish Nation</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Orcish_Nation&amp;diff=1382"/>
		<updated>2026-04-27T14:24:23Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: /* Orcish Tribes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Major Revision}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Orcish Nation&#039;&#039;&#039; is a nation made up principally of orcs, half-orcs, and a minor population of other races such as goblins, holding loosely-defined territory within the eastern [[Lordless Lands]]. The nation has a unified polity centered around common belief, ancestry, and culture, but is functionally an anarchy in peacetime, forming a government above the level of the individual community only during times of war, when it becomes unified by a Warlord.&lt;br /&gt;
&lt;br /&gt;
The Orcish Nation share the [[Lordless Lands]] with their sometimes-ally, the [[Confederacy of Sages]], but the national character of [[Orcs|Orc]] kind and a meaningfully distinct culture that emerges from that identity prevents them from integrating with the confederacy fully. For one thing, Orcs are considerably more likely to found fixed settlements that last for multiple years, which is an oddity among most of the cultures in the Confederacy. Then again, this is not universal, either; &amp;quot;sitting orcs&amp;quot; are just one of a variety of modes of life seen in the nation, which is still broadly nomadic by comparison to cultures outside the [[Lordless Lands]].&lt;br /&gt;
&lt;br /&gt;
Socially, orcs form into tribes, community units defined by common descent of the members, usually from a currently-living matirarch (rarely, but not unheard of, from a currently-living patriarch) that are stable for about an orc generation. Tribal membership of individual orcs is said to change as they marry between tribes, usually during adolescence. When circumstance warrants, such as is the case for settlements larger than villages, regions under armed conflict, and so-on, multiple tribes can pull together into an [[Orcish Horde]]. These Horde social units can function a lot like and organized state but usually tend to have a shelf-life of the length of the conflict that joined their formation, though a few rare examples like the [[Grahn Urgot Horde]] can persist for an extremely long time.&lt;br /&gt;
&lt;br /&gt;
The Orcish Nation have a common [[Orcish Pantheon]] which entail a combinations of apotheosized heroes, true divinities, and a panoply of relatively minor spirits. Unlike the haughty [[Atarlie Empire|High Elves]] (who share the ancestor worship component) or the pious [[Bastonia|Bastonians]](who hold church of a true god served by lesser powers), the Orcish Pantheon is fractured, inconsistently held, and rarely revered in its entirety. While all orcs revere [[the Firekeeper]] above most of their other gods, she is not considered all-powerful. Other gods in her pantheon like [[Kodo the Devourer]] are held as being just as, if not more, powerful. The most common arrangement in a randomly selected tribe would be the worship of either the Firekeeper or the Devourer and usually one other orcish deity which the tribe considers an ancient ancestor. It is not unheard of for orc tribes to form pacts with [[Devils]] or [[Demons]] and reorient their worship toward them, but this practice is actually extremely rare, usually driven by desparation, and is by far the exception rather than the rule - claims to the contrary are the subject of Bastonian or Baghari propaganda.&lt;br /&gt;
&lt;br /&gt;
Orcish adventurers are quite common, second perhaps only to humans across Wisteria, though their adventures tend to keep them locked into the basin of the Lordless Lands. The Orcish Nation values bravery, honour, sacrifice, and heroics to such a degree that many youths engage in Adventure as a sort of rite of passage, and many who get the taste for the lifestyle continue to adventure their entire lives.&lt;br /&gt;
&lt;br /&gt;
== Geography and Government ==&lt;br /&gt;
=== Orcish Tribes ===&lt;br /&gt;
&#039;&#039;See Also: [[Orcish Nation Naming Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The basic unit of Orcish society is the Tribe, which is a multi-household, familial social group most commonly united to each other through a matrilinial relationship to an elder woman who serves as the tribal matriarch. It is not unheard of, but far less common, for a tribe to be established along paternal lines instead. Commonly, tribes are many generations old and bear the [[Orcish Naming Culture | athlonymic]] of the founding matriarch as a sort of matronymic surname - for example, a tribe of orcs that figured heavily in the [[Southern Expansion]] were known as the [[Ashwalker Tribe]] and presumably had some early female ancestor whose achievements had earned her that name. Tribal names are chiefly used by unmarried (often young) orcs with no [[Orcish Naming Culture | athlonymic]] of their own in the same grammatical place that the sobriquet would be used, and the orcish language has a particle introduced between the given name and the matronymic (or patronymic) to indicate such cases. The custom with the orcs is for those seeking marriage outside the tribe to depart at a certain age, usually on a short ranging or when the mobile tribe is mingling with outside groups. Marriage can realign tribal membership by any arrangement of genders, with one partner assuming the tribal identity of the other and traveling or staying with their new tribe. From time to time this will result in the formation of new tribes, though this is rare and often limited to cases where one or both of the marriage partners are of such renown they can attract sufficient followers to make that sort of thing work, or in cases where a tribe fractures because of internal politics.&lt;br /&gt;
&lt;br /&gt;
While the Tribe is the basic unit of culture and governance it is not the only relevant cultural influence; there are hierarchies above the tribal to be found in the [[Orcish Horde System]], and further the distinction between tribal &amp;quot;kinds&amp;quot; (for lack of a better phrase) discussed below in &amp;quot;sitting and running orcs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Hordes, Great Hordes, and the Nation United ===&lt;br /&gt;
&#039;&#039;&#039;See Also: [[Orcish Horde System]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In much the same way that human cultures require systems of organization above the household, the Orcish Nation occasionally needs to become more organized than individual extended-family tribal units. The Orcish term for a unit of multiple tribes working together in an organized fashion is usually translated to &amp;quot;Horde&amp;quot;. Orcish Hordes are formal alliances that usually share a few key characteristics in their nature:&lt;br /&gt;
* Organized for a specific purpose, usually mutual defense from a specific, named threat (including another horde);&lt;br /&gt;
* Lead by an elected Warlord who is chosen in contest of spiritual and temporal might;&lt;br /&gt;
* Almost always geographically named.&lt;br /&gt;
&lt;br /&gt;
When any two or more tribal heads get together and determine the need to form a horde, their people gather and select a warlord through ceremonies involving [[Orcish Shamanism|shamanistic rites]] and ritualized mock- or actual-combat. In contrast to tribal leadership, which is usually passed along matralinial line, the wartime nature of a horde and the physical dichotomy of orcs usually (but not exclusively) leads to the election of masculine warlords. Many hordes have their own endings baked into the compacts that form them; sometimes they can exist for no more than &amp;quot;a year and a day&amp;quot;, other times they are more existentially-considered and exist for however long it takes to defeat (or be defeated by) some other threat. It is considered a grave shame to break from the horde one&#039;s tribe belongs to, occasionally requiring a [[Blood Price]].&lt;br /&gt;
&lt;br /&gt;
Though Hordes are volatile in this way, there is some tradition of the same hordes breaking and reforming as-needed, and sometimes such a horde can become a sort of sub-national identity for the tribes that usually organize that Horde. An example of such a &amp;quot;repeating horde&amp;quot; was the [[Mighty Northern Horde]], which broke and reform repeatedly over centuries of on-again off-again conflict with the humans in the region just south of the [[Bastion Line]], which was their traditional range. In cases like this the Horde name is often reused and can become synonymous with the region the horde&#039;s member-tribes live in - in the same example, the orcs often refer to the region contested in the [[Southern Expansion]] as the &amp;quot;Mighty North&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
However, the term is also used to refer to the organizing principles of large settlements, and hordes which come together for the purposes of running such settlements are extreme outliers in terms of longevity, very often lasting many generations. The best example of this is the [[Grahn Urgot Horde]] which is composed of no fewer than thirty tribes by the time of the [[Southern Expansion]]. In case of hordes like these it is more commonly understood for individual members of tribes, and even occasionally whole tribes, to come and go from the horde, at least during peacetime.&lt;br /&gt;
&lt;br /&gt;
In some circumstances, a threat can emerge which requires multiple hordes to band together. This is usually a conflict which unites a settlement-level Horde and the outlying tribes, but in major disasters can even just involve many war-organized Hordes realizing they need to pool together. When this happens, many of the rites and rituals of joining are functionally the same, but the new term applied to the &amp;quot;super unit&amp;quot; is &amp;quot;Great Horde&amp;quot;. There has never been a period in Orcish history where multiple Great Hordes existed simultaneously. It is traditional for the factions seeking to create a Great Horde to do so through a [[Congress of Shamans]] at the [[Temple of the First Hearth]], and the only exception to this norm is times when minor hordes join themselves to the [[Grahn Urgot Horde]] - this happens reasonably frequently and is not considered &amp;quot;as grave&amp;quot; an event as the formation of a wartime Great Horde.&lt;br /&gt;
&lt;br /&gt;
=== Territory ===&lt;br /&gt;
Though the Orcs share some of the same understanding of territory as seen in the [[Confederacy of Sages]], their tendency to form more permanent settlements with greater infrastructural development means that they also have a tendency to defend the territory they occupy rather than simply moving on. In general, they espouse a general concept of a right-of-way for all, but still think of &amp;quot;settled&amp;quot; areas (whether for a season or many lifetimes) as territoriality &amp;quot;theirs&amp;quot;. For example, where the Sages might allow you to fell in the wood near their encampment, especially if they have no great need of the wood, the Orcs would only consider allowing the same in trade. This relationship of &amp;quot;ownership&amp;quot; of land is still thought of more in terms of &amp;quot;presence and stewardship&amp;quot; than &amp;quot;ownership&amp;quot;. That is, no one orc or even whole tribe might own a forest, but if they are camping in a region of that forest, everything within a day&#039;s march of that camp would be considered part of their territory and could be exploited only by arrangement with that tribe. These claims evaporate the moment the tribe moves on, physically, from that location. This difference in perspective is what drives the higher propensity of Orcs to form semi-permanent settlements compared to the strictly seasonally-migratory Confederacy. While they will allow the Sages in particular and other races by degrees to pass through their territory peacefully (usually), they none-the-less will repel perforce anyone or anything they see as a threat.&lt;br /&gt;
&lt;br /&gt;
Within the Lordless Lands they lay claim largely to an ill-defined region of the central and east of the region, right up and into the foothills of the [[Atlas Mountains]]. However, internally, the lines of this territory is blurred as the positions and alignment of various settlements move around in response to seasonal, annual, or generational desires and needs, and alignments flip from one horde to another. Orcish encampments and settlements appear as far to the west as the coast and as far north and south as the [[Bastion Line]] and [[Twowaters]], respectively. However, these territories are not necessarily contiguous; the space between any two settlements is effectively incongruous and unincorporated lands. This allowed them to coexist with their neighbours quite peacefully for much of the millenium leading up to the [[Southern Expansion]] and usually only brought them into conflict with cultures that consider the frontiers &#039;&#039;between&#039;&#039; settlements or bands to be territoriality &amp;quot;theirs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Geographic Subcultures===&lt;br /&gt;
The Orcish Nation can be divided into two closely-related and largely similar subcultures: &#039;&#039;&#039;sitting orcs&#039;&#039;&#039; and &#039;&#039;&#039;running orcs&#039;&#039;&#039;, which are terms broadly used to connote whether the orc in question belongs to an urban or rural lifestyle - that is, whether they consider themselves a &amp;quot;city orc&amp;quot; or a nomad. While the entire orcish culture is nomadic on generational timescales, with few settlements staying put longer than a decade, there&#039;s still a fairly strong divide between the Sitting Orcs, who live in the rare permanent settlements like [[Grahn Urgot]], and the much more populous Running Orcs, who live in settlement/travel cycles measured in individual years or even seasons. The sedentary nature of Sitting Orc life depends entirely on the settlement they belong to. [[Grahn Urgot]] has stood for centuries, but other settlements move around as fishing stocks deplete, crop rotations fail to keep up with resource depletion, or other resources dry up; sometimes, many times in a single orc&#039;s lifetime. In contrast, running orc routines of travel vary entirely based on the tribe. The [[Ashwalker Tribe]] were known to be highly mobile, camping in no fewer than a half dozen sites per meteorological year. A foothills tribe known as the [[Rockbiter Tribe]] moved only once every year or year and a half; as long as it took them to establish a new mine and hand it off to some other tribe for the &amp;quot;boring&amp;quot; extractive work.&lt;br /&gt;
&lt;br /&gt;
Outside of the culture of [[Grahn Urgot]], the &amp;quot;sitting life&amp;quot; was considered profoundly undesirable by orcs; little surprise there given their fundamentally adventurous nature. As the histories of many settlements show, one of the advantages of organizing hordes to manage permanent settlements was allowing their member tribes to share responsibility for the township, meaning that even a relatively fixed settlement usually had a rotating cast of nomadic residents.&lt;br /&gt;
&lt;br /&gt;
==Orcish Culture==&lt;br /&gt;
===Arts and Architecture===&lt;br /&gt;
Unlike the highly nomadic [[Confederacy of Sages]] and [[Carcolie]], the Orcish Nation is, primarily, semi-nomadic. Apart from the &amp;quot;sitting orcs&amp;quot;, which are a comparatively small population fraction, most individual orcs lived lives that required them to pick up and move their entire lives and households, several days of travel at a time, several times a year. For this reason, orcish material culture favoured the light, the portable, and the useful. Their architecture fell into two broad extremes, favouring either temporary structures that could be carted up and moved (broadly categorized as [[Orc Yurts]]) and structures which were otherwise simple enough to be left abandoned much of the time, usually of timber, which is a relatively precious resource through much of their range.&lt;br /&gt;
&lt;br /&gt;
The Lordless Lands are not a rich territory, and the orcs have no want for enemies, in fact having a surplus, both among their own kind and among external threats. Orcish settlements tend to be heavily fortified, with some even hastily fortified. Lumber and stone are used equally in construction, and when it is available so are bone, leather, and other more exotic materials. As tribes swell and break off into individual new settlements, the orcish style of construction allows settlements to be bootstrapped quickly.&lt;br /&gt;
&lt;br /&gt;
They also have a rich tradition of arts centered around the use of animal and monster bones, which would otherwise go to waste. They particularly famously use [[Dogwool]] for many fibre purposes, from relatively low-quality fabrics to fine regalia. As a herding and nomadic culture, orcs put use to dogs in the same way that the [[Carcolie]] make use of their [[Dire Rooks]] and the [[Bastonians]] make use of horses. A variety of breeds of dogs such as [[Urghot Wolves]], [[Moonhairs]], and [[Orc Drafthounds]] exist only in their culture. Some consider the selective breeding and training of dogs to be the Orc&#039;s &amp;quot;great cultural technology&amp;quot;, in the way that stone architecture defines the [[Bastonians]] or the production of [[Adamantine]] defines the [[Clans of Magnus]]. A large number of these breeds are divided up on tribal lines and other than draft-hounds an extremely common archetype is the shepherd. Orcish adoption of shepherd dogs has allowed them to make nomadic populations of animals not otherwise normally considered herding animals, most especially pigs.&lt;br /&gt;
&lt;br /&gt;
Pigs, their hides, pork, and iconography, hold a special place in Orc culture. They are staples of orc cuisine, provide more suitable leather than most other animals kept by the tribes (in chief, goats), and have spiritual and religious significance. Orc mythology contends that pigs are near cousins to the pre-Kindling orcs in the same way that other mythologies contend [[the Enemy]] created the [[humans]] through occult corruption of [[Great Apes]], though the resemblance to pigs is less taxonomic and more iconic. That is, Orcs may not physically resemble pigs (save perhaps for the promenant tusks), but see many behavioural touchstones between themselves and their primary foodstocks.&lt;br /&gt;
&lt;br /&gt;
===Religion, Festivals, and Timekeeping===&lt;br /&gt;
The [[Orcish Pantheon]] centers not just deities believed to have always been gods, but a large number of ancestral heroes who underwent apotheosis to godhood through their exploits. To the orcs, godhood is just a state of capability and even a goal to attain, in the same way the other mortal races might think of magical mastery. Celebrations of faith include offerings, up to and including blood sacrifices (usually of livestock rather than sapient beings), to these gods, both collectively and to one or more each orc might consider their own personal patron or whom they might be inspired to emulate, as well as litanies, both to ones ancestors and to deeds and tales of each of the Gods. Different tribes in the same settlement may favour different gods more suited to their common goal, with each shaping the local concept of honour and morality accordingly.&lt;br /&gt;
&lt;br /&gt;
The Orc worldview is heavily shaped by their creation myth, which holds that prior to an event their histories recall as the [[Kindling of the Orcs]], they were merely a species of beasts native to [[Wisteria]]. According to this view, their principle goddess, [[the Firekeeper]], sparked full minds and intellects into them in response to the damage being done to the natural world by the [[humans]]. While the balance of Orc culture is generally toward the view that even destructive natural forces have a place in the natural order, this view necessarily causes a significant amount of friction between orcs and humans, in both directions. This creation myth also causes many orcs to see themselves less as &amp;quot;primary actors&amp;quot; in a universe made for them than the dutiful stewards of all beasts. The myth and narratives stemming from it are woven heavily through all the places where their culture touches on hunting, animal husbandry, and even warfare.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the dates of festivals are common across the nation, as are a great many of the traditions of those festivals - it is really only the weight each festival is given within a given settlement that varies from place to place. Most involve some form of public sacrifice, and such sacrifices are usually consumed in common together with other foods as availability warrants, followed by drinking, singing, and celebration - sometimes including ritual unarmed combat.&lt;br /&gt;
&lt;br /&gt;
=== Fighting, Warfare, and Death ===&lt;br /&gt;
Life as an orc is a hardscrabble existence, and violence is in their blood, or so they and a great many outsiders will say. Rare is an orc of walking and talking age who can&#039;t at least wrestle. Rarer still would be an orc of marriageable age - of either gender - who isn&#039;t familiar with at least a few weapons. To have territory in the lordless lands is to be able to hold it against invading Bastonians, marauding monsters, and the like, as well as to keep all of those things away from your livestock and supplies.&lt;br /&gt;
&lt;br /&gt;
Warfare is seen as the sometimes-regrettable reality of living. While orcs do not necessarily &#039;&#039;embrace&#039;&#039; war, they will accept a war if it is thrust upon them and believe it is better to win a war than lose it, and so fight ruthlessly within the bounds of their personal conceptions of honour. Warfare between orc tribes and warfare between orcs and other cultures is seen equally in this regard.&lt;br /&gt;
&lt;br /&gt;
Death is seen as a finality by most orcs, though a few exposed to Bastonian beliefs think that they might earn a place in [[Heaven]] or [[Elysium]] with their deeds. Others, who embrace the darker spectrum of their own pantheon, may have struck deals that they believe will see them in [[Hell]] or [[The Abyss]], perhaps more powerful than they were in life. A great many orcs, especially those for whom adventuring and heroism are bread and butter, have the ambition to defeat Death as they have defeated all their other foes, and ascend to godhood by mighty deeds. This finality of death is sometimes referred to as &amp;quot;going to the ashpit&amp;quot;. Orcs believe that in their final moments, the fire which drives them eventually consumes them body and soul, and the ash that remains is part of the immaterial [[Bardo]].&lt;br /&gt;
&lt;br /&gt;
===Language and Scholarship===&lt;br /&gt;
Orcish in its written form is a pictographic language, and readily adopted by orcs of all kinds - Bastonians who failed to see the meaning behind the pictographs have accused Orcs of cultural illiteracy, but this is a slander, and the other races familiar with the Orcish Nation know well to not underestimate the intelligence of Orcs, who often absorb the language of outsiders into their own understanding.&lt;br /&gt;
&lt;br /&gt;
Formal education as a separate activity from entertainment and conversation is unknown among the Hordes, who instead have an informal culture of trade apprenticeships and a strong culture of storytelling and philosophical discussion to pass along higher concepts. While this has lead to misconceptions of barbarism among the urbanized nations like the Atarlie or the Bastonians, this misconception erases the fact that the Orcs have a well-developed political, economic, and philosophical understanding of the world to rival any other nation in [[Wisteria]], and their own well-developed cultures of arcane magic and cosmology. This is seen even among the practitioners of the peculiar magic school promulgated by [[Gul Spell-Speaker]], which somehow manages to import formal arcane knowledge that intermingles several other schools with more traditional [[Orcish Shamanism]] mostly through storytelling and debate.&lt;br /&gt;
&lt;br /&gt;
=== Diet, Libations, and Entertainment ===&lt;br /&gt;
The Orcish diet is to make do with what is available, but they are known for their staple diet of herded goat and pork, combined together rarely with beef, and supplemented calorically with a diet rich in root vegetables and wheat, barley, or other grains. Orcs have a native style of cooking best referred to as barbeque, the style of which occasionally becomes popular with neighbours and visitors who are exposed to it, or those who have met members of the Orcish Diaspora familiar in its application and use. In the appropriate locations Orcs will also make heavy use of fish and shellfish. Orcs produce a seasoning known as &amp;quot;Bog Oil&amp;quot; from certain species of wetlands fish without which purists of the style consider barbeque to be impossible. The culture is rich in spices generally.&lt;br /&gt;
&lt;br /&gt;
Drinking is commonplace and occasionally even a pass-time, with the principal libation being various classes of beer, often unique to the settlement that produced it. The practice of distillation of spirits is known to the orcs, who occasionally produce both typical and medicinal whiskeys as well.&lt;br /&gt;
&lt;br /&gt;
Meals tend to be a family affair, and a tradition of portable meals often involving pasties, tarts, and dumplings is commonplace given the propensity for hard work and frequent travel among the orcs.&lt;br /&gt;
&lt;br /&gt;
==Confederate Economics==&lt;br /&gt;
===For the Horde!===&lt;br /&gt;
Unlike their neighbours, the [[Confederacy of Sages]], the orcs have a developed enough infrastructure of mining and metalworking to make the production and use of coinage commonplace and practical in their affairs, though mintage of such things vary from settlement to settlement. The value of a coin is that of the metal itself. That having been said, the Horde is a very economically flat nation, with little distincton between haves and have-nots in terms of material wealth. While heroic orcs and other prominent figures, respected tradespeople, and so forth may be able to better afford higher-quality goods, the luxury of such things comes from that quality and not the mere having of it.&lt;br /&gt;
&lt;br /&gt;
Even the poorest orcs within the nation will have a place to sleep and meals to eat as the &amp;quot;common good&amp;quot; is a profound cultural touchstone for orcs. There are some exceptions, especially in tribes dedicated to [[Kodo the Devourer]], but often orcs in such unfeeling places take to their feet and find succor among other bands. It is only Orcish adventurers, removed from the support of Horde and Tribe, who run the risk of becoming truly destitute, which is why a great many of them prefer to return with whatever achievements they have, should their luck take a turn for the worse.&lt;br /&gt;
&lt;br /&gt;
===Focal Industries===&lt;br /&gt;
With enemies on three sides and within, it should come as no surprise that the Orcish Nation&#039;s overall economy relies almost as heavily on war and the readiness for war as is the case in Bastonia. A significant portion of all labour goes into feeding professional warriors, training them, constructing fortifications, and the crafting of arms, armour, and ammunition. This is multiplied by their need to feed their significant adjunct population of dogs.&lt;br /&gt;
&lt;br /&gt;
The orcs trade heavily with the Confederacy of Sages in times where foraging has been insufficient, usually on the understanding that the Sages will come to their aid when threatened, or return the favour when times are good. As orcs grow, age, and die faster than many other counterparts, this is a noble exercise indeed.&lt;br /&gt;
&lt;br /&gt;
===Technology and Craftsmanship===&lt;br /&gt;
While orcish architecture may look slap-dash, and their aesthetic sense be significantly different from what humans or Dwarves might find appealing, it would be a mistake to think of the Orcs as technologically inferior. They produce weapons and other machinery extremely quickly, sacrificing artifice in some cases for immediate result, but allowing them to out-produce their two most frequent enemies. Orcish construction methods and preferred designs maximize the use of abundant materials like wood, leather, and bone to minimize the use of metals.&lt;br /&gt;
&lt;br /&gt;
A few orcs who become craftsmen develop a fierce interest in their trade, inspired perhaps by tales of foreign gods of crafts to become the first orcish god of the same, or otherwise raise their ability to legendary heights.&lt;br /&gt;
&lt;br /&gt;
==The Nation and the Adventuring Class==&lt;br /&gt;
{{TTRPGs with Classed Systems}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barbarian&#039;&#039;&#039; – Extremely common throughout the hordes, Barbarians manifest the orcish predeliction to anger and outrage into a very viable form of combat that suits both the economic production and the general disposition of horde-raised Orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bards&#039;&#039;&#039; – are not unheard of, but are more often Half Orcs than full-blooded orcs. While the Orcish Nation does have a tradition of music and dance, it is not often seen as a wellspring for arcane power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric&#039;&#039;&#039; – Surprisingly common, though perhaps not as other races would recognize them, and easily mistaken at a glance for druids or shaman. Many orcish gods have portfolios useful in battle or for the summoning of higher (or lower) powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druid&#039;&#039;&#039; – Particularly common in the west of the Orcish Nation, but none-the-less found throughout. Orcish Druids are often on very good terms with the Confederacy of Sages, perhaps even considering themselves part of both nations at once, and belong to the same druidic circle. Such druids are held with respect wherever they are found and are often in a tribe&#039;s Council of Elders, even if relatively young.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; – Not unheard of as the orcs have their own native monastic traditions, centered around the teachings of their hero, [[Xuthakug Three-Eyes]], who is said to have adopted the practice during his own adventures in the [[Shimmering Shore]]. Orcish monks are almost always brawler or wrestling specialists, and the linguistic focus is on turning themselves into weapons so perfect the gods themselves would adopt their use.&lt;br /&gt;
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&#039;&#039;&#039;Fighter&#039;&#039;&#039; – A very common choice for orcs, who have the endurance to make stolid fighters under heavy armour, though in practice they often find themselves in medium. The difference between a barbarian orc and a fighter orc is essentially down entirely to preferences in armour, and a great many fighter archetypes exist throughout the Orcish Nation, suited to traditional styles of combat such as the use of the Urgosh, Warg-Riding, and the like.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039; – Entirely unheard of - such zeal is not felt by those within the Nation, and none of the [[Orcish Pantheon]] have churches organized enough to raise a chivalric fighting force.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039; – Extremely common, in both the traditional ranged and melee variants, especially in the Western portion of the nation, where contact with the Confederacy and their nature-magics is higher and cultural exchange more developed. Orcish rangers favour animal companions as useful in a fight as a hunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039; – There is not a strong criminal underclass, though orcs and half-orcs as a diaspora are seen in other lands as banditry. That being said, rogue-as-in-scout is a useful interpretation for making rogues among the Orcish Nation, and few orcs are above assassinations, though most orcish conceptions of honour would discourage such trickery.&lt;br /&gt;
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&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; – Sorcery is seen as a mark of divine providence. Orcs understand bloodlines and breeding as well as any other race, but the sorcerous aspects of Sorcerer Bloodlines have a habit of skipping generations, sometimes even more often than not. The orcs practice no discrimination from one bloodline to the next - all sorcerers are seen as touched by the gods and useful allies (or fearful enemies)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizards&#039;&#039;&#039; – The rarest of the arcane classes by far, as no strong traditions of such practice exist. Those who learn arcane magic to the point of wizardry within the Orcish Nation are usually doing so under the guidance of clerics of [[Gul Spell-Speaker]], an orcish wizard and warlock who made a deals throughout her life with Outsiders of various kinds. They therefore tend to be Conjuration or Evocation specialists.&lt;br /&gt;
&lt;br /&gt;
===Orcs and Monsters===&lt;br /&gt;
Orcs love a good monster hunt, and their range has no shortage of magical beasts, dragons, giants, or other monsters to choose from. Trophies from slain monsters are seen as particularly cunning status symbols, desirable components for magical or mundane crafting, and in some cases, many monsters are even considered &amp;quot;the good eating&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Attitudes toward the Other Nations===&lt;br /&gt;
Wisteria is not a monoculture, and neither is the Orcish Nation, so these views may be subject to change.&lt;br /&gt;
&lt;br /&gt;
* [[Carcolie|The Carcolie]] Ravenmasters occasionally wander far enough south of Carcolie lands to encounter Orcs in their natural environs. In general, the Mountain Elves are seen as a physically weak, but cunning and often dangerous foe, whose appearance is usually related to raids for supplies. Due to the elvish reputation for subterfuge, Carcolie Wood-Elves are not at all welcome within most areas controlled by the Orcish Nation, and this can range from a stern warning to &amp;quot;bugger off&amp;quot; all the way up to open and lethal hostilities, especially in often-raided areas.&lt;br /&gt;
* [[Atarlie Empire|The Atarlie Empire]] is known to the Nation, mostly by inference and their reputation among the Carcolie. High Elves in the lordless lands are sufficiently unusual events that warriors among the Orcs will often push them out, either out of association with the Carcolie or out of fears of yet another enemy at the gates.&lt;br /&gt;
* The [[Confederacy of Sages]] is one of the largest populations of the Lordless Lands, and one of the only nations of outsiders the Orcs tolerate well, even to the point of trust and mutual support. As the Orcish Nation becomes more fierce about their territory given the expansions of Bastonia, the Orcs risk violating this trust as they become more and more defensive of their territory, and harder pressed for the resources the Sages are accustomed to being able to share with them.&lt;br /&gt;
* The Kingdom of [[Bastonia]], is seen as the principal threat to the Orcish Nation. In generations previous, it was not unheard of for orcs and some eccentric Bastonians to come together and work with common purpose. With Bastonian movement to the south, however, the Orcs are becoming pressed, threatened, and outright hostile, understanding that they run the risk of being driven off their lands.&lt;br /&gt;
* The [[Clans of Magnus]] are the antithesis to the Orcish Nation in a lot of ways, in spite of some mutually-compatible ideas and even mutual enemies. While most Orcs hold a neutral opinion of dwarves, the feeling is not shared (Orcs are considered cousins to Goblinoids by the Dwarves, and therefore hated enemies, in spite of a lack of material evidence to support this assertion). &lt;br /&gt;
* Opinion on the folk of the [[Shimmering Shore]] has turned friendlier since the Collapse in that region lead to a devolution of government to city-states and rural communities, ending the practice of the previous empire in that region of expanding to its north, several orcish generations ago. Many orcish adventurers head to the south at the outset of their quests for glory and self-discovery, driven by attraction to lost riches, or access to the region&#039;s thin barrier between worlds, which many orcish summoners, warlocks, and shamen find useful for their own reasons.&lt;br /&gt;
&lt;br /&gt;
{{Orcish Nation}}&lt;br /&gt;
[[Category: Orcish Nation]][[Category: Wisterian Nations]][[Category: Lordless Lands]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Orcish_Horde&amp;diff=1381</id>
		<title>Orcish Horde</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Orcish_Horde&amp;diff=1381"/>
		<updated>2026-04-24T19:08:02Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Redirected page to Orcish Horde System&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Orcish Horde System]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Orcs&amp;diff=1380</id>
		<title>Orcs</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Orcs&amp;diff=1380"/>
		<updated>2026-04-24T19:01:05Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Orcs&#039;&#039;&#039; are an ancient and short-lived race of intelligent humanoids who believe themselves to be descended from a now-lost race that was uplifted into sapience by [[the Firekeeper]] in the early prehistory of [[Wisteria]]. While time has served to give them a relatively broad distribution, their culture and population is chiefly represented in the [[Orcish Nation]], which is to be found in the [[Lordless Lands]]. Orcs are however a highly adaptable people and can be found in small pockets across the entire continent. Orcs are inter-fertile with many of the sapient races of Ahren and partial orc heritage is common in many cultures outside their own.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
Orcs were created deep in the mythological age of early [[History]]. After [[the Enemy]] brought the [[Humans]] to Wisteria, their industry disrupted life on the Ahrenic surface to such an extent that [[the Firekeeper]] was inspired to create a counter-balancing race. She selected a primate-boar species known to Orcish history as the &#039;&#039;&#039;Princes of Beasts&#039;&#039;&#039; and imbued them with full souls and burning minds, in an act known as the [[Kindling of the Orcs]]. This resulted in the totality of their precursor species becoming the Orcish race; no wild population of &amp;quot;unkindled&amp;quot; Orcs exists.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
The Orcish culture is best represented by the culture of the [[Orcish Nation]].&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
=== Lifespan ===&lt;br /&gt;
Orcs are born after a nine month gestation and achieve physical maturity around the age of 18, with mental maturity around the age of 20. Whether due to dietary and ecological forces or the limits of their physiology, they are considered quite ancient by the age of 60 and rarely live past the age of 70; a shorter lifespan than even many [[humans]]. Many orcs consider this to be a function of the &amp;quot;fire in their belly&amp;quot; that the Kindling supposedly created. Some orc scholars suggest that over-indulging in rage (a cultural phenomenon of the orcs) burns this fire hotter and shortens orc lives. Others believe that fostering the fire by staying angry preserves life.&lt;br /&gt;
&lt;br /&gt;
=== Physicality ===&lt;br /&gt;
Orc skins are green, darker green in situations of hyperpigmentation or when living in southern lattitudes - they tan green based on sunlight exposure and many deliberately pattern their skin by masking their bodies temporarily during the summer to show off impressive patterns during the winter. Hair tends to be black to red (passing through brown. Orcs are sexually dimorphic, with the majority population being male or female, though intersex orcs have been known to be born - intersex half-orcs are actually extremely common especially when breeding with elves or humans. Orcs have tusks formed from their lower incisors which are pronounced and extend over the upper lip. Body hair is present in both sexes but not to the same extent as humans or dwarves; limited to the scalp, sideburns, and the outer faces of the arms and legs, in most cases.&lt;br /&gt;
&lt;br /&gt;
Orcs carry a musculature similar to dwarves, especially orcs who are sexually male, but at over twice the height of the average dwarf this gives orcs extreme mass and strength. The Orcish culture values physical strength and their lifestyle both requires significant physicality and fosters that physicality in those who are living that lifestyle. Orcs tend to be lean and muscular as a result. Orc skin scars readily, causing rapid healing of survivable physical wounds.&lt;br /&gt;
&lt;br /&gt;
Orcs experience a profound sexual dimorphism. Physiologically male orcs on average weigh 25-30% more than their female siblings and are roughly a head taller. Orc arms are proportionally longer than their human rivals (again, very similar to the physicality of dwarves). Despite these physiological size differences, gender is not strongly coupled to physical sexes in the Orcs and their culture expects a degree of fluidity and dynamism in this respect.&lt;br /&gt;
&lt;br /&gt;
== Spiritual and Mental Attributes ==&lt;br /&gt;
=== Fire in the Belly ===&lt;br /&gt;
Orcs are possessed of a natural predilection toward anger and rage to a greater degree than their [[Human]] rivals, but this should not be confused for bloodthirst, unreliability, or madness; orcs are fully emotionally complete beings the same as any other sentient creature, and the oldest and wisest are some of the most emotionally-intelligent individuals on the face of the [[Ahren]]. The Orcish &amp;quot;Fire in the Belly&amp;quot; is a manifestation of a powerful system of the body&#039;s humours. For a limited time and only at need, an Orc can work themselves into a frenzy, during which their humours surge. When this happens, they lose the ability to distinguish colour but gain remarkable physical strength and stamina. Orcs in such a &amp;quot;blood rage&amp;quot; have been known to ignore otherwise lethal wounds for several minutes, and there are reports of orc parents of both genders lifting several times their own body mass in a blood rage when necessary to protect their children.&lt;br /&gt;
&lt;br /&gt;
Some orcs believe that the Fire in the Belly is a divine gift which should be cultivated and used as often as possible. Others believe that it&#039;s more like a weapon of last resort, and that &amp;quot;burning oneself to feed the Fire&amp;quot; necessarily shortens orc life spans.&lt;br /&gt;
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=== Ghosts of the Ash ===&lt;br /&gt;
Orcs believe that their deaths consume the spiritual parts of them, if not their physical bodies, in the Fire in the Belly. To the extent Orcs go to an afterlife at all, they usually persist as shades in the Bardo. This is sometimes different for Orcs who have entered into pacts with other supernatural forces.&lt;br /&gt;
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=== Spiritual Attunement ===&lt;br /&gt;
Orcs may more easily develop the necessary skills to see, interact with, or at least sense the presence of spiritual forces, especially spirits of the Bardo which are &amp;quot;near&amp;quot; [[Ahren]]. This knack manifests in most as misgivings, aches, and pains, but to a not-insignificant minority of the population develops into the gifts needed to learn [[Orcish Shamanism]]. An orc who is going to fully develop this skill usually gains &amp;quot;the sight&amp;quot; before their teen years.&lt;br /&gt;
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[[Category: Heritages]] [[Category: Sentient Creatures]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Orcish_Nation&amp;diff=1379</id>
		<title>Orcish Nation</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Orcish_Nation&amp;diff=1379"/>
		<updated>2026-04-24T18:31:03Z</updated>

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&lt;div&gt;{{Major Revision}}&lt;br /&gt;
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&#039;&#039;&#039;The Orcish Nation&#039;&#039;&#039; is a nation made up principally of orcs, half-orcs, and a minor population of other races such as goblins, holding loosely-defined territory within the eastern [[Lordless Lands]]. The nation has a unified polity centered around common belief, ancestry, and culture, but is functionally an anarchy in peacetime, forming a government above the level of the individual community only during times of war, when it becomes unified by a Warlord.&lt;br /&gt;
&lt;br /&gt;
The Orcish Nation share the [[Lordless Lands]] with their sometimes-ally, the [[Confederacy of Sages]], but the national character of [[Orcs|Orc]] kind and a meaningfully distinct culture that emerges from that identity prevents them from integrating with the confederacy fully. For one thing, Orcs are considerably more likely to found fixed settlements that last for multiple years, which is an oddity among most of the cultures in the Confederacy. Then again, this is not universal, either; &amp;quot;sitting orcs&amp;quot; are just one of a variety of modes of life seen in the nation, which is still broadly nomadic by comparison to cultures outside the [[Lordless Lands]].&lt;br /&gt;
&lt;br /&gt;
Socially, orcs form into tribes, community units defined by common descent of the members, usually from a currently-living matirarch (rarely, but not unheard of, from a currently-living patriarch) that are stable for about an orc generation. Tribal membership of individual orcs is said to change as they marry between tribes, usually during adolescence. When circumstance warrants, such as is the case for settlements larger than villages, regions under armed conflict, and so-on, multiple tribes can pull together into an [[Orcish Horde]]. These Horde social units can function a lot like and organized state but usually tend to have a shelf-life of the length of the conflict that joined their formation, though a few rare examples like the [[Grahn Urgot Horde]] can persist for an extremely long time.&lt;br /&gt;
&lt;br /&gt;
The Orcish Nation have a common [[Orcish Pantheon]] which entail a combinations of apotheosized heroes, true divinities, and a panoply of relatively minor spirits. Unlike the haughty [[Atarlie Empire|High Elves]] (who share the ancestor worship component) or the pious [[Bastonia|Bastonians]](who hold church of a true god served by lesser powers), the Orcish Pantheon is fractured, inconsistently held, and rarely revered in its entirety. While all orcs revere [[the Firekeeper]] above most of their other gods, she is not considered all-powerful. Other gods in her pantheon like [[Kodo the Devourer]] are held as being just as, if not more, powerful. The most common arrangement in a randomly selected tribe would be the worship of either the Firekeeper or the Devourer and usually one other orcish deity which the tribe considers an ancient ancestor. It is not unheard of for orc tribes to form pacts with [[Devils]] or [[Demons]] and reorient their worship toward them, but this practice is actually extremely rare, usually driven by desparation, and is by far the exception rather than the rule - claims to the contrary are the subject of Bastonian or Baghari propaganda.&lt;br /&gt;
&lt;br /&gt;
Orcish adventurers are quite common, second perhaps only to humans across Wisteria, though their adventures tend to keep them locked into the basin of the Lordless Lands. The Orcish Nation values bravery, honour, sacrifice, and heroics to such a degree that many youths engage in Adventure as a sort of rite of passage, and many who get the taste for the lifestyle continue to adventure their entire lives.&lt;br /&gt;
&lt;br /&gt;
== Geography and Government ==&lt;br /&gt;
=== Orcish Tribes ===&lt;br /&gt;
&#039;&#039;See Also: [[Orcish Nation Naming Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The basic unit of Orcish society is the Tribe, which is a multi-household, familial social group most commonly united to each other through a matrilinial relationship to an elder woman who serves as the tribal matriarch. It is not unheard of, but far less common, for a tribe to be established along paternal lines instead. Commonly, tribes are many generations old and bear the metonymic sobriquet of the founding matriarch as a sort of matronymic surname - for example, a tribe of orcs that figured heavily in the [[Southern Expansion]] were known as the [[Ashwalker Tribe]] and presumably had some early female ancestor whose achievements had earned her that name. Tribal names are chiefly used by unmarried (often young) orcs with no [[metonymic sobriquet]] of their own in the same gramatical place that the sobriquet would be used, and the orcish language has a particle introduced between the given name and the metonymic (or patronymic) to indicate such cases. The custom with the orcs is for those seeking marriage outside the tribe to depart at a certain age, usually on a short ranging or when the mobile tribe is mingling with outside groups. Marriage can realign tribal membership by any arrangement of genders, with one partner assuming the tribal identity of the other and traveling or staying with their new tribe. From time to time this will result in the formation of new tribes, though this is rare and often limited to cases where one or both of the marriage partners are of such renown they can attract sufficient followers to make that sort of thing work, or in cases where a tribe fractures because of internal politics.&lt;br /&gt;
&lt;br /&gt;
While the Tribe is the basic unit of culture and governance it is not the only relevant cultural influence; there are heirarchies above the tribal to be found in the [[Orcish Horde System]], and further the destinction between tribal &amp;quot;kinds&amp;quot; (for lack of a better phrase) discussed below in &amp;quot;sitting and running orcs&amp;quot;.&lt;br /&gt;
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=== Hordes, Great Hordes, and the Nation United ===&lt;br /&gt;
&#039;&#039;&#039;See Also: [[Orcish Horde System]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In much the same way that human cultures require systems of organization above the household, the Orcish Nation occasionally needs to become more organized than individual extended-family tribal units. The Orcish term for a unit of multiple tribes working together in an organized fashion is usually translated to &amp;quot;Horde&amp;quot;. Orcish Hordes are formal alliances that usually share a few key characteristics in their nature:&lt;br /&gt;
* Organized for a specific purpose, usually mutual defense from a specific, named threat (including another horde);&lt;br /&gt;
* Lead by an elected Warlord who is chosen in contest of spiritual and temporal might;&lt;br /&gt;
* Almost always geographically named.&lt;br /&gt;
&lt;br /&gt;
When any two or more tribal heads get together and determine the need to form a horde, their people gather and select a warlord through ceremonies involving [[Orcish Shamanism|shamanistic rites]] and ritualized mock- or actual-combat. In contrast to tribal leadership, which is usually passed along matralinial line, the wartime nature of a horde and the physical dichotomy of orcs usually (but not exclusively) leads to the election of masculine warlords. Many hordes have their own endings baked into the compacts that form them; sometimes they can exist for no more than &amp;quot;a year and a day&amp;quot;, other times they are more existentially-considered and exist for however long it takes to defeat (or be defeated by) some other threat. It is considered a grave shame to break from the horde one&#039;s tribe belongs to, occasionally requiring a [[Blood Price]].&lt;br /&gt;
&lt;br /&gt;
Though Hordes are volatile in this way, there is some tradition of the same hordes breaking and reforming as-needed, and sometimes such a horde can become a sort of sub-national identity for the tribes that usually organize that Horde. An example of such a &amp;quot;repeating horde&amp;quot; was the [[Mighty Northern Horde]], which broke and reform repeatedly over centuries of on-again off-again conflict with the humans in the region just south of the [[Bastion Line]], which was their traditional range. In cases like this the Horde name is often reused and can become synonymous with the region the horde&#039;s member-tribes live in - in the same example, the orcs often refer to the region contested in the [[Southern Expansion]] as the &amp;quot;Mighty North&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
However, the term is also used to refer to the organizing principles of large settlements, and hordes which come together for the purposes of running such settlements are extreme outliers in terms of longevity, very often lasting many generations. The best example of this is the [[Grahn Urgot Horde]] which is composed of no fewer than thirty tribes by the time of the [[Southern Expansion]]. In case of hordes like these it is more commonly understood for individual members of tribes, and even occasionally whole tribes, to come and go from the horde, at least during peacetime.&lt;br /&gt;
&lt;br /&gt;
In some circumstances, a threat can emerge which requires multiple hordes to band together. This is usually a conflict which unites a settlement-level Horde and the outlying tribes, but in major disasters can even just involve many war-organized Hordes realizing they need to pool together. When this happens, many of the rites and rituals of joining are functionally the same, but the new term applied to the &amp;quot;super unit&amp;quot; is &amp;quot;Great Horde&amp;quot;. There has never been a period in Orcish history where multiple Great Hordes existed simultaneously. It is traditional for the factions seeking to create a Great Horde to do so through a [[Congress of Shamans]] at the [[Temple of the First Hearth]], and the only exception to this norm is times when minor hordes join themselves to the [[Grahn Urgot Horde]] - this happens reasonably frequently and is not considered &amp;quot;as grave&amp;quot; an event as the formation of a wartime Great Horde.&lt;br /&gt;
&lt;br /&gt;
=== Territory ===&lt;br /&gt;
Though the Orcs share some of the same understanding of territory as seen in the [[Confederacy of Sages]], their tendency to form more permanent settlements with greater infrastructural development means that they also have a tendency to defend the territory they occupy rather than simply moving on. In general, they espouse a general concept of a right-of-way for all, but still think of &amp;quot;settled&amp;quot; areas (whether for a season or many lifetimes) as territoriality &amp;quot;theirs&amp;quot;. For example, where the Sages might allow you to fell in the wood near their encampment, especially if they have no great need of the wood, the Orcs would only consider allowing the same in trade. This relationship of &amp;quot;ownership&amp;quot; of land is still thought of more in terms of &amp;quot;presence and stewardship&amp;quot; than &amp;quot;ownership&amp;quot;. That is, no one orc or even whole tribe might own a forest, but if they are camping in a region of that forest, everything within a day&#039;s march of that camp would be considered part of their territory and could be exploited only by arrangement with that tribe. These claims evaporate the moment the tribe moves on, physically, from that location. This difference in perspective is what drives the higher propensity of Orcs to form semi-permanent settlements compared to the strictly seasonally-migratory Confederacy. While they will allow the Sages in particular and other races by degrees to pass through their territory peacefully (usually), they none-the-less will repel perforce anyone or anything they see as a threat.&lt;br /&gt;
&lt;br /&gt;
Within the Lordless Lands they lay claim largely to an ill-defined region of the central and east of the region, right up and into the foothills of the [[Atlas Mountains]]. However, internally, the lines of this territory is blurred as the positions and alignment of various settlements move around in response to seasonal, annual, or generational desires and needs, and alignments flip from one horde to another. Orcish encampments and settlements appear as far to the west as the coast and as far north and south as the [[Bastion Line]] and [[Twowaters]], respectively. However, these territories are not necessarily contiguous; the space between any two settlements is effectively incongruous and unincorporated lands. This allowed them to coexist with their neighbours quite peacefully for much of the millenium leading up to the [[Southern Expansion]] and usually only brought them into conflict with cultures that consider the frontiers &#039;&#039;between&#039;&#039; settlements or bands to be territoriality &amp;quot;theirs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Geographic Subcultures===&lt;br /&gt;
The Orcish Nation can be divided into two closely-related and largely similar subcultures: &#039;&#039;&#039;sitting orcs&#039;&#039;&#039; and &#039;&#039;&#039;running orcs&#039;&#039;&#039;, which are terms broadly used to connote whether the orc in question belongs to an urban or rural lifestyle - that is, whether they consider themselves a &amp;quot;city orc&amp;quot; or a nomad. While the entire orcish culture is nomadic on generational timescales, with few settlements staying put longer than a decade, there&#039;s still a fairly strong divide between the Sitting Orcs, who live in the rare permanent settlements like [[Grahn Urgot]], and the much more populous Running Orcs, who live in settlement/travel cycles measured in individual years or even seasons. The sedentary nature of Sitting Orc life depends entirely on the settlement they belong to. [[Grahn Urgot]] has stood for centuries, but other settlements move around as fishing stocks deplete, crop rotations fail to keep up with resource depletion, or other resources dry up; sometimes, many times in a single orc&#039;s lifetime. In contrast, running orc routines of travel vary entirely based on the tribe. The [[Ashwalker Tribe]] were known to be highly mobile, camping in no fewer than a half dozen sites per meteorological year. A foothills tribe known as the [[Rockbiter Tribe]] moved only once every year or year and a half; as long as it took them to establish a new mine and hand it off to some other tribe for the &amp;quot;boring&amp;quot; extractive work.&lt;br /&gt;
&lt;br /&gt;
Outside of the culture of [[Grahn Urgot]], the &amp;quot;sitting life&amp;quot; was considered profoundly undesirable by orcs; little surprise there given their fundamentally adventurous nature. As the histories of many settlements show, one of the advantages of organizing hordes to manage permanent settlements was allowing their member tribes to share responsibility for the township, meaning that even a relatively fixed settlement usually had a rotating cast of nomadic residents.&lt;br /&gt;
&lt;br /&gt;
==Orcish Culture==&lt;br /&gt;
===Arts and Architecture===&lt;br /&gt;
Unlike the highly nomadic [[Confederacy of Sages]] and [[Carcolie]], the Orcish Nation is, primarily, semi-nomadic. Apart from the &amp;quot;sitting orcs&amp;quot;, which are a comparatively small population fraction, most individual orcs lived lives that required them to pick up and move their entire lives and households, several days of travel at a time, several times a year. For this reason, orcish material culture favoured the light, the portable, and the useful. Their architecture fell into two broad extremes, favouring either temporary structures that could be carted up and moved (broadly categorized as [[Orc Yurts]]) and structures which were otherwise simple enough to be left abandoned much of the time, usually of timber, which is a relatively precious resource through much of their range.&lt;br /&gt;
&lt;br /&gt;
The Lordless Lands are not a rich territory, and the orcs have no want for enemies, in fact having a surplus, both among their own kind and among external threats. Orcish settlements tend to be heavily fortified, with some even hastily fortified. Lumber and stone are used equally in construction, and when it is available so are bone, leather, and other more exotic materials. As tribes swell and break off into individual new settlements, the orcish style of construction allows settlements to be bootstrapped quickly.&lt;br /&gt;
&lt;br /&gt;
They also have a rich tradition of arts centered around the use of animal and monster bones, which would otherwise go to waste. They particularly famously use [[Dogwool]] for many fibre purposes, from relatively low-quality fabrics to fine regalia. As a herding and nomadic culture, orcs put use to dogs in the same way that the [[Carcolie]] make use of their [[Dire Rooks]] and the [[Bastonians]] make use of horses. A variety of breeds of dogs such as [[Urghot Wolves]], [[Moonhairs]], and [[Orc Drafthounds]] exist only in their culture. Some consider the selective breeding and training of dogs to be the Orc&#039;s &amp;quot;great cultural technology&amp;quot;, in the way that stone architecture defines the [[Bastonians]] or the production of [[Adamantine]] defines the [[Clans of Magnus]]. A large number of these breeds are divided up on tribal lines and other than draft-hounds an extremely common archetype is the shepherd. Orcish adoption of shepherd dogs has allowed them to make nomadic populations of animals not otherwise normally considered herding animals, most especially pigs.&lt;br /&gt;
&lt;br /&gt;
Pigs, their hides, pork, and iconography, hold a special place in Orc culture. They are staples of orc cuisine, provide more suitable leather than most other animals kept by the tribes (in chief, goats), and have spiritual and religious significance. Orc mythology contends that pigs are near cousins to the pre-Kindling orcs in the same way that other mythologies contend [[the Enemy]] created the [[humans]] through occult corruption of [[Great Apes]], though the resemblance to pigs is less taxonomic and more iconic. That is, Orcs may not physically resemble pigs (save perhaps for the promenant tusks), but see many behavioural touchstones between themselves and their primary foodstocks.&lt;br /&gt;
&lt;br /&gt;
===Religion, Festivals, and Timekeeping===&lt;br /&gt;
The [[Orcish Pantheon]] centers not just deities believed to have always been gods, but a large number of ancestral heroes who underwent apotheosis to godhood through their exploits. To the orcs, godhood is just a state of capability and even a goal to attain, in the same way the other mortal races might think of magical mastery. Celebrations of faith include offerings, up to and including blood sacrifices (usually of livestock rather than sapient beings), to these gods, both collectively and to one or more each orc might consider their own personal patron or whom they might be inspired to emulate, as well as litanies, both to ones ancestors and to deeds and tales of each of the Gods. Different tribes in the same settlement may favour different gods more suited to their common goal, with each shaping the local concept of honour and morality accordingly.&lt;br /&gt;
&lt;br /&gt;
The Orc worldview is heavily shaped by their creation myth, which holds that prior to an event their histories recall as the [[Kindling of the Orcs]], they were merely a species of beasts native to [[Wisteria]]. According to this view, their principle goddess, [[the Firekeeper]], sparked full minds and intellects into them in response to the damage being done to the natural world by the [[humans]]. While the balance of Orc culture is generally toward the view that even destructive natural forces have a place in the natural order, this view necessarily causes a significant amount of friction between orcs and humans, in both directions. This creation myth also causes many orcs to see themselves less as &amp;quot;primary actors&amp;quot; in a universe made for them than the dutiful stewards of all beasts. The myth and narratives stemming from it are woven heavily through all the places where their culture touches on hunting, animal husbandry, and even warfare.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the dates of festivals are common across the nation, as are a great many of the traditions of those festivals - it is really only the weight each festival is given within a given settlement that varies from place to place. Most involve some form of public sacrifice, and such sacrifices are usually consumed in common together with other foods as availability warrants, followed by drinking, singing, and celebration - sometimes including ritual unarmed combat.&lt;br /&gt;
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=== Fighting, Warfare, and Death ===&lt;br /&gt;
Life as an orc is a hardscrabble existence, and violence is in their blood, or so they and a great many outsiders will say. Rare is an orc of walking and talking age who can&#039;t at least wrestle. Rarer still would be an orc of marriageable age - of either gender - who isn&#039;t familiar with at least a few weapons. To have territory in the lordless lands is to be able to hold it against invading Bastonians, marauding monsters, and the like, as well as to keep all of those things away from your livestock and supplies.&lt;br /&gt;
&lt;br /&gt;
Warfare is seen as the sometimes-regrettable reality of living. While orcs do not necessarily &#039;&#039;embrace&#039;&#039; war, they will accept a war if it is thrust upon them and believe it is better to win a war than lose it, and so fight ruthlessly within the bounds of their personal conceptions of honour. Warfare between orc tribes and warfare between orcs and other cultures is seen equally in this regard.&lt;br /&gt;
&lt;br /&gt;
Death is seen as a finality by most orcs, though a few exposed to Bastonian beliefs think that they might earn a place in [[Heaven]] or [[Elysium]] with their deeds. Others, who embrace the darker spectrum of their own pantheon, may have struck deals that they believe will see them in [[Hell]] or [[The Abyss]], perhaps more powerful than they were in life. A great many orcs, especially those for whom adventuring and heroism are bread and butter, have the ambition to defeat Death as they have defeated all their other foes, and ascend to godhood by mighty deeds. This finality of death is sometimes referred to as &amp;quot;going to the ashpit&amp;quot;. Orcs believe that in their final moments, the fire which drives them eventually consumes them body and soul, and the ash that remains is part of the immaterial [[Bardo]].&lt;br /&gt;
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===Language and Scholarship===&lt;br /&gt;
Orcish in its written form is a pictographic language, and readily adopted by orcs of all kinds - Bastonians who failed to see the meaning behind the pictographs have accused Orcs of cultural illiteracy, but this is a slander, and the other races familiar with the Orcish Nation know well to not underestimate the intelligence of Orcs, who often absorb the language of outsiders into their own understanding.&lt;br /&gt;
&lt;br /&gt;
Formal education as a separate activity from entertainment and conversation is unknown among the Hordes, who instead have an informal culture of trade apprenticeships and a strong culture of storytelling and philosophical discussion to pass along higher concepts. While this has lead to misconceptions of barbarism among the urbanized nations like the Atarlie or the Bastonians, this misconception erases the fact that the Orcs have a well-developed political, economic, and philosophical understanding of the world to rival any other nation in [[Wisteria]], and their own well-developed cultures of arcane magic and cosmology. This is seen even among the practitioners of the peculiar magic school promulgated by [[Gul Spell-Speaker]], which somehow manages to import formal arcane knowledge that intermingles several other schools with more traditional [[Orcish Shamanism]] mostly through storytelling and debate.&lt;br /&gt;
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=== Diet, Libations, and Entertainment ===&lt;br /&gt;
The Orcish diet is to make do with what is available, but they are known for their staple diet of herded goat and pork, combined together rarely with beef, and supplemented calorically with a diet rich in root vegetables and wheat, barley, or other grains. Orcs have a native style of cooking best referred to as barbeque, the style of which occasionally becomes popular with neighbours and visitors who are exposed to it, or those who have met members of the Orcish Diaspora familiar in its application and use. In the appropriate locations Orcs will also make heavy use of fish and shellfish. Orcs produce a seasoning known as &amp;quot;Bog Oil&amp;quot; from certain species of wetlands fish without which purists of the style consider barbeque to be impossible. The culture is rich in spices generally.&lt;br /&gt;
&lt;br /&gt;
Drinking is commonplace and occasionally even a pass-time, with the principal libation being various classes of beer, often unique to the settlement that produced it. The practice of distillation of spirits is known to the orcs, who occasionally produce both typical and medicinal whiskeys as well.&lt;br /&gt;
&lt;br /&gt;
Meals tend to be a family affair, and a tradition of portable meals often involving pasties, tarts, and dumplings is commonplace given the propensity for hard work and frequent travel among the orcs.&lt;br /&gt;
&lt;br /&gt;
==Confederate Economics==&lt;br /&gt;
===For the Horde!===&lt;br /&gt;
Unlike their neighbours, the [[Confederacy of Sages]], the orcs have a developed enough infrastructure of mining and metalworking to make the production and use of coinage commonplace and practical in their affairs, though mintage of such things vary from settlement to settlement. The value of a coin is that of the metal itself. That having been said, the Horde is a very economically flat nation, with little distincton between haves and have-nots in terms of material wealth. While heroic orcs and other prominent figures, respected tradespeople, and so forth may be able to better afford higher-quality goods, the luxury of such things comes from that quality and not the mere having of it.&lt;br /&gt;
&lt;br /&gt;
Even the poorest orcs within the nation will have a place to sleep and meals to eat as the &amp;quot;common good&amp;quot; is a profound cultural touchstone for orcs. There are some exceptions, especially in tribes dedicated to [[Kodo the Devourer]], but often orcs in such unfeeling places take to their feet and find succor among other bands. It is only Orcish adventurers, removed from the support of Horde and Tribe, who run the risk of becoming truly destitute, which is why a great many of them prefer to return with whatever achievements they have, should their luck take a turn for the worse.&lt;br /&gt;
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===Focal Industries===&lt;br /&gt;
With enemies on three sides and within, it should come as no surprise that the Orcish Nation&#039;s overall economy relies almost as heavily on war and the readiness for war as is the case in Bastonia. A significant portion of all labour goes into feeding professional warriors, training them, constructing fortifications, and the crafting of arms, armour, and ammunition. This is multiplied by their need to feed their significant adjunct population of dogs.&lt;br /&gt;
&lt;br /&gt;
The orcs trade heavily with the Confederacy of Sages in times where foraging has been insufficient, usually on the understanding that the Sages will come to their aid when threatened, or return the favour when times are good. As orcs grow, age, and die faster than many other counterparts, this is a noble exercise indeed.&lt;br /&gt;
&lt;br /&gt;
===Technology and Craftsmanship===&lt;br /&gt;
While orcish architecture may look slap-dash, and their aesthetic sense be significantly different from what humans or Dwarves might find appealing, it would be a mistake to think of the Orcs as technologically inferior. They produce weapons and other machinery extremely quickly, sacrificing artifice in some cases for immediate result, but allowing them to out-produce their two most frequent enemies. Orcish construction methods and preferred designs maximize the use of abundant materials like wood, leather, and bone to minimize the use of metals.&lt;br /&gt;
&lt;br /&gt;
A few orcs who become craftsmen develop a fierce interest in their trade, inspired perhaps by tales of foreign gods of crafts to become the first orcish god of the same, or otherwise raise their ability to legendary heights.&lt;br /&gt;
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==The Nation and the Adventuring Class==&lt;br /&gt;
{{TTRPGs with Classed Systems}}&lt;br /&gt;
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&#039;&#039;&#039;Barbarian&#039;&#039;&#039; – Extremely common throughout the hordes, Barbarians manifest the orcish predeliction to anger and outrage into a very viable form of combat that suits both the economic production and the general disposition of horde-raised Orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bards&#039;&#039;&#039; – are not unheard of, but are more often Half Orcs than full-blooded orcs. While the Orcish Nation does have a tradition of music and dance, it is not often seen as a wellspring for arcane power.&lt;br /&gt;
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&#039;&#039;&#039;Cleric&#039;&#039;&#039; – Surprisingly common, though perhaps not as other races would recognize them, and easily mistaken at a glance for druids or shaman. Many orcish gods have portfolios useful in battle or for the summoning of higher (or lower) powers.&lt;br /&gt;
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&#039;&#039;&#039;Druid&#039;&#039;&#039; – Particularly common in the west of the Orcish Nation, but none-the-less found throughout. Orcish Druids are often on very good terms with the Confederacy of Sages, perhaps even considering themselves part of both nations at once, and belong to the same druidic circle. Such druids are held with respect wherever they are found and are often in a tribe&#039;s Council of Elders, even if relatively young.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; – Not unheard of as the orcs have their own native monastic traditions, centered around the teachings of their hero, [[Xuthakug Three-Eyes]], who is said to have adopted the practice during his own adventures in the [[Shimmering Shore]]. Orcish monks are almost always brawler or wrestling specialists, and the linguistic focus is on turning themselves into weapons so perfect the gods themselves would adopt their use.&lt;br /&gt;
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&#039;&#039;&#039;Fighter&#039;&#039;&#039; – A very common choice for orcs, who have the endurance to make stolid fighters under heavy armour, though in practice they often find themselves in medium. The difference between a barbarian orc and a fighter orc is essentially down entirely to preferences in armour, and a great many fighter archetypes exist throughout the Orcish Nation, suited to traditional styles of combat such as the use of the Urgosh, Warg-Riding, and the like.&lt;br /&gt;
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&#039;&#039;&#039;Paladin&#039;&#039;&#039; – Entirely unheard of - such zeal is not felt by those within the Nation, and none of the [[Orcish Pantheon]] have churches organized enough to raise a chivalric fighting force.&lt;br /&gt;
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&#039;&#039;&#039;Ranger&#039;&#039;&#039; – Extremely common, in both the traditional ranged and melee variants, especially in the Western portion of the nation, where contact with the Confederacy and their nature-magics is higher and cultural exchange more developed. Orcish rangers favour animal companions as useful in a fight as a hunt.&lt;br /&gt;
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&#039;&#039;&#039;Rogue&#039;&#039;&#039; – There is not a strong criminal underclass, though orcs and half-orcs as a diaspora are seen in other lands as banditry. That being said, rogue-as-in-scout is a useful interpretation for making rogues among the Orcish Nation, and few orcs are above assassinations, though most orcish conceptions of honour would discourage such trickery.&lt;br /&gt;
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&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; – Sorcery is seen as a mark of divine providence. Orcs understand bloodlines and breeding as well as any other race, but the sorcerous aspects of Sorcerer Bloodlines have a habit of skipping generations, sometimes even more often than not. The orcs practice no discrimination from one bloodline to the next - all sorcerers are seen as touched by the gods and useful allies (or fearful enemies)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizards&#039;&#039;&#039; – The rarest of the arcane classes by far, as no strong traditions of such practice exist. Those who learn arcane magic to the point of wizardry within the Orcish Nation are usually doing so under the guidance of clerics of [[Gul Spell-Speaker]], an orcish wizard and warlock who made a deals throughout her life with Outsiders of various kinds. They therefore tend to be Conjuration or Evocation specialists.&lt;br /&gt;
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===Orcs and Monsters===&lt;br /&gt;
Orcs love a good monster hunt, and their range has no shortage of magical beasts, dragons, giants, or other monsters to choose from. Trophies from slain monsters are seen as particularly cunning status symbols, desirable components for magical or mundane crafting, and in some cases, many monsters are even considered &amp;quot;the good eating&amp;quot;.&lt;br /&gt;
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===Attitudes toward the Other Nations===&lt;br /&gt;
Wisteria is not a monoculture, and neither is the Orcish Nation, so these views may be subject to change.&lt;br /&gt;
&lt;br /&gt;
* [[Carcolie|The Carcolie]] Ravenmasters occasionally wander far enough south of Carcolie lands to encounter Orcs in their natural environs. In general, the Mountain Elves are seen as a physically weak, but cunning and often dangerous foe, whose appearance is usually related to raids for supplies. Due to the elvish reputation for subterfuge, Carcolie Wood-Elves are not at all welcome within most areas controlled by the Orcish Nation, and this can range from a stern warning to &amp;quot;bugger off&amp;quot; all the way up to open and lethal hostilities, especially in often-raided areas.&lt;br /&gt;
* [[Atarlie Empire|The Atarlie Empire]] is known to the Nation, mostly by inference and their reputation among the Carcolie. High Elves in the lordless lands are sufficiently unusual events that warriors among the Orcs will often push them out, either out of association with the Carcolie or out of fears of yet another enemy at the gates.&lt;br /&gt;
* The [[Confederacy of Sages]] is one of the largest populations of the Lordless Lands, and one of the only nations of outsiders the Orcs tolerate well, even to the point of trust and mutual support. As the Orcish Nation becomes more fierce about their territory given the expansions of Bastonia, the Orcs risk violating this trust as they become more and more defensive of their territory, and harder pressed for the resources the Sages are accustomed to being able to share with them.&lt;br /&gt;
* The Kingdom of [[Bastonia]], is seen as the principal threat to the Orcish Nation. In generations previous, it was not unheard of for orcs and some eccentric Bastonians to come together and work with common purpose. With Bastonian movement to the south, however, the Orcs are becoming pressed, threatened, and outright hostile, understanding that they run the risk of being driven off their lands.&lt;br /&gt;
* The [[Clans of Magnus]] are the antithesis to the Orcish Nation in a lot of ways, in spite of some mutually-compatible ideas and even mutual enemies. While most Orcs hold a neutral opinion of dwarves, the feeling is not shared (Orcs are considered cousins to Goblinoids by the Dwarves, and therefore hated enemies, in spite of a lack of material evidence to support this assertion). &lt;br /&gt;
* Opinion on the folk of the [[Shimmering Shore]] has turned friendlier since the Collapse in that region lead to a devolution of government to city-states and rural communities, ending the practice of the previous empire in that region of expanding to its north, several orcish generations ago. Many orcish adventurers head to the south at the outset of their quests for glory and self-discovery, driven by attraction to lost riches, or access to the region&#039;s thin barrier between worlds, which many orcish summoners, warlocks, and shamen find useful for their own reasons.&lt;br /&gt;
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{{Orcish Nation}}&lt;br /&gt;
[[Category: Orcish Nation]][[Category: Wisterian Nations]][[Category: Lordless Lands]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Elves&amp;diff=1378</id>
		<title>Elves</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Elves&amp;diff=1378"/>
		<updated>2026-04-24T18:30:35Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Elves&#039;&#039;&#039; are an ancient and long-lived race of intelligent, [[abmortal]] humanoids who believe themselves to be descended from [[Pyria Valeptor]] and a number of ancesteral gods, demigods, and denizens of [[Elysium]], who have settled mostly on [[Wisteria]]&#039;s northwest coast and in the northern portions of the [[Atlas Mountains]]. Much like their nearest cousins in size and influence, the [[Humans]], the elves of Wisteria are not represented in one homogenous polity, but have broadly seperated into two cultural groups - the [[Atarlie Empire]] and the [[Carcolie]].&lt;br /&gt;
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The Elves are a long lived (possibly, at least in some cases, [[abmortal]]) race with a suitably long view toward time, whose life cycles are also corresponding dilated year-over-year. While similar enough with the other sapient races of [[Wisteria]] to bear children, Elves have unique physiological, psychological and spiritual conditions not seen in the other races.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
Most elves currently living - by vast margin - were born on Wisteria, but it cannot be said that that is where their race began. By their own annals, early in the [[Springtime of the Gods]], the primordial [[deity]] [[Pyria Valeptor]] lead [[Rophalin Imperitor]] and a host of [[Elysium|Elysian]] elves into [[Ahren]] and settled them at [[Amenhoptera]], founding the [[Atarlie Empire]]. This means, for all intents and purposes, that the first generation of elves were actually outsiders originating on a remote [[cosmology|plane of existence]]. Depending on your position on matters of scholarship, this implies that they are the oldest sentient race on the continent, second only to the [[Dwarves]]. Unlike the [[Dwarves]], [[Humans]], [[Orcs]], [[Goblins]], [[Gnomes]], [[Halflings]], and [[Skiitari]], the elves are the only race on [[Ahren]] with an origin story that places their homeland on another plane - at least, explicitly.&lt;br /&gt;
&lt;br /&gt;
However, this initial pool of settling &amp;quot;Elysian&amp;quot; elves is generally accepted to have been fewer than 500 individuals, or exactly 500 if the [[High Elven Pantheon]] is included, excepting the primordial mother of all, [[Pyria Valeptor]]. This means that the overwhelming majority of elves were born on Wisteria. Indeed, though a few rare examples report much higher ages, it is generally accepted that most elves on the planet were born after the beginning of the [[Age of the Summer of Mortals]], though a few older holdouts remain in government positions, and even then are usually holdovers from the [[Age of Elvish Springtime]]. It is estimated that fewer than fifty elves remain whose memories would extend in any useful way into the [[Springtime of the Gods]].&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
The elves are fundamentally split into two cultures, though by far the most common (and well travelled) of those cultures is that of the [[Atarlie Empire]]. These &amp;quot;Sun Elves&amp;quot; (sometimes known to other cultures as &amp;quot;High&amp;quot; elves) are the Ahrenic continuation of their original parent culture on [[Elysium]], or as near as is possible in the fundamentally different nature of Wisteria.&lt;br /&gt;
&lt;br /&gt;
By contrast, an offshoot culture of [[Carcolie]] or &amp;quot;Mountain Elves&amp;quot; are radically different. The Atarlie tend to think of their Carcolie cousins as barbaric. Carcolie culture lives closer to the land and places correspondingly less value on high art, engineering, architecture, and so on. The cultural split between the two cultures is said to go back to the divine intervention of one of the Elven divine ancestors, [[Feno Ilirel]], in the [[Springtime of the Gods]].&lt;br /&gt;
&lt;br /&gt;
{{Meta-Analysis}}&lt;br /&gt;
While Feno Ilirel&#039;s best scholars cannot point to a source that actually confirm this information, it is believed by the Carcolie themselves that their culture was split off from the Atarlie culture due to her concern that the mainstream Atarlie Culture - a holdover from the elvish culture preserved in [[Elysium]] - was inappropriate to [[Wisteria]] and that a culture closer to the needs and properties of the mundane world was needed.&lt;br /&gt;
&lt;br /&gt;
== Physical Attributes ==&lt;br /&gt;
=== Lifespan ===&lt;br /&gt;
Elves do not appear to die of old age, under any circumstance. Beyond a certain, &amp;quot;senatorial&amp;quot; age (around a millennium), they reach a sort of physiological stasis and appear to move forward through time with no other ill effect. This property appears to be absent entirely in half-elves of any parentage, but as even half-elves live considerably longer than their mortal parent, it is not clear exactly what the balance is.&lt;br /&gt;
&lt;br /&gt;
When a young elf is born, they age from absolute infancy to tolderhood at around the same rate as a human - roughly two years. From there, elven aging appears to slow down dramatically. Prepubescent childhood averages thirty years, followed by a fifty year period of rapid maturation and development, and a nebulous period of another ten to twenty years of mental and social maturation. Elves are considered to be &amp;quot;adults&amp;quot; developmentally at around a century of age. From there, aging proceeds forward on a very flat curve, but not necessarily linearly. Two elves a century apart in age may appear identical, or an elf three centuries another&#039;s junior might appear, to human eyes, a whole generation older. In this respect, adult aging (especially changes to skin, hair, and the sharpness of eyes) is as much about &amp;quot;lived stresses&amp;quot; as it is about the passage of time, if not more so.&lt;br /&gt;
&lt;br /&gt;
=== Sleep and Quasisleep ===&lt;br /&gt;
Elves do not naturally sleep, except to dream (for pleasure). However, that is not to say that elves are not possessed of the need for rest. Elves must enter a period of &amp;quot;meditative&amp;quot; catatonia each day for a cumulative period of roughly 4 hours. During this time, they are effectively &amp;quot;dead&amp;quot; to the world, semi-lucid and unaware of their surroundings. However, this process is not a process which generates dreams. Instead, the elves&#039; internal world becomes an extended narrative of reflection and rumination upon the events of the previous day, a problem on which the elf is stuck, or a similar idea they cannot dislodge from their mind.&lt;br /&gt;
&lt;br /&gt;
This meditative period is as necessary for an elf as sleep is for a human and sleep is not an acceptable substitute for it.&lt;br /&gt;
&lt;br /&gt;
=== Illness Resistance===&lt;br /&gt;
Elves do not catch illnesses caused by pathogenic means. That is, they are immune to nonmagical illnesses. The common cold, various childhood infections, and influenza have no effect on elves. For this reason, elvish medicine tends to focus on correcting spiritual ailments instead, though as the [[Atarlie Empire]] becomes increasingly cosmopolitan, elvish doctors increasingly train to handle both kinds of illness.&lt;br /&gt;
&lt;br /&gt;
=== Alcohol Immunity ===&lt;br /&gt;
Elves are not subject to intoxication by alcohol alone - though, some magical concoctions may still intoxicate them. Neither of the major elvish cultures appreciates alcohol intoxication and both tend to look down at it as a messy inconvenience. That being said, elves are still often fond of fermented beverages and will drink them for their flavour alone.&lt;br /&gt;
&lt;br /&gt;
== Spiritual and Mental Attributes ==&lt;br /&gt;
=== Source-Closeness ===&lt;br /&gt;
Elves are especially attuned to [[Source]] and have senses that allow them to perceive its abundance and behaviours - even if they are not otherwise mages. This tends to lead to the perception among other races that they &#039;&#039;are&#039;&#039; all mages, which is not normally the case. On the other hand, mages who practice by means of knowledge - such as those of the [[Ars Magica]], are strongly advantaged by possessing these senses.&lt;br /&gt;
&lt;br /&gt;
=== Elysian Binding ===&lt;br /&gt;
Elves souls are bound to [[Elysium]] by way of their indirect heritage to that plane. Psychologically, they tend to flourish during springtime, when the plane is in the sky. When elves [[death|die]], their souls are transposed to [[Elysium]] unless some other, stronger force intervenes.&lt;br /&gt;
&lt;br /&gt;
=== Vulnerability to Blights ===&lt;br /&gt;
Elves are subject to illnesses - as serious as any caused by a pathogen - caused by magic. While this includes being particularly prone to invoking some magical illnesses associated with curses, it also includes a tendency to fall ill due to defects in the local movement and concentration of [[Source]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Long Eyes of the Elves&amp;quot; ===&lt;br /&gt;
Some elves periodically experience brief episodes of catatonic staring, during which they can perceive events transpiring anywhere on the continent of [[Wisteria]]. Often, these perceptions are cryptic and couched in symbolism.&lt;br /&gt;
&lt;br /&gt;
[[Category: Heritages]] [[Category: Sentient Creatures]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Three_Crossings&amp;diff=1377</id>
		<title>Three Crossings</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Three_Crossings&amp;diff=1377"/>
		<updated>2026-04-24T17:59:29Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Major Revision}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three Crossings&#039;&#039;&#039;, is a large seasonally-populated city located on a rocky promontory of in the central [[Lordless Lands]], in the territory disputed between [[Bastonia]] and the [[Mighty Northern Horde]]. The city is traditionally considered part of the territory of the [[Confederacy of Sages]], held in common with their cousins in the [[Orcish Nation]]. Because the city was traditionally only heavily populated during the times of harvest for trade, beyond a small core of permanent residents, its population is highly variable. With the expansion of the [[Frontier Counties]], it is lately flooded with refugees of the [[Mighty Northern Horde]] from nearby orcish settlements like [[Green Knoll]], and the governance of the town has changed hands from the [[Confederacy of Sages]] to the [[Mighty Northern Horde]] directly.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The city is on a low flat near a lake known simply as Duck Lake due to the prevalence of ducks in that area in their proper season. This position makes itself a nexus on many of the traditional migration routes among both the [[Orcish Nation]] and the tribes of [[Centaur]] who are the most common members of the [[Confederacy of Sages]] in the region.&lt;br /&gt;
&lt;br /&gt;
Traditionally, the city spent most of its time as a small town populated by fishermen and duck farmers, swelling several times a year to the size of a small city when the nomadic tribes in the area came together for grand harvest markets. As a result the city had a remarkably empty and impermanent feel. Since the seizure of the [[Frontier Counties]] and the [[Green Knoll Purge]], however, the desperate remnant of the [[Mighty Northern Horde]] has banded together and fortified the city, placing it under Orcish rule.&lt;br /&gt;
&lt;br /&gt;
The name Three Crossings refers to three specific mergers that happen in or near the city:&lt;br /&gt;
* The town has been a meeting site where the migration of the [[Centaur]] pass the migration of the [[Ashwalker Tribe]] every autumn.&lt;br /&gt;
* Duck Lake itself is fed by a minor waterway, [[the Eastbrook]], which flows into the lake from its northwest corner.&lt;br /&gt;
* Every spring, the city is a hub for no fewer than fourteen orc tribes which all participate in the [[Wolfpack Moon Festival]], a major dog trading and breeding event.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Traditionally, Crossroads boasted of a very rich economy by the standards of the Lordless Lands, where most trade is conducted in bartering and merchantilism is not a widely adopted method of economic prowess. This economy has only flagged with the hostility of [[Bastonia]]. Crossroads is no longer central to the movements of any tribes of either Sage or Orc, and instead serves only as a last holdout for a people heavily displaced from their traditional homeland.&lt;br /&gt;
&lt;br /&gt;
The city was particularly known for a local breed of dog known as the [[Moonhair]], whose fur is used in like fashion to wool to produce precious and religiously-significant cloth by the orcs. It was also an important producer of [[Orcish Bog Oil]], an important seasoning. These two goods made up their primary exports in the late fall and winter, when the village was controlled by the orcs.&lt;br /&gt;
&lt;br /&gt;
Orcs living in the town year round participated in a minting program that used copper coins in lieu of direct bartering. The price of the [[Three Cross Penny]] was pegged to a hand-breadth of a ream of Moonhair cloth or one half bladder of Bog Oil.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The retreat of the [[Mighty Northern Horde]], which effectively colonized the city, has soured the relationship between the [[Orcish Nation]] as a whole and the [[Confederacy of Sages]], who feel that the orcs&#039; increasing isolationism and hostility will only be used against both nations by [[Bastonia]], both as excuse for future wars and by allowing them to be driven apart.&lt;br /&gt;
&lt;br /&gt;
The town itself has a split government. The Horde government remains in control of the defense of the city and makes grand and sweeping use of the city&#039;s resources to rearm and resupply itself while it musters for a fresh counter-offensive, but does not directly govern the Centaur when their herds are present in the city.&lt;br /&gt;
&lt;br /&gt;
{{Orcish Nation}}&lt;br /&gt;
{{Confederacy of Sages}}&lt;br /&gt;
[[Category: Large Cities]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=The_Underkingdoms&amp;diff=1376</id>
		<title>The Underkingdoms</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=The_Underkingdoms&amp;diff=1376"/>
		<updated>2026-04-24T17:46:14Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Text replacement - &amp;quot;Crossroads&amp;quot; to &amp;quot;Three Crossings&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Underkingdoms&#039;&#039;&#039; of the [[Goblins]] is the collective name for the various Goblin-ruled states in [[the Deeps]], particularly the portions of [[The Deeping]] beneath southern [[Bastonia]], the [[Frontier Counties]], and parts of the [[Lordless Lands]]. Much like their closes above-ground neighbours, [[Bastonia]] and the [[Orcish Nation]], the political landscape of the Underkingdoms is frequently-shifting. Unsurprisingly due to the personalities of the Goblins themselves and the location and hazards involved, the region is rather monocultural and is made up almost entirely of goblinkind.&lt;br /&gt;
&lt;br /&gt;
Though once in its deep history the Goblins were supposedly a highly united culture, for centuries now the Goblin nation has existed in a state of internecine conflict and shifting alliances, owing in part to the evolution of the government in its capital city, [[Siem]], which has now been ruled for centuries by the [[Great Goblin]], a figure that is head of both the region around Siem politically as well as (nominally) the religion of the goblin god, [[Gob]].&lt;br /&gt;
&lt;br /&gt;
For the rest of the underkingdoms, certain significant settlements serve as the capitals of free Kingdoms, some as small as single settlements and others spanning entire regions of the Deeping. While all of these &amp;quot;Underkings&amp;quot; are nominally loyal to the Great Goblin, in practice their loyalty usually extends only as far as paying the necessary taxes to keep [[Great Siem]] for waging war against them.&lt;br /&gt;
&lt;br /&gt;
As a result Goblin history, especially contemporarily, is a maze of stories of betrayals, secret and open alliances, and internecine warfare as rich as the Bastonian Wars of Succession. However, since this all takes place far underground, the perception of goblins above the land is much more savage, sparse, and misunderstood. Goblins travelling in other nations - especially aboveground - is a rare condition. The reputation is usually one of theivery as the most common contact between the goblins and above-grounds cultures is through goblin bandits.&lt;br /&gt;
&lt;br /&gt;
With the expansion of [[Bastonia]] into the [[Lordless Lands]], some orcish settlements in the [[Mighty Northern Horde]] had begun to form alliances with their neighbouring Underkingdoms. This had lead to increasingly common perceptions (by the Men of Bastonia) of the Goblins as a subset of Orcs, though their origins are quite different.&lt;br /&gt;
&lt;br /&gt;
== Geography and Government ==&lt;br /&gt;
=== The Great Goblin ===&lt;br /&gt;
&lt;br /&gt;
Nominally, all of the underkingdoms are loyal to the [[Great Goblin]] in his dual capacities as King of [[Siem]] and &amp;quot;Most Magnificent Bishop&amp;quot; of [[Gob]], the Goblin diety. In practice, only the settlements most directly in reach of the Great Goblin&#039;s personal armies are loyal in the political sense, and form a state known as [[Great Siem]]. The rest of the Underkings are loyal to the Great Goblin only in his religious context, as are the rulers of other Goblin civilizations further afield (and outside the scope of this article).&lt;br /&gt;
&lt;br /&gt;
Interestingly, the position of Great Goblin is not hereditary, because of its status as a church position, and the nominal chastity required of church officials in the Church of Gob would otherwise prevent this - the reality ofter differing widely from this ideal. While a Great Goblin remains the Great Goblin until his death, the position is actually elected by the members of the church heirarchy - usually promoting one of their own to the position.&lt;br /&gt;
&lt;br /&gt;
If you are a goblin lucky enough to be born male and ambitious enough to want to become the Great Goblin, bone up on your skills at court intreague, make friends with assassins and mercenaries, and always watch your back. To even survive long enough to reach the electing body - the [[Red Masters]] - is a testament to your greatness. It is only very rarely a testiment that you&#039;re favored by Gob - the Red Masters are a self-promoting and insular group, deeply corrupted by avarice and greed, and maintain a faith in Gob only great enough to use the goblin diety&#039;s teachings as a lever against the population.&lt;br /&gt;
&lt;br /&gt;
=== The Underkingdoms ===&lt;br /&gt;
By the contemporary period of the [[Green Knoll Purge]], there are five major underkingdoms:&lt;br /&gt;
* [[Great Siem]] – A central region relatively shallow in [[the Deeping]], located in an area roughly bounded by [[Star Rock]] in the south, [[Val Verra]] in the north, [[Southport]] in the west, and [[Three Crossings]] in the east. Its various subordinate cities all have passages which pass through [[Siem]], the historical goblin capital, and it controls passages that link the other goblin underkingdoms. It&#039;s possession of [[Pyrmor]], near [[Southport]], enables a rich trade with surface-dwelling smugglers as their goods can be passed across the [[Bastion Line]] without ever touching a Bastonian-controlled port - at least, that was the case before the humans captured Southport outright.&lt;br /&gt;
* [[Karlikavajask]] – One of two northern underkingdoms (relative to Great Siem), Karlikavajask is a small region with most of its surface area in the woods south of [[Estburg]], though it also holds roads that extend under the mountains and back into Great Siem. The Goblins who live in Karlikavajask are often at war, either with the [[Clans of Magnus]] or the humans of [[Estmarch]], and raid often in the surface above their underkingdom. However, the rich cultural interchange imposed by Goblin spies and thieves in the area has made Karlikavajask famous for craftsmanship and artistry, and the region itself is rich in mined minerals.&lt;br /&gt;
* [[Padkohn]] – Karlikavajask&#039;s western twin, which is a sparsely-populated and sprawling underkingdom beneath the plains of the [[Bastonian Heartland]]. Goblins here have access to - and even hold - two surface settlements, [[Unseelie Ruins]] and the [[Seelie Tower]].&lt;br /&gt;
* [[Novyhorad]] - a long and narrow kingdom, at points less than a mile wide as mapped on the surface, which reaches from an area just south of [[Star Rock]] nearly down to [[Baghar]]. It is at its widest in its south and is named for its capital, [[Novyhorad]], which is situated with surface accesses near [[Twowaters]]. The region is known for its roaring trade in alchemical reagents of all kinds.&lt;br /&gt;
* [[Uschod]] extends in [[the deeping]] under and across the [[Atlas Mountains]], with cities near [[Grahn Urgot]] and beneath the [[Atarlie Foothills]]. Much like Karlikavajask, Uschod is known for the arts and technologies brought into the Underkingdoms by theft, spycraft, and occasionally trade with the [[Atarlie Empire]].&lt;br /&gt;
&lt;br /&gt;
==Goblin Culture==&lt;br /&gt;
===Arts and Architecture===&lt;br /&gt;
Goblin traditional arts have so intermingled with the arts and craftsmanship of other cultures that they have been accused of directly ripping off several elements of it; even described as &amp;quot;salvage masters&amp;quot;. In art, they favour great ostentation, making displays of rare dyes and paints, encrusting objects in precious stones or metals, and generally favouring a style Goblindom refers to as &amp;quot;bling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Their architecture is similarly grandious and they have learned much of stonework from their incursions into Dwarf lands. Goblins are rapacious &#039;&#039;observers&#039;&#039; and are capable of a great deal of learning by proxy, improvisation based on past observations, and the repurposing of existing technologies and objects. They are, accordingly, masters of arcane magic and alchemy.&lt;br /&gt;
&lt;br /&gt;
In spite of this, Goblin economics favours the expedient and the novel, to the degree that above the surface, goblin goods have a reputation for being shoddy, sometimes even crafted from junk. While such objects offer great utility, their limited working life out of the hands of goblin improvisers and crafters means they aren&#039;t widely adopted outside of goblin society.&lt;br /&gt;
&lt;br /&gt;
===Religion, Festivals, and Timekeeping===&lt;br /&gt;
The Goblins have themselves a monothiestic religion, centered around the worship of [[Gob]], their creator diety, and similar in rite and ritual to some of what is seen in [[Bastonia]], perhaps suggesting the usual goblin mimickry of practice had influenced it overtime.&lt;br /&gt;
&lt;br /&gt;
The Goblin church is omnipresent in daily life and plays an important role in diplomacy between the Underkingdroms, with local bishops often accessing as proxies of the Great Goblin outside of [[Great Siem]].&lt;br /&gt;
&lt;br /&gt;
Festivals occur monthly and feature revelry, song, drinking, and often other forms of general debauchery.&lt;br /&gt;
&lt;br /&gt;
=== Fighting, Warfare, and Death ===&lt;br /&gt;
While the commonality of actual warfare varies depending on time and distance from the frontiers between underkingdoms or other overlapping cultures, goblins are almost famous for their raids on non-goblin settlements, and goblins in general are highly familiar with fighting and combat.&lt;br /&gt;
&lt;br /&gt;
Goblin popular culture and histories glamorize warriors and warfare, as well as what are seen of &amp;quot;higher forms&amp;quot; of violence, such as political assassins. As a result, Goblin cities are sometimes more dangerous than the wilds around them, provided you don&#039;t know how to play the right games or who the right friends to make are. As a result, goblins tend toward developing either a shrewdly gracious or imposing demeanour, and have a hard time breaking out of those molds when dealing with other cultures.&lt;br /&gt;
&lt;br /&gt;
[[Death]] – in all its forms – is believed to be followed by judgment and either a glorious and eternal afterlife in the paradise of [[Heaven]], or a descent into [[Hell]] if found wanting.&lt;br /&gt;
&lt;br /&gt;
===Language and Scholarship===&lt;br /&gt;
The Goblin Language is a unique language unrelated to the other languages of Wisteria, owing to their origins as Fae-Dreamed folk, much like many of the [[Confederacy of Sages]] races or the [[Gnomes]] of the [[Hearthlands]]. It has a gutteral quality that many find difficult to speak if they aren&#039;t raised to it; as a result Goblins tend to have similarly strong accents when speaking other languages. Unlike in other kingdoms, it&#039;s also a natively-viable arcane language.&lt;br /&gt;
&lt;br /&gt;
Most Goblins learn their crafts through apprenticeship. &lt;br /&gt;
&lt;br /&gt;
Adventurers, particularly in frontier areas, may also learn any of the languages of their enemies, especially Bastonian or Orcish.&lt;br /&gt;
&lt;br /&gt;
=== Diet, Libations, and Entertainment ===&lt;br /&gt;
The Goblin diet is rich and plentiful, even in the lower classes, though the manner of that diet is strongly stratified between the upper and lower class, including the manner in which meals are consumed. The higher classes often eat three meals a day – consisting of a breaking of the nightly fast in the morning, a lunch of leftovers during the noon hour, and larger meals in the evening, made up mostly of meats and fungi. Many Goblin delecacies are considered vermin or monsters in other parts of the world but are seen as inherently delicious to goblins who grew up in the Underkingdoms, with giant spiders being especially valued.&lt;br /&gt;
&lt;br /&gt;
The poor eat a much more varied, though somewhat spare, diet. If the fast is broken in the morning, it is usually with whatever can be salvaged from the previous night&#039;s meal. The major meal of the day is usually at the middle of their waking period (where an extended break from the work of the day is desired), most often consisting of a pottage and a bit of meat. If you are particularly well off you would have an additional small meal in the evening – very commonly, this would be fish, as the practice of fishing is easy and blind cave fish are in abundance; alternatively, it is usually small &amp;quot;game&amp;quot;. Goblins of all social ranks also enjoy pilfered foods, often cured, and some raiding expedietions exist purely to steal milk, pastries, sausages, bacon, and fresh meat from surface settlements.&lt;br /&gt;
&lt;br /&gt;
The Goblins prize beer – which has sacramental uses in addition to being an excellent libation – but only rarely grow enough hops and barley to produce it, again usually stealing or trading for it. Another popular libation is Goblin Hooch, produced out of whatever is available and then distilled until it is relatively pure and clear.&lt;br /&gt;
&lt;br /&gt;
==Goblin Economics==&lt;br /&gt;
===Tithe and Tribute Systems===&lt;br /&gt;
Unsurprisingly given their avaricious nature, taxation (in various forms) is high in Goblin Society, with a large &amp;quot;upward&amp;quot; flow of wealth perculating from labour upward into higher and higher levels of formal and informal aristocracies.&lt;br /&gt;
&lt;br /&gt;
As an example, the following taxes are all relevant in the city of [[Siem]] if you are a common labourer:&lt;br /&gt;
* A tax on the income generated by your labour to be witheld by the employer and paid to their patron.&lt;br /&gt;
* A &amp;quot;wage gift&amp;quot; repaid by the labourer to the employer formally at the end of each pay period.&lt;br /&gt;
* A tax on your purchases, added to the purchase by the merchant.&lt;br /&gt;
* A tax on your held wealth, termed a tribute, paid to the Great Goblin.&lt;br /&gt;
* A tax on your held wealth, termed a tithe, paid to the Church (ultimately joining the treasury of the Great Goblin).&lt;br /&gt;
&lt;br /&gt;
In particular the tithe is universally relevant to all goblins. Failure of various underkings to appropriately collect and transfer the tithe to Siem has been the cause of countless wars amongst the Goblins.&lt;br /&gt;
&lt;br /&gt;
===Wealth Gap===&lt;br /&gt;
As might have been implied by the above there is a pronounced wealth gap within Goblin Lands. Some Goblin nobles carry wealth equivalent to any of their surface breatheren, but the average goblin peasant is almost wrechedly poor.&lt;br /&gt;
&lt;br /&gt;
===Focal Industries===&lt;br /&gt;
As a nation frequently riven with internal warfare and beset by enemies on six sides, not counting enemies within, it is not a surprise that defence and military equipment are major economic drivers in the Underkingdoms. While agriculture remains a key industry and a facet of that defence, Bastonia deals in great quantity with stoneworks, mining ore, and refining metals to produce the implements of destruction they require.&lt;br /&gt;
&lt;br /&gt;
Goblins have perfected an arcane and alchemical reagent known as [[Ahren&#039;s Blood]]. This thick black substance can be further refined into other materials and are particularly useful in evocation magic and explosive alchemy. Because of these special talents, they do a decent trade at mining. Their refined metals may not be as in demand as dwarven ones, but they do for a pinch in the [[Lordless Lands]] and unscrupulous humans in [[Bastonia]] have been known to trade for goblin ingots at dramatically cut rates over other sources of unworked metal.&lt;br /&gt;
&lt;br /&gt;
===Technology and Craftsmanship===&lt;br /&gt;
Like many of their goods, Goblins excel in making expedient items, and this includes technology. The short lifespans of Goblins and of the things goblins make, and their natural talents at observation and knowledge synthesis, mean that they advance in technology relatively quickly. However, their constructs are usually made to solve one specific problem for no longer than the problem itself persists, and anything intended to last longer than a few hours of continuous operation usually needs to be continually remade an repaired.&lt;br /&gt;
&lt;br /&gt;
Some of this is due to a paucity in the usual raw materials. Goblins do have stone in abundance, and to an extent can produce metals in volumes (but not necessarily quality) equal to the dwarves. Wood is almost absent, as are textiles, but leather and bone are in abundance.&lt;br /&gt;
&lt;br /&gt;
As a result goblin technology and craft either directly mimics the work of other races or, left to its own devices, has a ramshackle appearance and quality.&lt;br /&gt;
&lt;br /&gt;
==Goblins and the Adventuring Class==&lt;br /&gt;
As always, some exceptions exist to the below guidelines, but these are general interpretations of how common adventuring classes are seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barbarian&#039;&#039;&#039; – rarely seen above ground, but not unheard of, and even specialty-trained in [[Karlikavajask]], where the Goblins are beset with enemies from most angles. Goblin Barbarians are shrewd ambush specialists, waiting for their enemies to stumble into their traps before falling on them in a roaring wave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bards&#039;&#039;&#039; – surprisingly common given the Goblin predeliction for arcane magic (as a dream race) and their civilization praising music, chicanery, and intreague all at once. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric&#039;&#039;&#039; – While there are a surfiet of clergy in the church of [[Gob]], many are better represented with arcane caster classes such as Sorcerer. However, a limited number of Clerics do exist. They rarely become true adventurers, preferring the more comfortable lives their positions of authority allow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druid&#039;&#039;&#039; – rare indeed, though some surface-dwelling goblins that are loyal to [[Great Siem]], especially those that have been mingling with Orcs, pick up the discipline. Mainstream goblins do not enjoy finding themselves above ground, and the belowground reaches they dwell in offer precious little comfort to the tradtional druid archetype. What&#039;s more, the cultural reliance on technological advancement runs contrary to the natural harmony preached by druids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monk&#039;&#039;&#039; – Almost unheard of. Monks require a degree of mental discipline and life of restriction not often seen in goblinkind, as well as a physicality to which the Goblins are not suited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter&#039;&#039;&#039; – anywhere a dedicated martial combatant is likely to be seen. This includes professional (i.e., non-militia or non-conscripted) soldiers, castle guards, wardens, some Knights, and so forth. Most chivalric orders include fighters in their makeup.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039; – Unheardof. Gob is not of an alignment that could support Paladins; the few goblin paladins in existance are expatriots living in other lands and would be especially remarkable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;&#039;&#039; – Quite common, actually. Goblin rangers are usual specialists in navigating the Deeping and hunting the things that occur there naturally (like monsterous vermin and elementals) and unnaturally (like aberrations), as well as traditional enemies of the Goblins, like Dwarves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue&#039;&#039;&#039; – the “clever” element of the Goblin Banditry, and the &amp;quot;Traditional&amp;quot; class in which to find a goblin. Goblin culture and economics supports almost every usual variant of rogue you&#039;d see, including tomb raiders, simple thieves, forgery artists, conmen, assassins, and even arcane tricksters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; – Quite common, from a variety of sorcerer bloodlines. Born of the Dreaming, the same way as Gnomes, the Goblins are easily capable of manipulaing the arcane by raw talent, seen as a gift of [[Gob]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizards&#039;&#039;&#039; – Less common than sorcerers, but not unheard of. While Goblins have their own magical tradition - the [[Understanding of Gob]] - they borrow ideas from the orc progenitor of wizard-magic, [[Gul Spell-Speaker]], as well - though don&#039;t often recognize him as a divinity.&lt;br /&gt;
&lt;br /&gt;
===Goblin Attitudes on the Other Nations===&lt;br /&gt;
Wisteria is not a monoculture, and neither are Goblins, though they are certainly one of the more monocultural nations upon it. That said, Goblins do occasionally have dealings with most of the other nations upon Wisteria. It should be noted that the attitudes shown below are general in nature and that each unique Bastonian may hold more or less extreme versions of these positions, including the exact opposites of them, as befits their own experiences and understanding of the world.&lt;br /&gt;
* [[Bastonia]] is viewed as an enemy, and derided as a pretender nation, whose peoples are only crudely implementing an immitation of Goblin culture. For centuries this was the same as with many other nations - the goblins raid against and steal from you, on small scale, and are largely &amp;quot;just annoying&amp;quot;. However, with the expansion into the [[Frontier Counties]] came an increase in violent purges against the Goblins, leading to what is effectively a state of war.&lt;br /&gt;
* [[Carcolie|The Carcolie]] are rarely observed or acknowledged. Some, especially in the northern kingdoms, tell fifth-hand stories of wild demons of the sky who ride on crowback, having borrowed the worst rumours of the Carcolie from the humans they both raid against and prey upon.&lt;br /&gt;
* [[Atarlie Empire|The Atarlie Empire]] is a known quantity, seen by most as far away. Elves are seen as being soft and helpless by the Goblins, sometimes derided as decadent. While they have much in common as arcane-favourable races, their religious incompatibility - and the animocity caused by Goblin raids - has put a negative spin on the relationship.&lt;br /&gt;
* The [[Orcish Nation]] is one of the largest populations of the Lordless Lands. Once myths among the orcs (whose dreams created the Goblins, as the halfings did with Gnomes), Goblins eventually became a sort of parsitic culture on the side of the Orcish Nation until the increasing human expansion in their overlapping lands. Prior to the [[Green Knoll Purge]], an alliance had been formed between [[Great Siem]] and its more loyal tributaries and the [[Mighty Northern Horde]]. The nature of that alliance is up in the air with the collapse of the horde, but in general, goblins and orcs have a common enemy in [[Bastonia]].&lt;br /&gt;
* The [[Confederacy of Sages]] are sometimes prayed upon by Goblins, and sometimes hunt Goblins in return. In particular, the goblins of [[Great Siem]] maintain a favourable relationship through tribute with the [[Minotaur]] in order to ensure the safety of their surface settlement at [[Pyrmor]].&lt;br /&gt;
* The [[Clans of Magnus]] are perpetual enemies. Some early mis-step in the relationship between Goblins and Dwarves, combined with the [[Holy Dwarven Grudge]], has meant that peace is impossible between the two factions. The relationship goes beyond two nations at war: each effectively considers it &amp;quot;open season&amp;quot; on the other.&lt;br /&gt;
* Opinion on the folk of the [[Shimmering Shore]] is greatly divided as the Goblins have no real presence there, apart from what is brought back by traders from [[Pyrmor]] and adventurers returning home.&lt;br /&gt;
&lt;br /&gt;
{{Underkingdoms}}&lt;br /&gt;
[[Category:Wisterian Nations]] [[Category:Goblin Underkingdoms]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Great_Siem&amp;diff=1375</id>
		<title>Great Siem</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Great_Siem&amp;diff=1375"/>
		<updated>2026-04-24T17:45:45Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Text replacement - &amp;quot;Crossroads&amp;quot; to &amp;quot;Three Crossings&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Great Siem, heartland of [[the Underkingdoms]] is a central region relatively shallow in [[the Deeping]], located in an area roughly bounded by [[Star Rock]] in the south, [[Val Verra]] in the north, [[Southport]] in the west, and [[Three Crossings]] in the east. Its various subordinate cities all have passages which pass through [[Siem]], the historical goblin capital, and it controls passages that link the other goblin underkingdoms. It&#039;s possession of [[Pyrmor]], near [[Southport]], enables a rich trade with surface-dwelling smugglers as their goods can be passed across the [[Bastion Line]] without ever touching a Bastonian-controlled port - at least, that was the case before the humans captured Southport outright.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Template:Confederacy_of_Sages&amp;diff=1374</id>
		<title>Template:Confederacy of Sages</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Template:Confederacy_of_Sages&amp;diff=1374"/>
		<updated>2026-04-24T17:45:24Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Text replacement - &amp;quot;Crossroads&amp;quot; to &amp;quot;Three Crossings&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Confederacy of Sages&lt;br /&gt;
|title = The [[Confederacy of Sages]]&lt;br /&gt;
|state = collapsed&lt;br /&gt;
|above = &#039;&#039;As born, so died&#039;&#039; -- Ancient Minotaur Proverb&lt;br /&gt;
|group1 = Intertribal Leadership&lt;br /&gt;
|list1 = [[Convocation of the Sages]] {{*}} [[Great Law]]&lt;br /&gt;
|group2 = [[Bastonian Pantheon | Religious Leadership]]&lt;br /&gt;
|list2 = [[Keeper of the Labyrinth]] {{*}} [[The Star-Counters]]&lt;br /&gt;
|group3 = Military Authorities&lt;br /&gt;
|list3 = [[Centaur Wayfinder Traditions]] {{*}} [[Minotaur War-Codes]]&lt;br /&gt;
|below = &#039;&#039;&#039;Free Men of the Lordless Lands&#039;&#039;&#039;&lt;br /&gt;
|group4 = Member Races&lt;br /&gt;
|list4 = [[Minotaur]] {{*}} [[Centaur]] {{*}} [[Cervitaur]] {{*}} [[Fawns]] {{*}} [[Satyrs]] {{*}} [[Firbolgs]]&lt;br /&gt;
|group5 = Major Settlements&lt;br /&gt;
|list5 = [[The Labyrinth]] {{*}} [[Three Crossings]]&lt;br /&gt;
|group6 = Points of Interest&lt;br /&gt;
|list6 = [[Unspoiled Wood]] {{*}} [[Star Rock]] {{*}} [[The Bleak]]&lt;br /&gt;
|}}&lt;br /&gt;
[[Category: Confederacy of Sages]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Crossroads&amp;diff=1373</id>
		<title>Crossroads</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Crossroads&amp;diff=1373"/>
		<updated>2026-04-24T17:40:43Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Zadammac moved page Crossroads to Three Crossings: Renaming the town of Crossroads to Three Crossings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Three Crossings]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Three_Crossings&amp;diff=1372</id>
		<title>Three Crossings</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Three_Crossings&amp;diff=1372"/>
		<updated>2026-04-24T17:40:43Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Zadammac moved page Crossroads to Three Crossings: Renaming the town of Crossroads to Three Crossings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Major Revision}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossroads&#039;&#039;&#039;, is a large seasonally-populated city located on a rocky promontory of the same name in thecentral [[Lordless Lands]], in the territory disputed between [[Bastonia]] and the [[Mighty Northern Horde]]. The city is traditionally considered part of the territory of the [[Confederacy of Sages]], held in common with their cousins in the [[Orcish Nation]]. Because the city is only heavily populated during the times of harvest for trade, beyond a small core of permanent residents, its population is highly variable. With the expansion of the [[Frontier Counties]], it is lately flooded with refugees of the [[Mighty Northern Horde]] from nearby orcish settlements like [[Green Knoll]].&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The city is on a low flat near a lake known simply as Duck Lake due to the prevalance of ducks in that area in their proper season. This position makes itself a nexus on many of the traditional migration routes among both the [[Orcish Nation]] and the tribes of [[Centaur]] who are the most common members of the [[Confederacy of Sages]] in the region.&lt;br /&gt;
&lt;br /&gt;
Traditionally, the city spent most of its time as a small town populated by fishermen and duck farmers, swelling several times a year to the size of a small city when the nomadic tribes in the area came together for grand harvest markets. As a result the city had a remarkably empty and impermanent feel. Since the seizure of the [[Frontier Counties]] and the [[Green Knoll Purge]], however, the desperate remnant of the [[Mighty Northern Horde]] has banded together and fortified the city, placing it under Orcish rule.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Traditionally, Crossroads boasted of a very rich economy by the standards of the Lordless Lands, where most trade is conducted in bartering and merchantilism is not a widely adopted method of economic prowess. This economy has only flagged with the hostility of [[Bastonia]]. Crossroads is no longer central to the movements of any tribes of either Sage or Orc, and instead serves only as a last holdout for a people heavily displaced from their traditional homeland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The act of the [[Mighty Northern Horde]] which effectively colonized the city has soured the relationship between the [[Orcish Nation]] as a whole and the [[Confederacy of Sages]], who feel that the orcs&#039; increasing isolationism and hostility will only be used against both nations by [[Bastonia]], both as excuse for future wars and by allowing them to be driven apart.&lt;br /&gt;
&lt;br /&gt;
The town itself has a split government. The Horde government remains in control of the defense of the city and makes grand and sweeping use of the city&#039;s resources to rearm and resupply itself while it musters for a fresh counter-offensive, but the day to day operation of the city more or less remains in the hands of the Centaur tribes who made up the original permanent inhabitants.&lt;br /&gt;
&lt;br /&gt;
{{Orcish Nation}}&lt;br /&gt;
{{Confederacy of Sages}}&lt;br /&gt;
[[Category: Large Cities]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Three_Crossings&amp;diff=1371</id>
		<title>Three Crossings</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Three_Crossings&amp;diff=1371"/>
		<updated>2026-04-24T13:16:42Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Major Revision}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossroads&#039;&#039;&#039;, is a large seasonally-populated city located on a rocky promontory of the same name in thecentral [[Lordless Lands]], in the territory disputed between [[Bastonia]] and the [[Mighty Northern Horde]]. The city is traditionally considered part of the territory of the [[Confederacy of Sages]], held in common with their cousins in the [[Orcish Nation]]. Because the city is only heavily populated during the times of harvest for trade, beyond a small core of permanent residents, its population is highly variable. With the expansion of the [[Frontier Counties]], it is lately flooded with refugees of the [[Mighty Northern Horde]] from nearby orcish settlements like [[Green Knoll]].&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The city is on a low flat near a lake known simply as Duck Lake due to the prevalance of ducks in that area in their proper season. This position makes itself a nexus on many of the traditional migration routes among both the [[Orcish Nation]] and the tribes of [[Centaur]] who are the most common members of the [[Confederacy of Sages]] in the region.&lt;br /&gt;
&lt;br /&gt;
Traditionally, the city spent most of its time as a small town populated by fishermen and duck farmers, swelling several times a year to the size of a small city when the nomadic tribes in the area came together for grand harvest markets. As a result the city had a remarkably empty and impermanent feel. Since the seizure of the [[Frontier Counties]] and the [[Green Knoll Purge]], however, the desperate remnant of the [[Mighty Northern Horde]] has banded together and fortified the city, placing it under Orcish rule.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Traditionally, Crossroads boasted of a very rich economy by the standards of the Lordless Lands, where most trade is conducted in bartering and merchantilism is not a widely adopted method of economic prowess. This economy has only flagged with the hostility of [[Bastonia]]. Crossroads is no longer central to the movements of any tribes of either Sage or Orc, and instead serves only as a last holdout for a people heavily displaced from their traditional homeland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The act of the [[Mighty Northern Horde]] which effectively colonized the city has soured the relationship between the [[Orcish Nation]] as a whole and the [[Confederacy of Sages]], who feel that the orcs&#039; increasing isolationism and hostility will only be used against both nations by [[Bastonia]], both as excuse for future wars and by allowing them to be driven apart.&lt;br /&gt;
&lt;br /&gt;
The town itself has a split government. The Horde government remains in control of the defense of the city and makes grand and sweeping use of the city&#039;s resources to rearm and resupply itself while it musters for a fresh counter-offensive, but the day to day operation of the city more or less remains in the hands of the Centaur tribes who made up the original permanent inhabitants.&lt;br /&gt;
&lt;br /&gt;
{{Orcish Nation}}&lt;br /&gt;
{{Confederacy of Sages}}&lt;br /&gt;
[[Category: Large Cities]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Three_Crossings&amp;diff=1370</id>
		<title>Three Crossings</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Three_Crossings&amp;diff=1370"/>
		<updated>2026-04-24T12:44:37Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Major Revisions}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossroads&#039;&#039;&#039;, is a large seasonally-populated city located on a rocky promontory of the same name in thecentral [[Lordless Lands]], in the territory disputed between [[Bastonia]] and the [[Mighty Northern Horde]]. The city is traditionally considered part of the territory of the [[Confederacy of Sages]], held in common with their cousins in the [[Orcish Nation]]. Because the city is only heavily populated during the times of harvest for trade, beyond a small core of permanent residents, its population is highly variable. With the expansion of the [[Frontier Counties]], it is lately flooded with refugees of the [[Mighty Northern Horde]] from nearby orcish settlements like [[Green Knoll]].&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The city is on a low flat near a lake known simply as Duck Lake due to the prevalance of ducks in that area in their proper season. This position makes itself a nexus on many of the traditional migration routes among both the [[Orcish Nation]] and the tribes of [[Centaur]] who are the most common members of the [[Confederacy of Sages]] in the region.&lt;br /&gt;
&lt;br /&gt;
Traditionally, the city spent most of its time as a small town populated by fishermen and duck farmers, swelling several times a year to the size of a small city when the nomadic tribes in the area came together for grand harvest markets. As a result the city had a remarkably empty and impermanent feel. Since the seizure of the [[Frontier Counties]] and the [[Green Knoll Purge]], however, the desperate remnant of the [[Mighty Northern Horde]] has banded together and fortified the city, placing it under Orcish rule.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Traditionally, Crossroads boasted of a very rich economy by the standards of the Lordless Lands, where most trade is conducted in bartering and merchantilism is not a widely adopted method of economic prowess. This economy has only flagged with the hostility of [[Bastonia]]. Crossroads is no longer central to the movements of any tribes of either Sage or Orc, and instead serves only as a last holdout for a people heavily displaced from their traditional homeland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The act of the [[Mighty Northern Horde]] which effectively colonized the city has soured the relationship between the [[Orcish Nation]] as a whole and the [[Confederacy of Sages]], who feel that the orcs&#039; increasing isolationism and hostility will only be used against both nations by [[Bastonia]], both as excuse for future wars and by allowing them to be driven apart.&lt;br /&gt;
&lt;br /&gt;
The town itself has a split government. The Horde government remains in control of the defense of the city and makes grand and sweeping use of the city&#039;s resources to rearm and resupply itself while it musters for a fresh counter-offensive, but the day to day operation of the city more or less remains in the hands of the Centaur tribes who made up the original permanent inhabitants.&lt;br /&gt;
&lt;br /&gt;
{{Orcish Nation}}&lt;br /&gt;
{{Confederacy of Sages}}&lt;br /&gt;
[[Category: Large Cities]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Orcish_Nation&amp;diff=1369</id>
		<title>Orcish Nation</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Orcish_Nation&amp;diff=1369"/>
		<updated>2026-04-24T11:37:05Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Major Revision}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Orcish Nation&#039;&#039;&#039; is a nation made up principally of orcs, half-orcs, and a minor population of other races such as goblins, holding loosely-defined territory within the eastern [[Lordless Lands]]. The nation has a unified polity centered around common belief, ancestry, and culture, but is functionally an anarchy in peacetime, forming a government above the level of the individual community only during times of war, when it becomes unified by a Warlord.&lt;br /&gt;
&lt;br /&gt;
The Orcish Nation share the [[Lordless Lands]] with their sometimes-ally, the [[Confederacy of Sages]], but the national character of [[Orc]] kind and a meaningfully distinct culture that emerges from that identity prevents them from integrating with the confederacy fully. For one thing, Orcs are considerably more likely to found fixed settlements that last for multiple years, which is an oddity among most of the cultures in the Confederacy. Then again, this is not universal, either; &amp;quot;sitting orcs&amp;quot; are just one of a variety of modes of life seen in the nation, which is still broadly nomadic by comparison to cultures outside the [[Lordless Lands]].&lt;br /&gt;
&lt;br /&gt;
Socially, orcs form into tribes, community units defined by common descent of the members, usually from a currently-living matirarch (rarely, but not unheard of, from a currently-living patriarch) that are stable for about an orc generation. Tribal membership of individual orcs is said to change as they marry between tribes, usually during adolescence. When circumstance warrants, such as is the case for settlements larger than villages, regions under armed conflict, and so-on, multiple tribes can pull together into an [[Orcish Horde]]. These Horde social units can function a lot like and organized state but usually tend to have a shelf-life of the length of the conflict that joined their formation, though a few rare examples like the [[Grahn Urgot Horde]] can persist for an extremely long time.&lt;br /&gt;
&lt;br /&gt;
The Orcish Nation have a common [[Orcish Pantheon]] which entail a combinations of apotheosized heroes, true divinities, and a panoply of relatively minor spirits. Unlike the haughty [[Atarlie Empire|High Elves]] (who share the ancestor worship component) or the pious [[Bastonia|Bastonians]](who hold church of a true god served by lesser powers), the Orcish Pantheon is fractured, inconsistently held, and rarely revered in its entirety. While all orcs revere [[the Firekeeper]] above most of their other gods, she is not considered all-powerful. Other gods in her pantheon like [[Kodo the Devourer]] are held as being just as, if not more, powerful. The most common arrangement in a randomly selected tribe would be the worship of either the Firekeeper or the Devourer and usually one other orcish deity which the tribe considers an ancient ancestor. It is not unheard of for orc tribes to form pacts with [[Devils]] or [[Demons]] and reorient their worship toward them, but this practice is actually extremely rare, usually driven by desparation, and is by far the exception rather than the rule - claims to the contrary are the subject of Bastonian or Baghari propaganda.&lt;br /&gt;
&lt;br /&gt;
Orcish adventurers are quite common, second perhaps only to humans across Wisteria, though their adventures tend to keep them locked into the basin of the Lordless Lands. The Orcish Nation values bravery, honour, sacrifice, and heroics to such a degree that many youths engage in Adventure as a sort of rite of passage, and many who get the taste for the lifestyle continue to adventure their entire lives.&lt;br /&gt;
&lt;br /&gt;
== Geography and Government ==&lt;br /&gt;
=== Orcish Tribes ===&lt;br /&gt;
&#039;&#039;See Also: [[Orcish Nation Naming Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The basic unit of Orcish society is the Tribe, which is a multi-household, familial social group most commonly united to each other through a matrilinial relationship to an elder woman who serves as the tribal matriarch. It is not unheard of, but far less common, for a tribe to be established along paternal lines instead. Commonly, tribes are many generations old and bear the metonymic sobriquet of the founding matriarch as a sort of matronymic surname - for example, a tribe of orcs that figured heavily in the [[Southern Expansion]] were known as the [[Ashwalker Tribe]] and presumably had some early female ancestor whose achievements had earned her that name. Tribal names are chiefly used by unmarried (often young) orcs with no [[metonymic sobriquet]] of their own in the same gramatical place that the sobriquet would be used, and the orcish language has a particle introduced between the given name and the metonymic (or patronymic) to indicate such cases. The custom with the orcs is for those seeking marriage outside the tribe to depart at a certain age, usually on a short ranging or when the mobile tribe is mingling with outside groups. Marriage can realign tribal membership by any arrangement of genders, with one partner assuming the tribal identity of the other and traveling or staying with their new tribe. From time to time this will result in the formation of new tribes, though this is rare and often limited to cases where one or both of the marriage partners are of such renown they can attract sufficient followers to make that sort of thing work, or in cases where a tribe fractures because of internal politics.&lt;br /&gt;
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While the Tribe is the basic unit of culture and governance it is not the only relevant cultural influence; there are heirarchies above the tribal to be found in the [[Orcish Horde System]], and further the destinction between tribal &amp;quot;kinds&amp;quot; (for lack of a better phrase) discussed below in &amp;quot;sitting and running orcs&amp;quot;.&lt;br /&gt;
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=== Hordes, Great Hordes, and the Nation United ===&lt;br /&gt;
&#039;&#039;&#039;See Also: [[Orcish Horde System]]&#039;&#039;&#039;&lt;br /&gt;
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In much the same way that human cultures require systems of organization above the household, the Orcish Nation occasionally needs to become more organized than individual extended-family tribal units. The Orcish term for a unit of multiple tribes working together in an organized fashion is usually translated to &amp;quot;Horde&amp;quot;. Orcish Hordes are formal alliances that usually share a few key characteristics in their nature:&lt;br /&gt;
* Organized for a specific purpose, usually mutual defense from a specific, named threat (including another horde);&lt;br /&gt;
* Lead by an elected Warlord who is chosen in contest of spiritual and temporal might;&lt;br /&gt;
* Almost always geographically named.&lt;br /&gt;
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When any two or more tribal heads get together and determine the need to form a horde, their people gather and select a warlord through ceremonies involving [[Orcish Shamanism|shamanistic rites]] and ritualized mock- or actual-combat. In contrast to tribal leadership, which is usually passed along matralinial line, the wartime nature of a horde and the physical dichotomy of orcs usually (but not exclusively) leads to the election of masculine warlords. Many hordes have their own endings baked into the compacts that form them; sometimes they can exist for no more than &amp;quot;a year and a day&amp;quot;, other times they are more existentially-considered and exist for however long it takes to defeat (or be defeated by) some other threat. It is considered a grave shame to break from the horde one&#039;s tribe belongs to, occasionally requiring a [[Blood Price]].&lt;br /&gt;
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Though Hordes are volatile in this way, there is some tradition of the same hordes breaking and reforming as-needed, and sometimes such a horde can become a sort of sub-national identity for the tribes that usually organize that Horde. An example of such a &amp;quot;repeating horde&amp;quot; was the [[Mighty Northern Horde]], which broke and reform repeatedly over centuries of on-again off-again conflict with the humans in the region just south of the [[Bastion Line]], which was their traditional range. In cases like this the Horde name is often reused and can become synonymous with the region the horde&#039;s member-tribes live in - in the same example, the orcs often refer to the region contested in the [[Southern Expansion]] as the &amp;quot;Mighty North&amp;quot;.&lt;br /&gt;
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However, the term is also used to refer to the organizing principles of large settlements, and hordes which come together for the purposes of running such settlements are extreme outliers in terms of longevity, very often lasting many generations. The best example of this is the [[Grahn Urgot Horde]] which is composed of no fewer than thirty tribes by the time of the [[Southern Expansion]]. In case of hordes like these it is more commonly understood for individual members of tribes, and even occasionally whole tribes, to come and go from the horde, at least during peacetime.&lt;br /&gt;
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In some circumstances, a threat can emerge which requires multiple hordes to band together. This is usually a conflict which unites a settlement-level Horde and the outlying tribes, but in major disasters can even just involve many war-organized Hordes realizing they need to pool together. When this happens, many of the rites and rituals of joining are functionally the same, but the new term applied to the &amp;quot;super unit&amp;quot; is &amp;quot;Great Horde&amp;quot;. There has never been a period in Orcish history where multiple Great Hordes existed simultaneously. It is traditional for the factions seeking to create a Great Horde to do so through a [[Congress of Shamans]] at the [[Temple of the First Hearth]], and the only exception to this norm is times when minor hordes join themselves to the [[Grahn Urgot Horde]] - this happens reasonably frequently and is not considered &amp;quot;as grave&amp;quot; an event as the formation of a wartime Great Horde.&lt;br /&gt;
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=== Territory ===&lt;br /&gt;
Though the Orcs share some of the same understanding of territory as seen in the [[Confederacy of Sages]], their tendency to form more permanent settlements with greater infrastructural development means that they also have a tendency to defend the territory they occupy rather than simply moving on. In general, they espouse a general concept of a right-of-way for all, but still think of &amp;quot;settled&amp;quot; areas (whether for a season or many lifetimes) as territoriality &amp;quot;theirs&amp;quot;. For example, where the Sages might allow you to fell in the wood near their encampment, especially if they have no great need of the wood, the Orcs would only consider allowing the same in trade. This relationship of &amp;quot;ownership&amp;quot; of land is still thought of more in terms of &amp;quot;presence and stewardship&amp;quot; than &amp;quot;ownership&amp;quot;. That is, no one orc or even whole tribe might own a forest, but if they are camping in a region of that forest, everything within a day&#039;s march of that camp would be considered part of their territory and could be exploited only by arrangement with that tribe. These claims evaporate the moment the tribe moves on, physically, from that location. This difference in perspective is what drives the higher propensity of Orcs to form semi-permanent settlements compared to the strictly seasonally-migratory Confederacy. While they will allow the Sages in particular and other races by degrees to pass through their territory peacefully (usually), they none-the-less will repel perforce anyone or anything they see as a threat.&lt;br /&gt;
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Within the Lordless Lands they lay claim largely to an ill-defined region of the central and east of the region, right up and into the foothills of the [[Atlas Mountains]]. However, internally, the lines of this territory is blurred as the positions and alignment of various settlements move around in response to seasonal, annual, or generational desires and needs, and alignments flip from one horde to another. Orcish encampments and settlements appear as far to the west as the coast and as far north and south as the [[Bastion Line]] and [[Twowaters]], respectively. However, these territories are not necessarily contiguous; the space between any two settlements is effectively incongruous and unincorporated lands. This allowed them to coexist with their neighbours quite peacefully for much of the millenium leading up to the [[Southern Expansion]] and usually only brought them into conflict with cultures that consider the frontiers &#039;&#039;between&#039;&#039; settlements or bands to be territoriality &amp;quot;theirs&amp;quot;.&lt;br /&gt;
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===Geographic Subcultures===&lt;br /&gt;
The Orcish Nation can be divided into two closely-related and largely similar subcultures: &#039;&#039;&#039;sitting orcs&#039;&#039;&#039; and &#039;&#039;&#039;running orcs&#039;&#039;&#039;, which are terms broadly used to connote whether the orc in question belongs to an urban or rural lifestyle - that is, whether they consider themselves a &amp;quot;city orc&amp;quot; or a nomad. While the entire orcish culture is nomadic on generational timescales, with few settlements staying put longer than a decade, there&#039;s still a fairly strong divide between the Sitting Orcs, who live in the rare permanent settlements like [[Grahn Urgot]], and the much more populous Running Orcs, who live in settlement/travel cycles measured in individual years or even seasons. The sedentary nature of Sitting Orc life depends entirely on the settlement they belong to. [[Grahn Urgot]] has stood for centuries, but other settlements move around as fishing stocks deplete, crop rotations fail to keep up with resource depletion, or other resources dry up; sometimes, many times in a single orc&#039;s lifetime. In contrast, running orc routines of travel vary entirely based on the tribe. The [[Ashwalker Tribe]] were known to be highly mobile, camping in no fewer than a half dozen sites per meteorological year. A foothills tribe known as the [[Rockbiter Tribe]] moved only once every year or year and a half; as long as it took them to establish a new mine and hand it off to some other tribe for the &amp;quot;boring&amp;quot; extractive work.&lt;br /&gt;
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Outside of the culture of [[Grahn Urgot]], the &amp;quot;sitting life&amp;quot; was considered profoundly undesirable by orcs; little surprise there given their fundamentally adventurous nature. As the histories of many settlements show, one of the advantages of organizing hordes to manage permanent settlements was allowing their member tribes to share responsibility for the township, meaning that even a relatively fixed settlement usually had a rotating cast of nomadic residents.&lt;br /&gt;
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==Orcish Culture==&lt;br /&gt;
===Arts and Architecture===&lt;br /&gt;
Unlike the highly nomadic [[Confederacy of Sages]] and [[Carcolie]], the Orcish Nation is, primarily, semi-nomadic. Apart from the &amp;quot;sitting orcs&amp;quot;, which are a comparatively small population fraction, most individual orcs lived lives that required them to pick up and move their entire lives and households, several days of travel at a time, several times a year. For this reason, orcish material culture favoured the light, the portable, and the useful. Their architecture fell into two broad extremes, favouring either temporary structures that could be carted up and moved (broadly categorized as [[Orc Yurts]]) and structures which were otherwise simple enough to be left abandoned much of the time, usually of timber, which is a relatively precious resource through much of their range.&lt;br /&gt;
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The Lordless Lands are not a rich territory, and the orcs have no want for enemies, in fact having a surplus, both among their own kind and among external threats. Orcish settlements tend to be heavily fortified, with some even hastily fortified. Lumber and stone are used equally in construction, and when it is available so are bone, leather, and other more exotic materials. As tribes swell and break off into individual new settlements, the orcish style of construction allows settlements to be bootstrapped quickly.&lt;br /&gt;
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They also have a rich tradition of arts centered around the use of animal and monster bones, which would otherwise go to waste. They particularly famously use [[Dogwool]] for many fibre purposes, from relatively low-quality fabrics to fine regalia. As a herding and nomadic culture, orcs put use to dogs in the same way that the [[Carcolie]] make use of their [[Dire Rooks]] and the [[Bastonians]] make use of horses. A variety of breeds of dogs such as [[Urghot Wolves]], [[Moonhairs]], and [[Orc Drafthounds]] exist only in their culture. Some consider the selective breeding and training of dogs to be the Orc&#039;s &amp;quot;great cultural technology&amp;quot;, in the way that stone architecture defines the [[Bastonians]] or the production of [[Adamantine]] defines the [[Clans of Magnus]]. A large number of these breeds are divided up on tribal lines and other than draft-hounds an extremely common archetype is the shepherd. Orcish adoption of shepherd dogs has allowed them to make nomadic populations of animals not otherwise normally considered herding animals, most especially pigs.&lt;br /&gt;
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Pigs, their hides, pork, and iconography, hold a special place in Orc culture. They are staples of orc cuisine, provide more suitable leather than most other animals kept by the tribes (in chief, goats), and have spiritual and religious significance. Orc mythology contends that pigs are near cousins to the pre-Kindling orcs in the same way that other mythologies contend [[the Enemy]] created the [[humans]] through occult corruption of [[Great Apes]], though the resemblance to pigs is less taxonomic and more iconic. That is, Orcs may not physically resemble pigs (save perhaps for the promenant tusks), but see many behavioural touchstones between themselves and their primary foodstocks.&lt;br /&gt;
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===Religion, Festivals, and Timekeeping===&lt;br /&gt;
The [[Orcish Pantheon]] centers not just deities believed to have always been gods, but a large number of ancestral heroes who underwent apotheosis to godhood through their exploits. To the orcs, godhood is just a state of capability and even a goal to attain, in the same way the other mortal races might think of magical mastery. Celebrations of faith include offerings, up to and including blood sacrifices (usually of livestock rather than sapient beings), to these gods, both collectively and to one or more each orc might consider their own personal patron or whom they might be inspired to emulate, as well as litanies, both to ones ancestors and to deeds and tales of each of the Gods. Different tribes in the same settlement may favour different gods more suited to their common goal, with each shaping the local concept of honour and morality accordingly.&lt;br /&gt;
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The Orc worldview is heavily shaped by their creation myth, which holds that prior to an event their histories recall as the [[Kindling of the Orcs]], they were merely a species of beasts native to [[Wisteria]]. According to this view, their principle goddess, [[the Firekeeper]], sparked full minds and intellects into them in response to the damage being done to the natural world by the [[humans]]. While the balance of Orc culture is generally toward the view that even destructive natural forces have a place in the natural order, this view necessarily causes a significant amount of friction between orcs and humans, in both directions. This creation myth also causes many orcs to see themselves less as &amp;quot;primary actors&amp;quot; in a universe made for them than the dutiful stewards of all beasts. The myth and narratives stemming from it are woven heavily through all the places where their culture touches on hunting, animal husbandry, and even warfare.&lt;br /&gt;
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Surprisingly, the dates of festivals are common across the nation, as are a great many of the traditions of those festivals - it is really only the weight each festival is given within a given settlement that varies from place to place. Most involve some form of public sacrifice, and such sacrifices are usually consumed in common together with other foods as availability warrants, followed by drinking, singing, and celebration - sometimes including ritual unarmed combat.&lt;br /&gt;
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=== Fighting, Warfare, and Death ===&lt;br /&gt;
Life as an orc is a hardscrabble existence, and violence is in their blood, or so they and a great many outsiders will say. Rare is an orc of walking and talking age who can&#039;t at least wrestle. Rarer still would be an orc of marriageable age - of either gender - who isn&#039;t familiar with at least a few weapons. To have territory in the lordless lands is to be able to hold it against invading Bastonians, marauding monsters, and the like, as well as to keep all of those things away from your livestock and supplies.&lt;br /&gt;
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Warfare is seen as the sometimes-regrettable reality of living. While orcs do not necessarily &#039;&#039;embrace&#039;&#039; war, they will accept a war if it is thrust upon them and believe it is better to win a war than lose it, and so fight ruthlessly within the bounds of their personal conceptions of honour. Warfare between orc tribes and warfare between orcs and other cultures is seen equally in this regard.&lt;br /&gt;
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Death is seen as a finality by most orcs, though a few exposed to Bastonian beliefs think that they might earn a place in [[Heaven]] or [[Elysium]] with their deeds. Others, who embrace the darker spectrum of their own pantheon, may have struck deals that they believe will see them in [[Hell]] or [[The Abyss]], perhaps more powerful than they were in life. A great many orcs, especially those for whom adventuring and heroism are bread and butter, have the ambition to defeat Death as they have defeated all their other foes, and ascend to godhood by mighty deeds. This finality of death is sometimes referred to as &amp;quot;going to the ashpit&amp;quot;. Orcs believe that in their final moments, the fire which drives them eventually consumes them body and soul, and the ash that remains is part of the immaterial [[Bardo]].&lt;br /&gt;
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===Language and Scholarship===&lt;br /&gt;
Orcish in its written form is a pictographic language, and readily adopted by orcs of all kinds - Bastonians who failed to see the meaning behind the pictographs have accused Orcs of cultural illiteracy, but this is a slander, and the other races familiar with the Orcish Nation know well to not underestimate the intelligence of Orcs, who often absorb the language of outsiders into their own understanding.&lt;br /&gt;
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Formal education as a separate activity from entertainment and conversation is unknown among the Hordes, who instead have an informal culture of trade apprenticeships and a strong culture of storytelling and philosophical discussion to pass along higher concepts. While this has lead to misconceptions of barbarism among the urbanized nations like the Atarlie or the Bastonians, this misconception erases the fact that the Orcs have a well-developed political, economic, and philosophical understanding of the world to rival any other nation in [[Wisteria]], and their own well-developed cultures of arcane magic and cosmology. This is seen even among the practitioners of the peculiar magic school promulgated by [[Gul Spell-Speaker]], which somehow manages to import formal arcane knowledge that intermingles several other schools with more traditional [[Orcish Shamanism]] mostly through storytelling and debate.&lt;br /&gt;
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=== Diet, Libations, and Entertainment ===&lt;br /&gt;
The Orcish diet is to make do with what is available, but they are known for their staple diet of herded goat and pork, combined together rarely with beef, and supplemented calorically with a diet rich in root vegetables and wheat, barley, or other grains. Orcs have a native style of cooking best referred to as barbeque, the style of which occasionally becomes popular with neighbours and visitors who are exposed to it, or those who have met members of the Orcish Diaspora familiar in its application and use. In the appropriate locations Orcs will also make heavy use of fish and shellfish. Orcs produce a seasoning known as &amp;quot;Bog Oil&amp;quot; from certain species of wetlands fish without which purists of the style consider barbeque to be impossible. The culture is rich in spices generally.&lt;br /&gt;
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Drinking is commonplace and occasionally even a pass-time, with the principal libation being various classes of beer, often unique to the settlement that produced it. The practice of distillation of spirits is known to the orcs, who occasionally produce both typical and medicinal whiskeys as well.&lt;br /&gt;
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Meals tend to be a family affair, and a tradition of portable meals often involving pasties, tarts, and dumplings is commonplace given the propensity for hard work and frequent travel among the orcs.&lt;br /&gt;
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==Confederate Economics==&lt;br /&gt;
===For the Horde!===&lt;br /&gt;
Unlike their neighbours, the [[Confederacy of Sages]], the orcs have a developed enough infrastructure of mining and metalworking to make the production and use of coinage commonplace and practical in their affairs, though mintage of such things vary from settlement to settlement. The value of a coin is that of the metal itself. That having been said, the Horde is a very economically flat nation, with little distincton between haves and have-nots in terms of material wealth. While heroic orcs and other prominent figures, respected tradespeople, and so forth may be able to better afford higher-quality goods, the luxury of such things comes from that quality and not the mere having of it.&lt;br /&gt;
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Even the poorest orcs within the nation will have a place to sleep and meals to eat as the &amp;quot;common good&amp;quot; is a profound cultural touchstone for orcs. There are some exceptions, especially in tribes dedicated to [[Kodo the Devourer]], but often orcs in such unfeeling places take to their feet and find succor among other bands. It is only Orcish adventurers, removed from the support of Horde and Tribe, who run the risk of becoming truly destitute, which is why a great many of them prefer to return with whatever achievements they have, should their luck take a turn for the worse.&lt;br /&gt;
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===Focal Industries===&lt;br /&gt;
With enemies on three sides and within, it should come as no surprise that the Orcish Nation&#039;s overall economy relies almost as heavily on war and the readiness for war as is the case in Bastonia. A significant portion of all labour goes into feeding professional warriors, training them, constructing fortifications, and the crafting of arms, armour, and ammunition. This is multiplied by their need to feed their significant adjunct population of dogs.&lt;br /&gt;
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The orcs trade heavily with the Confederacy of Sages in times where foraging has been insufficient, usually on the understanding that the Sages will come to their aid when threatened, or return the favour when times are good. As orcs grow, age, and die faster than many other counterparts, this is a noble exercise indeed.&lt;br /&gt;
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===Technology and Craftsmanship===&lt;br /&gt;
While orcish architecture may look slap-dash, and their aesthetic sense be significantly different from what humans or Dwarves might find appealing, it would be a mistake to think of the Orcs as technologically inferior. They produce weapons and other machinery extremely quickly, sacrificing artifice in some cases for immediate result, but allowing them to out-produce their two most frequent enemies. Orcish construction methods and preferred designs maximize the use of abundant materials like wood, leather, and bone to minimize the use of metals.&lt;br /&gt;
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A few orcs who become craftsmen develop a fierce interest in their trade, inspired perhaps by tales of foreign gods of crafts to become the first orcish god of the same, or otherwise raise their ability to legendary heights.&lt;br /&gt;
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==The Nation and the Adventuring Class==&lt;br /&gt;
{{TTRPGs with Classed Systems}}&lt;br /&gt;
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&#039;&#039;&#039;Barbarian&#039;&#039;&#039; – Extremely common throughout the hordes, Barbarians manifest the orcish predeliction to anger and outrage into a very viable form of combat that suits both the economic production and the general disposition of horde-raised Orcs.&lt;br /&gt;
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&#039;&#039;&#039;Bards&#039;&#039;&#039; – are not unheard of, but are more often Half Orcs than full-blooded orcs. While the Orcish Nation does have a tradition of music and dance, it is not often seen as a wellspring for arcane power.&lt;br /&gt;
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&#039;&#039;&#039;Cleric&#039;&#039;&#039; – Surprisingly common, though perhaps not as other races would recognize them, and easily mistaken at a glance for druids or shaman. Many orcish gods have portfolios useful in battle or for the summoning of higher (or lower) powers.&lt;br /&gt;
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&#039;&#039;&#039;Druid&#039;&#039;&#039; – Particularly common in the west of the Orcish Nation, but none-the-less found throughout. Orcish Druids are often on very good terms with the Confederacy of Sages, perhaps even considering themselves part of both nations at once, and belong to the same druidic circle. Such druids are held with respect wherever they are found and are often in a tribe&#039;s Council of Elders, even if relatively young.&lt;br /&gt;
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&#039;&#039;&#039;Monk&#039;&#039;&#039; – Not unheard of as the orcs have their own native monastic traditions, centered around the teachings of their hero, [[Xuthakug Three-Eyes]], who is said to have adopted the practice during his own adventures in the [[Shimmering Shore]]. Orcish monks are almost always brawler or wrestling specialists, and the linguistic focus is on turning themselves into weapons so perfect the gods themselves would adopt their use.&lt;br /&gt;
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&#039;&#039;&#039;Fighter&#039;&#039;&#039; – A very common choice for orcs, who have the endurance to make stolid fighters under heavy armour, though in practice they often find themselves in medium. The difference between a barbarian orc and a fighter orc is essentially down entirely to preferences in armour, and a great many fighter archetypes exist throughout the Orcish Nation, suited to traditional styles of combat such as the use of the Urgosh, Warg-Riding, and the like.&lt;br /&gt;
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&#039;&#039;&#039;Paladin&#039;&#039;&#039; – Entirely unheard of - such zeal is not felt by those within the Nation, and none of the [[Orcish Pantheon]] have churches organized enough to raise a chivalric fighting force.&lt;br /&gt;
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&#039;&#039;&#039;Ranger&#039;&#039;&#039; – Extremely common, in both the traditional ranged and melee variants, especially in the Western portion of the nation, where contact with the Confederacy and their nature-magics is higher and cultural exchange more developed. Orcish rangers favour animal companions as useful in a fight as a hunt.&lt;br /&gt;
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&#039;&#039;&#039;Rogue&#039;&#039;&#039; – There is not a strong criminal underclass, though orcs and half-orcs as a diaspora are seen in other lands as banditry. That being said, rogue-as-in-scout is a useful interpretation for making rogues among the Orcish Nation, and few orcs are above assassinations, though most orcish conceptions of honour would discourage such trickery.&lt;br /&gt;
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&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; – Sorcery is seen as a mark of divine providence. Orcs understand bloodlines and breeding as well as any other race, but the sorcerous aspects of Sorcerer Bloodlines have a habit of skipping generations, sometimes even more often than not. The orcs practice no discrimination from one bloodline to the next - all sorcerers are seen as touched by the gods and useful allies (or fearful enemies)&lt;br /&gt;
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&#039;&#039;&#039;Wizards&#039;&#039;&#039; – The rarest of the arcane classes by far, as no strong traditions of such practice exist. Those who learn arcane magic to the point of wizardry within the Orcish Nation are usually doing so under the guidance of clerics of [[Gul Spell-Speaker]], an orcish wizard and warlock who made a deals throughout her life with Outsiders of various kinds. They therefore tend to be Conjuration or Evocation specialists.&lt;br /&gt;
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===Orcs and Monsters===&lt;br /&gt;
Orcs love a good monster hunt, and their range has no shortage of magical beasts, dragons, giants, or other monsters to choose from. Trophies from slain monsters are seen as particularly cunning status symbols, desirable components for magical or mundane crafting, and in some cases, many monsters are even considered &amp;quot;the good eating&amp;quot;.&lt;br /&gt;
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===Attitudes toward the Other Nations===&lt;br /&gt;
Wisteria is not a monoculture, and neither is the Orcish Nation, so these views may be subject to change.&lt;br /&gt;
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* [[Carcolie|The Carcolie]] Ravenmasters occasionally wander far enough south of Carcolie lands to encounter Orcs in their natural environs. In general, the Mountain Elves are seen as a physically weak, but cunning and often dangerous foe, whose appearance is usually related to raids for supplies. Due to the elvish reputation for subterfuge, Carcolie Wood-Elves are not at all welcome within most areas controlled by the Orcish Nation, and this can range from a stern warning to &amp;quot;bugger off&amp;quot; all the way up to open and lethal hostilities, especially in often-raided areas.&lt;br /&gt;
* [[Atarlie Empire|The Atarlie Empire]] is known to the Nation, mostly by inference and their reputation among the Carcolie. High Elves in the lordless lands are sufficiently unusual events that warriors among the Orcs will often push them out, either out of association with the Carcolie or out of fears of yet another enemy at the gates.&lt;br /&gt;
* The [[Confederacy of Sages]] is one of the largest populations of the Lordless Lands, and one of the only nations of outsiders the Orcs tolerate well, even to the point of trust and mutual support. As the Orcish Nation becomes more fierce about their territory given the expansions of Bastonia, the Orcs risk violating this trust as they become more and more defensive of their territory, and harder pressed for the resources the Sages are accustomed to being able to share with them.&lt;br /&gt;
* The Kingdom of [[Bastonia]], is seen as the principal threat to the Orcish Nation. In generations previous, it was not unheard of for orcs and some eccentric Bastonians to come together and work with common purpose. With Bastonian movement to the south, however, the Orcs are becoming pressed, threatened, and outright hostile, understanding that they run the risk of being driven off their lands.&lt;br /&gt;
* The [[Clans of Magnus]] are the antithesis to the Orcish Nation in a lot of ways, in spite of some mutually-compatible ideas and even mutual enemies. While most Orcs hold a neutral opinion of dwarves, the feeling is not shared (Orcs are considered cousins to Goblinoids by the Dwarves, and therefore hated enemies, in spite of a lack of material evidence to support this assertion). &lt;br /&gt;
* Opinion on the folk of the [[Shimmering Shore]] has turned friendlier since the Collapse in that region lead to a devolution of government to city-states and rural communities, ending the practice of the previous empire in that region of expanding to its north, several orcish generations ago. Many orcish adventurers head to the south at the outset of their quests for glory and self-discovery, driven by attraction to lost riches, or access to the region&#039;s thin barrier between worlds, which many orcish summoners, warlocks, and shamen find useful for their own reasons.&lt;br /&gt;
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{{Orcish Nation}}&lt;br /&gt;
[[Category: Orcish Nation]][[Category: Wisterian Nations]][[Category: Lordless Lands]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Orcish_Nation&amp;diff=1368</id>
		<title>Orcish Nation</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Orcish_Nation&amp;diff=1368"/>
		<updated>2026-04-23T21:54:20Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Major Revision}}&lt;br /&gt;
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&#039;&#039;&#039;The Orcish Nation&#039;&#039;&#039; is a nation made up principally of orcs, half-orcs, and a minor population of other races such as goblins, holding loosely-defined territory [[Lordless Lands]]. The nation has a unified polity centered around common belief and culture, but is functionally an anarchy in peacetime, forming a government above the level of the individual community only during times of war, when it becomes unified by a Warlord.&lt;br /&gt;
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The Orcish Nation share the [[Lordless Lands]] with their sometimes-ally, the [[Confederacy of Sages]], but there the similarities end. Orcish settlements, while perhaps temporary in the opinion of longer-lived species, tend to be mostly permanent, moving only once, at most, in a generation, in response to various threats such as over-harvesting of local resources, an insurmountable threat, or the exhaustion of some other resource.&lt;br /&gt;
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Orcish villages tend to form semi-familial alliances among each other known commonly as Hordes, particularly at times when an external threat is seen. Each such Horde has its own Warlord, and occasionally Hordes will fight among each other to settle resource disputes or disputes of direction. Outsiders, especially the humans of [[Bastonia]], occasionally mistake these hordes for permanent structures.&lt;br /&gt;
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The Orcish Nation have a common [[Orcish Pantheon]] which entail a combination of apotheosized heroes, true divinities, and so on. Unlike the haughty [[Atarlie Empire|High Elves]] or the pious [[Bastonia|Bastonians]], the Orcish Pantheon runs the full gamut of alignments, and worship of none of their gods is forbidden, though some tribes favour one or more over the others. It is rare, for example, to find worshipers of [[Borba Wise-Eyes]] and [[Buggug Angel-Slayer]] in the same community, at least both open in their beliefs.&lt;br /&gt;
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Orcish adventurers are quite common, second perhaps only to humans across Wisteria. The Orcish Nation values bravery, honour, sacrifice, and heroics to such a degree that many youths engage in Adventure as a sort of rite of passage, and many who get the taste for the lifestyle continue to adventure their entire lives.&lt;br /&gt;
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== Geography and Government ==&lt;br /&gt;
=== Orcish Tribes ===&lt;br /&gt;
Individual orcish communities - sometimes as much as a large town and a few outlying villages - are composed of pseudo-familial tribes. There is some stratification among upper and lower classes, based largely on individual merit and heroics. Each tribe has a council of elders made up of a mix of veteran warriors, wise-men (and women), and senior members of the tribe, who oversee day to day life and attend to minor conflicts. In times of war, the tribe may appoint one of its own - usually at the choice of the council of elders - as a Warchief.&lt;br /&gt;
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=== The Horde and the Great Horde ===&lt;br /&gt;
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While one tribe of orcs control their settlement and its immediate environs, it is increasingly the case that settlements will band together, in some cases even forming full cities if such an alliance (termed a horde) survives the test of time. These hordes, traditionally called together for purposes of warfare, increasingly persist generation over generation, leading effectively to the creation of provinces within the Orcish Nation under the control of the leadership of various hordes. Within either ephemeral or semi-permanent Hordes, a convocation of the elders of all tribes represented will appoint a Warlord.&lt;br /&gt;
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In a time of great crisis, when an external threat, for example, threatens multiple hordes, those hordes, or even the whole nation, can band together as one Great Horde. The heroes of the various hordes (including their Warlords) within the Great Horde will put themselves through a traditional series of trials, including physical, mental, and spiritual exercises. The individual judged to be the winner of each will become the Warlord of the entire Great Horde, while the others who passed the trials satisfactorily will make up their War Council.&lt;br /&gt;
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=== Territory ===&lt;br /&gt;
Though the Orcs share some of the same understanding of territory as seen in the [[Confederacy of Sages]], their tendency to form more permanent settlements with greater infrastructural development means that they also have a tendency to defend the territory they occupy rather than simply moving on. While they will allow the Sages in particular and other races by degrees to pass through their territory peacefully (usually), they none-the-less will repel perforce anyone or anything they see as a threat.&lt;br /&gt;
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Within the Lordless Lands they lay claim largely to an ill-defined region of the central and east of the region, right up and into the foothills of the [[Atlas Mountains]]. However, internally, the lines of this territory is blurred as the positions and alignment of various settlements move around in response to seasonal, annual, or generational desires and needs, and alignments flip from one horde to another.&lt;br /&gt;
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==Confederate Culture==&lt;br /&gt;
===Arts and Architecture===&lt;br /&gt;
Unlike the highly nomadic [[Confederacy of Sages]] and [[Carcolie]], the Orcish Nation is, primarily, semi-nomadic. Some tribes (or subsets of tribes) do move around routinely, living as nomadic shepherds, hunters, fishers, foragers, and so forth. However, within the Orcish Nation, permanent, multi-year, and even multi-generational settlements are known.&lt;br /&gt;
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The Lordless Lands are not a rich territory, and the orcs have no want for enemies, in fact having a surplus, both among their own kind and among external threats. Orcish settlements tend to be heavily fortified, with some even hastily fortified. Lumber and stone are used equally in construction, and when it is available so are bone, leather, and other more exotic materials. As tribes swell and break off into individual new settlements, the orcish style of construction allows settlements to be bootstrapped quickly.&lt;br /&gt;
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They also have a rich tradition of arts centered around the use of animal and monster bones, which would otherwise go to waste.&lt;br /&gt;
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===Religion, Festivals, and Timekeeping===&lt;br /&gt;
The [[Orcish Pantheon]] centers not just dieties believed to have always been gods, but a large number of ancestral heroes who underwent apotheosis to godhood through their exploits. To the orcs, godhood is just a state of capability and might in the same way mortal races may think of, for example, class levels. Celebrations of faith include offerings, up to and including blood sacrifices, to these gods, both collectively and to one or more each orc might consider their own personal patron or whom they might be inspired to emulate, as well as litanies, both to ones ancestors and to deeds and tales of each of the Gods. Different settlements even among the same tribe may favour different gods more suited to their common goal, with each shaping the local concept of honour and morality accordingly.&lt;br /&gt;
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Surprisingly, the dates of festivals are common across the nation, as are a great many of the traditions of those festivals - it is really only the weight each festival is given within a given settlement that varies from place to place. Most involve some form of public sacrifice, and such sacrifices are usually consumed in common together with other foods as availability warrants, followed by drinking, singing, and celebration - sometimes including ritual unarmed combat.&lt;br /&gt;
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=== Fighting, Warfare, and Death ===&lt;br /&gt;
Life as an orc is a hardscrabble existence, and violence is in their blood, or so they and a great many outsiders will say. Rare is an orc of walking and talking age who can&#039;t at least wrestle. Rarer still would be an orc of marriable age - of either gender - who isn&#039;t familiar with at least a few weapons. To have territory in the lordless lands is to be able to hold it against invading Bastonians, marauding monsters, and the like.&lt;br /&gt;
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Warfare is seen as the sometimes-regrettable reality of living. While orcs do not necessarily &#039;&#039;embrace&#039;&#039; war, they will accept a war if it is thrust upon them and believe it is better to win a war than lose it, and so fight ruthlessly within the bounds of their personal conceptions of honour.&lt;br /&gt;
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Death is seen as a finality by most orcs, though a few exposed to Bastonian beliefs think that they might earn a place in [[Heaven]] or [[Elysium]] with their deeds. Others, who embrace the darker spectrum of their own pantheon, may have struck deals that they believe will see them in [[Hell]] or [[The Abyss]], perhaps more powerful than they were in life. A great many orcs, especially those for whom adventuring and heroism are bread and butter, have the ambition to defeat Death as they have defeated all their other foes, and ascend to godhood by mighty deeds.&lt;br /&gt;
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===Language and Scholarship===&lt;br /&gt;
Orcish in its written form is a pictographic language, and readily adopted by orcs of all kinds - Bastonians who failed to see the meaning behind the pictographs have accused Orcs of cultural illiteracy, but this is a slander, and the other races familiar with the Orcish Nation know well to not underestimate the intelligence of Orcs, who often absorb the language of outsiders into their own understanding.&lt;br /&gt;
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Formal education as a sperate activity from entertainment and conversation is unknown among the Hordes, who instead have an informal culture of trade apprenticeships and a strong culture of storytelling and philosophical discussion to pass along higher concepts. While this has lead to misconceptions of barbarism among the urbanized nations like the Atarlie or the Bastonians, this misconception erases the fact that the Orcs have a well-developed political, economic, and philosophical understanding of the world to rival any other nation in [[Wisteria]], and their own well-developed cultures of arcane magic and cosmology.&lt;br /&gt;
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=== Diet, Libations, and Entertainment ===&lt;br /&gt;
The Orcish diet is to make do with what is available, but they are known for their staple diet of herded mutton and pork, combined together rarely with beef, and supplemented calorically with a diet rich in root vegetables and wheat, barly, or other grains. Orcs have a native style of cooking best referred to as barbeque, the style of which occasionally becomes popular with neighbours and visitors who are exposed to it, or those who have met members of the Orcish Diaspora familiar in its application and use.&lt;br /&gt;
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Drinking is commonplace and occasionally even a pass-time, with the principal libation being various classes of beer, often unique to the settlement that produced it. The practice of distillation of spirits is known to the orcs, who occasionally produce both typical and medicinal whiskeys as well.&lt;br /&gt;
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Meals tend to be a family affair, and a tradition of portable meals often involving pasties, tarts, and dumplings is commonplace given the propensity for hard work and frequent travel among the orcs.&lt;br /&gt;
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==Confederate Economics==&lt;br /&gt;
===For the Horde!===&lt;br /&gt;
Unlike their neighbours, the [[Confederacy of Sages]], the orcs have a developed enough infrastructure of mining and metalworking to make the production and use of coinage commonplace and practical in their affairs. That having been said, the Horde is a very economically flat nation, with little distincton between haves and have nots in terms of material wealth. While heroic orcs and other prominent figures, respected tradespeople, and so forth may be able to better afford higher-quality goods, the luxury of such things comes from that quality and not the mere having of it.&lt;br /&gt;
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Even the poorest orcs within the nation will have a place to sleep and meals to eat. It is only Orcish adventurers, removed from the support of Horde and Tribe, who run the risk of becoming truly destitute, which is why a great many of them prefer to return with whatever achievements they have, should their luck take a turn for the worse.&lt;br /&gt;
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===Focal Industries===&lt;br /&gt;
With enemies on three sides and within, it should come as no surprise that the Orcish Nation&#039;s overall economy relies almost as heavily on war and the readiness for war as is the case in Bastonia. A significant portion of all labour goes into feeding professional warriors, training them, constructing fortifications, and the crafting of arms, armour, and ammunition.&lt;br /&gt;
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The orcs trade heavily with the Confederacy of Sages in times where foraging has been insufficient, usually on the understanding that the Sages will come to their aid when threatened, or return the favour when times are good. As orcs grow, age, and die faster than many other counterparts, this is a noble exercise indeed.&lt;br /&gt;
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===Technology and Craftsmanship===&lt;br /&gt;
While orcish architecture may look slap-dash, and their aesthetic sense be significantly different from what humans or Dwarves might find appealing, it would be a mistake to think of the Orcs as technologically inferior. They produce weapons and other machinery extremely quickly, sacrificing artifice in some cases for immediate result, but allowing them to out-produce their two most frequent enemies.&lt;br /&gt;
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A few orcs who become craftsmen develop a fierce interest in their trade, inspired perhaps by tales of foreign gods of crafts to become the first orcish god of the same, or otherwise raise their ability to legendary heights.&lt;br /&gt;
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==Sages and the Adventuring Class==&lt;br /&gt;
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&#039;&#039;&#039;Barbarian&#039;&#039;&#039; – Extremely common throughout the hordes, Barbarians manifest the orcish predeliction to anger and outrage into a very viable form of combat that suits both the economic production and the general disposition of horde-raised Orcs.&lt;br /&gt;
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&#039;&#039;&#039;Bards&#039;&#039;&#039; – are not unheard of, but are more often Half Orcs than full-blooded orcs. While the Orcish Nation does have a tradition of music and dance, it is not often seen as a wellspring for arcane power.&lt;br /&gt;
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&#039;&#039;&#039;Cleric&#039;&#039;&#039; – Surprisingly common, though perhaps not as other races would recognize them, and easily mistaken at a glance for druids or shaman. Many orcish gods have portfolios useful in battle or for the summoning of higher (or lower) powers.&lt;br /&gt;
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&#039;&#039;&#039;Druid&#039;&#039;&#039; – Particularly common in the west of the Orcish Nation, but none-the-less found throughout. Orcish Druids are often on very good terms with the Confederacy of Sages, perhaps even considering themselves part of both nations at once, and belong to the same druidic circle. Such druids are held with respect wherever they are found and are often in a tribe&#039;s Council of Elders, even if relatively young.&lt;br /&gt;
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&#039;&#039;&#039;Monk&#039;&#039;&#039; – Not unheard of as the orcs have their own native monastic traditions, centered around the teachings of their hero, [[Xuthakug Three-Eyes]], who is said to have adopted the practice during his own adventures in the [[Shimmering Shore]]. Orcish monks are almost always brawler or wrestling specialists, and the linguistic focus is on turning themselves into weapons so perfect the gods themselves would adopt their use.&lt;br /&gt;
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&#039;&#039;&#039;Fighter&#039;&#039;&#039; – A very common choice for orcs, who have the endurance to make stolid fighters under heavy armour, though in practice they often find themselves in medium. The difference between a barbarian orc and a fighter orc is essentially down entirely to preferences in armour, and a great many fighter archetypes exist throughout the Orcish Nation, suited to traditional styles of combat such as the use of the Urgosh, Warg-Riding, and the like.&lt;br /&gt;
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&#039;&#039;&#039;Paladin&#039;&#039;&#039; – Entirely unheard of - such zeal is not felt by those within the Nation, and none of the [[Orcish Pantheon]] have churches organized enough to raise a chivalric fighting force.&lt;br /&gt;
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&#039;&#039;&#039;Ranger&#039;&#039;&#039; – Extremely common, in both the traditional ranged and melee variants, especially in the Western portion of the nation, where contact with the Confederacy and their nature-magics is higher and cultural exchange more developed. Orcish rangers favour animal companions as useful in a fight as a hunt.&lt;br /&gt;
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&#039;&#039;&#039;Rogue&#039;&#039;&#039; – There is not a strong criminal underclass, though orcs and half-orcs as a diaspora are seen in other lands as banditry. That being said, rogue-as-in-scout is a useful interpretation for making rogues among the Orcish Nation, and few orcs are above assassinations, though most orcish conceptions of honour would discourage such trickery.&lt;br /&gt;
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&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; – Sorcery is seen as a mark of divine providence. Orcs understand bloodlines and breeding as well as any other race, but the sorcerous aspects of Sorcerer Bloodlines have a habit of skipping generations, sometimes even more often than not. The orcs practice no discrimination from one bloodline to the next - all sorcerers are seen as touched by the gods and useful allies (or fearful enemies)&lt;br /&gt;
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&#039;&#039;&#039;Wizards&#039;&#039;&#039; – The rarest of the arcane classes by far, as no strong traditions of such practice exist. Those who learn arcane magic to the point of wizardry within the Orcish Nation are usually doing so under the guidance of clerics of [[Gul Spell-Speaker]], an orcish wizard and warlock who made a deals throughout her life with Outsiders of various kinds. They therefore tend to be Conjuration or Evocation specialists.&lt;br /&gt;
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===Orcs and Monsters===&lt;br /&gt;
Orcs love a good monster hunt, and their range has no shortage of magical beasts, dragons, giants, or other monsters to choose from. Trophies from slain monsters are seen as particularly cunning status symbols, desirable components for magical or mundane crafting, and in some cases, many monsters are even considered &amp;quot;the good eating&amp;quot;.&lt;br /&gt;
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===Confederate Attitudes toward the Other Nations===&lt;br /&gt;
Wisteria is not a monoculture, and neither is the Orcish Nation, so these views may be subject to change.&lt;br /&gt;
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* [[Carcolie|The Carcolie]] Ravenmasters occasionally wander far enough south of Carcolie lands to encounter Orcs in their natural environs. In general, the Mountain Elves are seen as a physically weak, but cunning and often dangerous foe, whose appearance is usually related to raids for supplies. Due to the elvish reputation for subterfuge, Carcolie Wood-Elves are not at all welcome within most areas controlled by the Orcish Nation, and this can range from a stern warning to &amp;quot;bugger off&amp;quot; all the way up to open and lethal hostilities, especially in often-raided areas.&lt;br /&gt;
* [[Atarlie Empire|The Atarlie Empire]] is known to the Nation, mostly by inference and their reputation among the Carcolie. High Elves in the lordless lands are sufficiently unusual events that warriors among the Orcs will often push them out, either out of association with the Carcolie or out of fears of yet another enemy at the gates.&lt;br /&gt;
* The [[Confederacy of Sages]] is one of the largest populations of the Lordless Lands, and one of the only nations of outsiders the Orcs tolerate well, even to the point of trust and mutual support. As the Orcish Nation becomes more fierce about their territory given the expansions of Bastonia, the Orcs risk violating this trust as they become more and more defensive of their territory, and harder pressed for the resources the Sages are accustomed to being able to share with them.&lt;br /&gt;
* The Kingdom of [[Bastonia]], is seen as the principal threat to the Orcish Nation. In generations previous, it was not unheard of for orcs and some eccentric Bastonians to come together and work with common purpose. With Bastonian movement to the south, however, the Orcs are becoming pressed, threatened, and outright hostile, understanding that they run the risk of being driven off their lands.&lt;br /&gt;
* The [[Clans of Magnus]] are the antithesis to the Orcish Nation in a lot of ways, in spite of some mutually-compatible ideas and even mutual enemies. While most Orcs hold a neutral opinion of dwarves, the feeling is not shared (Orcs are considered cousins to Goblinoids by the Dwarves, and therefore hated enemies, in spite of a lack of material evidence to support this assertion). &lt;br /&gt;
* Opinion on the folk of the [[Shimmering Shore]] has turned friendlier since the Collapse in that region lead to a devolution of government to city-states and rural communities, ending the practice of the previous empire in that region of expanding to its north, several orcish generations ago. Many orcish adventurers head to the south at the outset of their quests for glory and self-discovery, driven by attraction to lost riches, or access to the region&#039;s thin barrier between worlds, which many orcish summoners, warlocks, and shamen find useful for their own reasons.&lt;br /&gt;
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{{Orcish Nation}}&lt;br /&gt;
[[Category: Orcish Nation]][[Category: Wisterian Nations]][[Category: Lordless Lands]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Via_Vocatio&amp;diff=1367</id>
		<title>Via Vocatio</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Via_Vocatio&amp;diff=1367"/>
		<updated>2026-04-23T20:17:18Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Stub}}  The &amp;#039;&amp;#039;&amp;#039;Via Vocatio&amp;#039;&amp;#039;&amp;#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the Ars Magica - a subset of the school&amp;#039;s formalized magical theories. The &amp;quot;Way of Calling&amp;quot; is a discipline concerned with summoning, conjuration, and translocation - differing from Via Artificia in that it can best be thought of as &amp;quot;conjuration by moving things which exist&amp;quot; rather than &amp;quot;conjuration ex nihilo&amp;quot;. The iconic use of the Via Vocatio would be in transplanar summoning of a [...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
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The &#039;&#039;&#039;Via Vocatio&#039;&#039;&#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the [[Ars Magica]] - a subset of the school&#039;s formalized magical theories. The &amp;quot;Way of Calling&amp;quot; is a discipline concerned with summoning, conjuration, and translocation - differing from [[Via Artificia]] in that it can best be thought of as &amp;quot;conjuration by moving things which exist&amp;quot; rather than &amp;quot;conjuration ex nihilo&amp;quot;. The iconic use of the Via Vocatio would be in transplanar summoning of a [[demon]] to [[Ahren]], or the teleportation of the wizard between locations. The school has great promise, and powerful masters of the discipline can transport themselves and others freely between the planets as though they were crossing a shallow creek, or carve themselves out pocket realities in which to find solitude and safety. However, misuses and blunders can lead to disaster; plenty of wizards&#039; biographies end in their mysterious disappearances.&lt;br /&gt;
&lt;br /&gt;
This discipline experienced a sudden surge in study during the [[Great Collapse]] and subsequent study of the [[Great Rift]].&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Via_Tutela&amp;diff=1366</id>
		<title>Via Tutela</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Via_Tutela&amp;diff=1366"/>
		<updated>2026-04-23T20:13:29Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Stub}}  The &amp;#039;&amp;#039;&amp;#039;Via Tutela&amp;#039;&amp;#039;&amp;#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the Ars Magica - a subset of the school&amp;#039;s formalized magical theories. The &amp;quot;Way of Protection&amp;quot; is as studied by &amp;quot;pure&amp;quot; academic wizards as it is by martial organizations like the Scholarly Order of the Azurejay, owing to the general utility of the school. Using these theories, a wizard can project powerful magical barriers or defuse latent magical energies, making them capable of every...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Via Tutela&#039;&#039;&#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the [[Ars Magica]] - a subset of the school&#039;s formalized magical theories. The &amp;quot;Way of Protection&amp;quot; is as studied by &amp;quot;pure&amp;quot; academic wizards as it is by martial organizations like the [[Scholarly Order of the Azurejay]], owing to the general utility of the school. Using these theories, a wizard can project powerful magical barriers or defuse latent magical energies, making them capable of everything from turning blades with their robes to warding entire precincts from entry. This is the school of wards, abjurations, reinforcement, locks, and barriers. Some [[Arcane Seminaries]] make this school their first lessons as a way of preventing students from being harmed by their experiments in later sessions.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Via_Illusio&amp;diff=1365</id>
		<title>Via Illusio</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Via_Illusio&amp;diff=1365"/>
		<updated>2026-04-23T20:09:54Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Stub}}  The &amp;#039;&amp;#039;&amp;#039;Via Illusio&amp;#039;&amp;#039;&amp;#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the Ars Magica - a subset of the school&amp;#039;s formalized magical theories. The &amp;quot;Way of Illusion&amp;quot; is sometimes thought of as charlatan&amp;#039;s magic, but has plenty of legitimate uses - including, as with the other Vias, undermining the use of the school against you or your patron. While the Via Lepos creates favourable or unfavourable impressions in the minds of others, Illusio concerns itself...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Via Illusio&#039;&#039;&#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the [[Ars Magica]] - a subset of the school&#039;s formalized magical theories. The &amp;quot;Way of Illusion&amp;quot; is sometimes thought of as charlatan&#039;s magic, but has plenty of legitimate uses - including, as with the other Vias, undermining the use of the school against you or your patron. While the [[Via Lepos]] creates favourable or unfavourable impressions in the minds of others, Illusio concerns itself with creating visual illusions, often to the same ends of manipulation and subterfuge. A good understanding of the school will help you avoid falling victim to its use. The utility of this school in subterfuge is limited by the well-understood threat it poses; most senior wizards, and their wealthy patrons, are very familiar with detecting and revealing such illusions and are very hard to hoodwink with them.&lt;br /&gt;
&lt;br /&gt;
However, profound specialty in the school combined with knowledge in Via Mandatum can allow the spellcaster to use the illusion to spread the effect of the evocation, potentially dramatically amplifying the harm they&#039;re capable of.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Via_Scientia&amp;diff=1364</id>
		<title>Via Scientia</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Via_Scientia&amp;diff=1364"/>
		<updated>2026-04-23T20:06:18Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Stub}}  The &amp;#039;&amp;#039;&amp;#039;Via Scientia&amp;#039;&amp;#039;&amp;#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the Ars Magica - a subset of the school&amp;#039;s formalized magical theories. The &amp;quot;Way of Knowing&amp;quot; is the discipline concerned with divination, magical scrying, the sending of messages over great distances, the parsing of information, and the prevention of all of the same. While divination remains unreliable, it along with the more precise uses of the school remain attractive abilities in spell...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
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The &#039;&#039;&#039;Via Scientia&#039;&#039;&#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the [[Ars Magica]] - a subset of the school&#039;s formalized magical theories. The &amp;quot;Way of Knowing&amp;quot; is the discipline concerned with divination, magical scrying, the sending of messages over great distances, the parsing of information, and the prevention of all of the same. While divination remains unreliable, it along with the more precise uses of the school remain attractive abilities in spellcasters serving wealthy and powerful patrons. While disciplines like astrology and augury get all the attention, the true value of the Via Scientia is in its use for long-distance communication and for protecting messages from interception by spies. Many wizards consider the ability to hide themselves or a patron from magical scrying to be table-stakes for getting involved in intreagues. For this reason, many experts in Scientia cross-train in [[Via Lepos]] and [[Via Illusio]].&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Billiam_Hardgate,_First_Earl_Hardgate&amp;diff=1363</id>
		<title>Billiam Hardgate, First Earl Hardgate</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Billiam_Hardgate,_First_Earl_Hardgate&amp;diff=1363"/>
		<updated>2026-04-23T20:02:22Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Redirected page to Billiam, First Earl Hardgate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Billiam, First Earl Hardgate]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Via_Mutatio&amp;diff=1362</id>
		<title>Via Mutatio</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Via_Mutatio&amp;diff=1362"/>
		<updated>2026-04-23T19:59:19Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Stub}}  The &amp;#039;&amp;#039;&amp;#039;Via Mutatio&amp;#039;&amp;#039;&amp;#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the Ars Magica - a subset of the school&amp;#039;s formalized magical theories. The &amp;quot;Way of Change&amp;quot; is possibly the second most familiar school to the layman after the Via Mandatum&amp;#039;s command of the elements and is responsible for some of Ars Magica&amp;#039;s most dramatic effects, like the transformation of the wizard or their target from one form to another. The school is concerned with the interplay bet...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
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The &#039;&#039;&#039;Via Mutatio&#039;&#039;&#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the [[Ars Magica]] - a subset of the school&#039;s formalized magical theories. The &amp;quot;Way of Change&amp;quot; is possibly the second most familiar school to the layman after the Via Mandatum&#039;s command of the elements and is responsible for some of Ars Magica&#039;s most dramatic effects, like the transformation of the wizard or their target from one form to another. The school is concerned with the interplay between magical energies and living bodies as a sort of reflection of both the [[Via Artificia]] and [[Via Lemurae]]. A less well-known but more coveted and certainly more benign use of the secrets of this via is magical healing of the body, the extension of life through the slowing of physical aging, and the promotion of the good health of crops and livestock. Via Mutatio students often study the healing miracles of [[Modo Gratia]] healers and, in talented hands can even replicate the same outcomes.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Via_Lepos&amp;diff=1361</id>
		<title>Via Lepos</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Via_Lepos&amp;diff=1361"/>
		<updated>2026-04-23T19:53:34Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Stub}}  The &amp;#039;&amp;#039;&amp;#039;Via Lepos&amp;#039;&amp;#039;&amp;#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the Ars Magica - a subset of the school&amp;#039;s formalized magical theories. The Via Lepos is the &amp;quot;way of pleasantness&amp;quot;; despite its pleasant name, it is quite possibly the most dangerous of the schools, as it concerns itself with the magical structure of minds and their manipulation. In the popular imagination, the school is reduced to ideas like love potions, and greater fear is reserved for ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Via Lepos&#039;&#039;&#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the [[Ars Magica]] - a subset of the school&#039;s formalized magical theories. The Via Lepos is the &amp;quot;way of pleasantness&amp;quot;; despite its pleasant name, it is quite possibly the most dangerous of the schools, as it concerns itself with the magical structure of minds and their manipulation. In the popular imagination, the school is reduced to ideas like love potions, and greater fear is reserved for [[Via Lemurae]] zombies or fireballs flying from the fingertips of masters of the [[Via Mandatum]]. However, the wise concern themselves as much with the threat posed by this school to themselves and the structures of history as they do to Acts of God. As much study has gone into using the lessons of the school to ingratiate yourself with the rich and powerful or shape the perception of the masses as has gone into preventing enemies from doing the same thing. The school should not be merely thought of in terms of these weapons and shields, however. The benefits of the school for treating and preventing the worst affects of mental illness are also well known.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Via_Lemurae&amp;diff=1360</id>
		<title>Via Lemurae</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Via_Lemurae&amp;diff=1360"/>
		<updated>2026-04-23T19:47:14Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Stub}}  The &amp;#039;&amp;#039;&amp;#039;Via Lemurae&amp;#039;&amp;#039;&amp;#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the Ars Magica - a subset of the school&amp;#039;s formalized magical theories. The Via Lemurae is the &amp;quot;way of shades&amp;quot;, and finds itself concerned with the arts of necromancy, and the study of death, undeath, and divinity. Scholarship of this via is perhaps weaker than almost any other subject in the Ars Magica school, due to laws against necromancy in both Bastonia and the A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Via Lemurae&#039;&#039;&#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the [[Ars Magica]] - a subset of the school&#039;s formalized magical theories. The Via Lemurae is the &amp;quot;way of shades&amp;quot;, and finds itself concerned with the arts of [[necromancy]], and the study of [[death]], [[undeath]], and [[divinity]]. Scholarship of this via is perhaps weaker than almost any other subject in the Ars Magica school, due to laws against necromancy in both [[Bastonia]] and the [[Atarlie Empire]]. Ars Magica institutions which permit the study usually limit it to basic topics like the preservation of the dead or the disruption of the undead. The [[Royal Osmic Society]] is well known among [[Bastonian]] practitioners as possibly the best school from which to get an education in the Via Lemurae as the school does not restrict its use directly - however, the school is also famous for the extreme level of ethical oversight it opposes on its members. Abusing the privilege of study is the cause of more expelled members of that order than any other category of offense save for accepting bribes.&lt;br /&gt;
&lt;br /&gt;
Especially in [[Bastonia]], mages are best advised to keep their knowledge of this school a secret; paranoid locals have been known to take &amp;quot;justice&amp;quot; into their own hands, justified or not. Atarlie practitioners who attract too much attention to their study of this via often excuse themselves as devotees of [[Lysanthir Lugolor]], whose special role in funeary and mourning rites as well as the ongoing worship of the atarlie ancestors actually require some base familiarity with the school.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Via_Artificia&amp;diff=1359</id>
		<title>Via Artificia</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Via_Artificia&amp;diff=1359"/>
		<updated>2026-04-23T19:40:48Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Stub}}  The &amp;#039;&amp;#039;&amp;#039;Via Artificia&amp;#039;&amp;#039;&amp;#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the Ars Magica - a subset of the school&amp;#039;s formalized magical theories. The Via Artificia is the &amp;quot;way of magical artifice&amp;quot;, which is concerned with both the creation-ex-nihilo of physical objects through the conversion of magical energies into matter, and the creation of magical goods from existing physical materials. Many students of this via break the subject up further into specialtie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Via Artificia&#039;&#039;&#039; is one of the nine vias, or &amp;quot;ways&amp;quot;, of mages in the [[Ars Magica]] - a subset of the school&#039;s formalized magical theories. The Via Artificia is the &amp;quot;way of magical artifice&amp;quot;, which is concerned with both the creation-ex-nihilo of physical objects through the conversion of magical energies into matter, and the creation of magical goods from existing physical materials. Many students of this via break the subject up further into specialties such as [[Alchemy]], [[Enchanting]], and [[Arcane Literacy]] - this latter discipline being concerned with the construction of magical writings such as scrolls, spellbooks, and magical certificates. This latter discipline of the Via is considered especially valuable in court wizards, senate aids, and other positions of authority as a measure against counterfeiting - ironically, another common use of the school.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Sir_Draven_Hardgate&amp;diff=1358</id>
		<title>Sir Draven Hardgate</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Sir_Draven_Hardgate&amp;diff=1358"/>
		<updated>2026-04-23T19:35:28Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler: Entangling Vines}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
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&#039;&#039;&#039;Sir Draven Hardgate&#039;&#039;&#039; was a [[Bastonian]] member of the [[Companions of the Light]] and a historically-significant member of the [[Hardgate (Bastonian Family) |Hardgate Family]]. He served as the de-facto second and final Earl of [[Hardgate]] and later came to be first [[Baron Pendragon]]. Draven had a remarkable life, entangled in events as far flung from one another as the sack of the [[Seelie Tower]] and the War of the [[Southern Expansion]]. The adventures of Draven and his incidental companions are the subject of [[Entangling Vines]]; as such, a detailed accounting of his life and adventures is being withheld until the story is ready for publication.&lt;br /&gt;
&lt;br /&gt;
When the narrative first encounters him, Sir Draven is still licking his wounds from the fall of [[Seelie Tower]], but is plunged into adventure with the sudden death of his father, [[Billiam, First Earl Hardgate]]. He and his foil and travelling companion [[Oleander Jonquil]] form the &amp;quot;Northern Perspective&amp;quot; of the narrative.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Entangling_Vines&amp;diff=1357</id>
		<title>Entangling Vines</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Entangling_Vines&amp;diff=1357"/>
		<updated>2026-04-23T19:33:59Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entangling Vines&#039;&#039;&#039; is the first full-length novel set in Wisteria, developed for print by Zachary J. Adam. It navigates the period of the [[Southern Expansion]] and the issues caused by the [[Great Rift]] by examining the perspectives of four main characters:&lt;br /&gt;
# [[Sir Draven Hardgate]], a dispossessed [[Knight Mendicant]] and [[Bastonian]] minor noble who finds every excuse not to get involved in the [[Southern Expansion]] until circumstances force him to make his way south with a company of his most loyal followers in tow;&lt;br /&gt;
# [[Oleander Jonquil]], an [[Atarlie]] consecrated legionnaire in the [[Legio Immarra]], who receives a vision that sends him on a holy mission of fact-finding in [[Val Verra]];&lt;br /&gt;
# [[Mogrun Ashwalker]], an [[Orc]] of the [[Ashwalker Tribe]] whose training as a shaman and ties to the [[Confederacy of Sages]] send her on a mission of grave importance just hours before the [[Siege of Crossroads]], and;&lt;br /&gt;
# [[Valkan Astera]], a citizen of [[Petrenea]] whose unusual origins have left them cursed with divine visions and constant starlight murmerings of the gods, who is fleeing north into the [[Lordless Lands]] to escape the chaos caused by the [[Great Rift]].&lt;br /&gt;
&lt;br /&gt;
The book&#039;s main themes are the ultimate interconnectedness of all things, the importance of duty as a foil to privilege, and the concept of &amp;quot;literary foils&amp;quot;, with most characters in the book having at least one (if not more) counterpart characters who are &amp;quot;them, but for the grace of God&amp;quot;. The book&#039;s long format takes its time bringing the main cast together while chewing around the periphery of the early half of the [[Southern Expansion]], and can be thought of as an &amp;quot;establishing shot&amp;quot; for further tales in the region.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Sir_Draven_Hardgate&amp;diff=1356</id>
		<title>Sir Draven Hardgate</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Sir_Draven_Hardgate&amp;diff=1356"/>
		<updated>2026-04-23T19:33:40Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;{{Spoiler: Entangling Vines}}  {{Stub}}  &amp;#039;&amp;#039;&amp;#039;Sir Draven Hardgate&amp;#039;&amp;#039;&amp;#039; was a Bastonian member of the Companions of the Light and a historically-significant member of the Hardgate Family. He served as the de-facto second and final Earl of Hardgate and later came to be first Baron Pendragon. Draven had a remarkable life, entangled in events as far flung from one another as the sack of the Seelie Tower and the War of the So...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler: Entangling Vines}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sir Draven Hardgate&#039;&#039;&#039; was a [[Bastonian]] member of the [[Companions of the Light]] and a historically-significant member of the [[Hardgate (Bastonian Family) |Hardgate Family]]. He served as the de-facto second and final Earl of [[Hardgate]] and later came to be first [[Baron Pendragon]]. Draven had a remarkable life, entangled in events as far flung from one another as the sack of the [[Seelie Tower]] and the War of the [[Southern Expansion]]. The adventures of Draven and his incidental companions are the subject of [[Entangling Vines]]; as such, a detailed accounting of his life and adventures is being withheld until the data is ready.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Hardgate_(Bastonian_Family)&amp;diff=1355</id>
		<title>Hardgate (Bastonian Family)</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Hardgate_(Bastonian_Family)&amp;diff=1355"/>
		<updated>2026-04-23T19:20:30Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardgate Family&#039;&#039;&#039; was a fairly minor noble house of [[Bastonia]], established around the year 1000 [[History | Age of Bastion]]. The principal line of the family were the scions of [[Uther Hardgate]], First Baron Hardgate, who fought in the [[War of the Bastion Line]] with some distinction, eventually raising to the knighthood (in the [[Order of the Lanyard]]) and the Barony. By the time of the [[Southern Expansion]], this was largely forgotten history to those outside the family, which counted for little in the ebb and flow of Bastonian politics. &#039;&#039;Rolls of the Noble Houses&#039;&#039;, a work compiled in 1340 Age of Bastion by the Grand Prince of [[Estmarch]], remarked on the house simply as &amp;quot;Riverine Vassals of County [[Skywatch]]&amp;quot;. The family had no major holdings apart from their [[Hardgate (Settlement) | eponymous castle]] along the [[River Coldwater]], though too far south to be in the major flow of its trade. The house is entangled by marriage in the 13th century Age of Bastion with [[House Selene]].&lt;br /&gt;
&lt;br /&gt;
The party&#039;s traditional arms were those of the First Baron: &#039;&#039;Vert, a tower argent&#039;&#039;. The family saw something of a revival in the 16th Century Age of Bastion, elevated to an Earldom for the actions of [[Billiam Hardgate, First Earl Hardgate]] and later cemented in importance by his only heir, [[Sir Draven Hardgate]]. Sir Draven was a knight of the [[Companions of Light]] and intercharged the family arms with the arms of his order, resulting in a new set of arms that was used by the family thereafter: &#039;&#039;&#039;Argent party per fess vert, a tower argent, in chief a sun radiant gules.&#039;&#039;&#039; The &#039;Second Earl&#039; was a formidable campaigner and figure in his own right and prominent in his day, who also moved the family seat to [[Pendragon]].&lt;br /&gt;
&lt;br /&gt;
Because of the events of the year [[1645 Age of Bastion]], the Hardgate family technically has &#039;&#039;two foundings&#039;&#039;:&lt;br /&gt;
* The &amp;quot;First Founding&amp;quot;, consisting of the lineage from [[Uther Hardgate]], First Baron Hardgate, through to [[Billiam, First Earl Hardgate]]&lt;br /&gt;
* The &amp;quot;Second Founding&amp;quot;, consisting of the lineage from [[Sir Draven Hardgate]], [[Baron Pendragon]].&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1354</id>
		<title>Seelie Tower</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1354"/>
		<updated>2026-04-23T19:12:47Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Seelie Tower&#039;&#039;&#039; was an fortification in the [[Hinterlands]] of [[Bastonia]], within a day&#039;s march to the west from [[Unseelie Tower]]. Like much of the rest of the [[Hinterlands]], territorial jurisdiction over the tower is a complex affair. Until very recently, it was the seat of [[County Seelie]], and the headquarters of the [[Companions of the Light]], a [[Chivalric Order]] dedicated to the martial worship of [[The Almighty]]. The tower would ultimately be destroyed in an assault by forces originating at the [[Unseelie Tower]] on &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, after which it eventually became the subject of an investigation by the [[Royal Osmic Order]].&lt;br /&gt;
&lt;br /&gt;
The fortification was originally supported by a large town of the same name, but ultimately this settlement dissolved when the fortification fell.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
The Seelie Tower takes its name from the somewhat-nearby [[Unseelie Tower]], an ancient fortification that was thought to predate the [[Battle of the First Wall]], usually considered to have been built by the forces remaining loyal to [[the Enemy]] during the [[Age of Rebellion]]. However, unlike this &amp;quot;twinned&amp;quot; structure, the Seelie Tower itself was considerably younger.&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
In [[1228 Age of Bastion]], the Knight Superior of the [[Companions of the Light]] was the non-inheriting child of a distaff line of [[House Marino]], [[Emma, First Count Seelie | Dame Emma]], who had represented the village of [[Mersk]] at[[Bastonian Tournament Culture | tourney]] and caught the attention of [[Felicity, Duchess of the North]]. Through Duchess Felicity&#039;s beneficence, Dame Emma was chartered to construct a new fortification at the mouth of the [[Faewater River]] in the [[Hinterlands]] as a prevention against banditry and piracy in the comparatively lawless [[Hinterlands]]. A considerable portion of the cost of endeavour was bankrolled by the [[Duchy of the North]] directly, in part to attempt to cement the claims of [[the North]] to the region in the face of matching claims from [[Zeemarch]]. When this plan became known, it was a minor scandal at royal court, which lead to the subsequent decision of then [[King Velrich II]] to issue a royal proclamation ordering the fortification to be turned over to the [[Companions of the Light]] in perpetuity upon its completion - therefore rendering the pacifying mission a royal effort and further extending the inconclusive sovereignty of the Hinterlands.&lt;br /&gt;
&lt;br /&gt;
Construction of the fortification to its recognizable configuration took 13 years, though the first year was spent in the construction of an earthwork motte and bailey that the square stone tower would later replace. As a reward for her efforts in leading the construction, on [[Creation Day]], [[1242 Age of Bastion]], Dame Emma was created First [[Count Seelie]].&lt;br /&gt;
&lt;br /&gt;
=== Light in the Hinterlands ===&lt;br /&gt;
For over three centuries, the [[Seelie Tower]] stood as possibly the most remote example of a true [[Bastonian]] fortification, serving as a civilizing light - metaphorically and literally - in the Hinterlands. Its near-coastal position allowed it to serve as a beacon for brown-water and green-water shipping and gave some control over the [[Faewater River]] to the Knights and to the Counts Seelie. Their taxation of traffic along this river eventually became an important source of wealth for the family that bore the county&#039;s name, who in turn were often key patrons for the [[Companions of the Light]]. However, given the sparsely-populated nature of the [[Hinterlands]], these incomes were hardly comparable to similarly-positioned fortresses like [[Coldwater]]. In fact, the relationship to the Companions of the Light was somewhat circular, as the majority of traffic on the river was either the knights and their retainers themselves, or merchants making service to locations manned, owned, or serving the knights themselves.&lt;br /&gt;
&lt;br /&gt;
The remote and lonely nature of the region is a driving factor in the nature of the knighthood as a hospitalier order, and minor fortifications, smallholdings, and stronghouses are dotted all across the Hinterlands, especially along the Faewater and its tributaries, in part because the Knights of the order invested heavily in securing and safeguarding the area. [[Sigismund, Third Count Seelie]] was especially transformative in this way, investing heavily in terms of both time and material wealth in the idea that the charge of the Seelie Tower was to bring stability and safety to the entire Faewater watershed. While his vision of a hinterlands renaissance was never realized, the fact remained that for much of the time in which the Seelie Tower stood, the Companions were the proverbial knights in shining armour, whose presence brought the law, charity, and stability as far as they could reach.&lt;br /&gt;
&lt;br /&gt;
However, and critically, such a top-down approach based on charity and piety was never going to get the job of &amp;quot;civilizing&amp;quot; the Hinterlands done in any lasting way, and as soon as the influence of the Companions was lost, the ensuing economic and social collapse saw a return to banditry and struggling smallholdings more or less immediately.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
{{Spoiler: Entangling Vines}}&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, the Seelie Tower was assaulted by a force of [[humans]], [[goblins]], and supernatural creatures originating from the nearby [[Unseelie Tower]], who fell upon the fort in the dead of the night. The nearby village was effectively unprotected and sacked, though Sir [[Thomas Keith]], captain of the third squadron, was able to rally his squadron and save thirty-nine men, women, and children through a fighting retreat and then a march along the coast to the south. The main force of the knights, including Knight Superior Sir [[Augustine, Thirteenth Count Seelie]] and [[Sir Draven Hardgate]], fought to hold the position of the tower itself until their own fighting retreat became necessary when the tower physically collapsed under the magical assault from the assaulting force. The entire sack of the tower took place in a single evening, with Count Augustine&#039;s report on the matter claiming that the attacking force &amp;quot;effectively evaporated with6 the first rays of the sun&amp;quot; as they were being pursued along the coast. In a report by the [[Royal Osmic Order]] dated [[1646 Age of Bastion]], a clarification was attributed to [[Sir Draven Hardgate]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;It was not nearly so cut and dry as that; as the sun rose and what was left of us beat our retreat to the south, the demons and whatever else in the Unseelie host were burned out of creation, leaving behind whisps of smoke and confused shouts from the goblins and the mannish traitors that fought with them. I and a few others, in the van, called out the phenomenon ahead, but before anyone could rally us the surviving mortal things returned to their senses and scattered every which way but toward us or into the sea.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The destruction of the tower and the township was considered total. The following day, from [[Mersk]], Count Augustine issued the [[Mendicant Charter]] and ordered all knights of the order to return to their homelands, regather their strength and resources, and await further orders. He himself sought royal instruction, and in the meantime, removed himself and his household to [[Estburg]], due to the family ties he had to the city through his wife, [[Amelia Estburg-Bastion]], a minor royal cousin. From then on, the Companions of the Light became popularly known as the &#039;&#039;&#039;Knights Mendicant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 1646, the [[Royal Osmic Order]] sent one of their [[Chapter Proctoral]] wizards, [[Gallus Luchnos]], to catalogue and report on the ruins and any information he could obtain about the destruction of the tower, in part so as not to be outdone by a contemporary investigation into the [[Unseelie Tower]] by the [[Scholarly Order of the Azurejay]], though this assignment was not taken overly seriously by Luchnos and he was reassigned to other purposes in short order.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Seelie Tower was a modification of the traditional motte and bailey design built on an artificial hill on the southern bank of the estuary of the [[Faewater River]]. Over time, it eventually became an impressively tall, square stone keep which was topped with a light that could be seen for considerable distance at sea. It was connected to nothing but the nearby town of the same name by road, with main transit afield from the tower by river or by sea.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Seelie Tower was driven by the needs of the Knights Mendicant, and to a lesser extent, the whims of House Seelie. Primary trade was the import of martial and medical supplies, the latter of which were then usually shipped further upriver under the auspcies of the knights to drive their humanitarian efforts further inland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The position of [[Count Seelie]] was very often associated with, but not universally the same as, the position of Knight Superior of the [[Companions of the Light]], though certainly many members of each generation of the [[House Seelie]] also served in the knighthood. This was made possible because temporal and military authority were not necessarily expected to be vested in the same person under [[Bastonian]] law. However, this distribution was often imperfect. Through the laws of succession and precedence of the [[Kingdom of Bastonia]], the [[Count Seelie]] is leigeman to the [[Duke of the North]]; however, the Knight Superior&#039;s allegiance is properly to the junior spouse of the [[Bastonian Monarch]]. This split alliance is somewhat reflected in the politics of the Hearthlands, which is frequently contested between the [[Duchy of the North]] and the [[Duchy of Zeemarch]], and is seen to be at its worst when the Knight Superior and the Count of Seelie are two different people.&lt;br /&gt;
&lt;br /&gt;
The political influence of the fortification came to an end when the fortification itself did. [[County Seelie]] was dissolved with the death of [[Augustine]], the 13th Count, and the headquarters of the knightly order eventually moved to [[Boischateau]], though it remained a goal of the knighthood for the remainder of Augustine&#039;s life to eventually restore the foritification and overthrow the [[Unseelie Tower]].&lt;br /&gt;
&lt;br /&gt;
{{Bastonia}}&lt;br /&gt;
[[Category: Bastonia]][[Category: Named Dungeons]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Star-Counters&amp;diff=1353</id>
		<title>Star-Counters</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Star-Counters&amp;diff=1353"/>
		<updated>2026-04-23T19:06:55Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Redirected page to The Star-Counters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Star-Counters]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Star-Counter&amp;diff=1352</id>
		<title>Star-Counter</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Star-Counter&amp;diff=1352"/>
		<updated>2026-04-23T19:06:35Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Redirected page to The Star-Counters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Star-Counters]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Seelie_Ruins&amp;diff=1351</id>
		<title>Seelie Ruins</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Seelie_Ruins&amp;diff=1351"/>
		<updated>2026-04-23T19:05:13Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Redirected page to Seelie Tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Seelie Tower]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1350</id>
		<title>Seelie Tower</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1350"/>
		<updated>2026-04-23T19:04:07Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Seelie Tower&#039;&#039;&#039; was an fortification in the [[Hinterlands]] of [[Bastonia]], within a day&#039;s march to the west from [[Unseelie Tower]]. Like much of the rest of the [[Hinterlands]], territorial jurisdiction over the tower is a complex affair. Until very recently, it was the seat of [[County Seelie]], and the headquarters of the [[Companions of the Light]], a [[Chivalric Order]] dedicated to the martial worship of [[The Almighty]]. The tower would ultimately be destroyed in an assault by forces originating at the [[Unseelie Tower]] on &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, after which it eventually became the subject of an investigation by the [[Royal Osmic Order]].&lt;br /&gt;
&lt;br /&gt;
The fortification was originally supported by a large town of the same name, but ultimately this settlement dissolved when the fortification fell.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
The Seelie Tower takes its name from the somewhat-nearby [[Unseelie Tower]], an ancient fortification that was thought to predate the [[Battle of the First Wall]], usually considered to have been built by the forces remaining loyal to [[the Enemy]] during the [[Age of Rebellion]]. However, unlike this &amp;quot;twinned&amp;quot; structure, the Seelie Tower itself was considerably younger.&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
In [[1228 Age of Bastion]], the Knight Superior of the [[Companions of the Light]] was the non-inheriting child of a distaff line of [[House Marino]], [[Emma, First Count Seelie | Dame Emma]], who had represented the village of [[Mersk]] at[[Bastonian Tournament Culture | tourney]] and caught the attention of [[Felicity, Duchess of the North]]. Through Duchess Felicity&#039;s beneficence, Dame Emma was chartered to construct a new fortification at the mouth of the [[Faewater River]] in the [[Hinterlands]] as a prevention against banditry and piracy in the comparatively lawless [[Hinterlands]]. A considerable portion of the cost of endeavour was bankrolled by the [[Duchy of the North]] directly, in part to attempt to cement the claims of [[the North]] to the region in the face of matching claims from [[Zeemarch]]. When this plan became known, it was a minor scandal at royal court, which lead to the subsequent decision of then [[King Velrich II]] to issue a royal proclamation ordering the fortification to be turned over to the [[Companions of the Light]] in perpetuity upon its completion - therefore rendering the pacifying mission a royal effort and further extending the inconclusive sovereignty of the Hinterlands.&lt;br /&gt;
&lt;br /&gt;
Construction of the fortification to its recognizable configuration took 13 years, though the first year was spent in the construction of an earthwork motte and bailey that the square stone tower would later replace. As a reward for her efforts in leading the construction, on [[Creation Day]], [[1242 Age of Bastion]], Dame Emma was created First [[Count Seelie]].&lt;br /&gt;
&lt;br /&gt;
=== Light in the Hinterlands ===&lt;br /&gt;
For over three centuries, the [[Seelie Tower]] stood as possibly the most remote example of a true [[Bastonian]] fortification, serving as a civilizing light - metaphorically and literally - in the Hinterlands. Its near-coastal position allowed it to serve as a beacon for brown-water and green-water shipping and gave some control over the [[Faewater River]] to the Knights and to the Counts Seelie. Their taxation of traffic along this river eventually became an important source of wealth for the family that bore the county&#039;s name, who in turn were often key patrons for the [[Companions of the Light]]. However, given the sparsely-populated nature of the [[Hinterlands]], these incomes were hardly comparable to similarly-positioned fortresses like [[Coldwater]]. In fact, the relationship to the Companions of the Light was somewhat circular, as the majority of traffic on the river was either the knights and their retainers themselves, or merchants making service to locations manned, owned, or serving the knights themselves.&lt;br /&gt;
&lt;br /&gt;
The remote and lonely nature of the region is a driving factor in the nature of the knighthood as a hospitalier order, and minor fortifications, smallholdings, and stronghouses are dotted all across the Hinterlands, especially along the Faewater and its tributaries, in part because the Knights of the order invested heavily in securing and safeguarding the area. [[Sigismund, Third Count Seelie]] was especially transformative in this way, investing heavily in terms of both time and material wealth in the idea that the charge of the Seelie Tower was to bring stability and safety to the entire Faewater watershed. While his vision of a hinterlands renaissance was never realized, the fact remained that for much of the time in which the Seelie Tower stood, the Companions were the proverbial knights in shining armour, whose presence brought the law, charity, and stability as far as they could reach.&lt;br /&gt;
&lt;br /&gt;
However, and critically, such a top-down approach based on charity and piety was never going to get the job of &amp;quot;civilizing&amp;quot; the Hinterlands done in any lasting way, and as soon as the influence of the Companions was lost, the ensuing economic and social collapse saw a return to banditry and struggling smallholdings more or less immediately.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
{{Spoiler: Path of Entanglement}}&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, the Seelie Tower was assaulted by a force of [[humans]], [[goblins]], and supernatural creatures originating from the nearby [[Unseelie Tower]], who fell upon the fort in the dead of the night. The nearby village was effectively unprotected and sacked, though Sir [[Thomas Keith]], captain of the third squadron, was able to rally his squadron and save thirty-nine men, women, and children through a fighting retreat and then a march along the coast to the south. The main force of the knights, including Knight Superior Sir [[Augustine, Thirteenth Count Seelie]] and [[Sir Draven Hardgate]], fought to hold the position of the tower itself until their own fighting retreat became necessary when the tower physically collapsed under the magical assault from the assaulting force. The entire sack of the tower took place in a single evening, with Count Augustine&#039;s report on the matter claiming that the attacking force &amp;quot;effectively evaporated with6 the first rays of the sun&amp;quot; as they were being pursued along the coast. In a report by the [[Royal Osmic Order]] dated [[1646 Age of Bastion]], a clarification was attributed to [[Sir Draven Hardgate]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;It was not nearly so cut and dry as that; as the sun rose and what was left of us beat our retreat to the south, the demons and whatever else in the Unseelie host were burned out of creation, leaving behind whisps of smoke and confused shouts from the goblins and the mannish traitors that fought with them. I and a few others, in the van, called out the phenomenon ahead, but before anyone could rally us the surviving mortal things returned to their senses and scattered every which way but toward us or into the sea.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The destruction of the tower and the township was considered total. The following day, from [[Mersk]], Count Augustine issued the [[Mendicant Charter]] and ordered all knights of the order to return to their homelands, regather their strength and resources, and await further orders. He himself sought royal instruction, and in the meantime, removed himself and his household to [[Estburg]], due to the family ties he had to the city through his wife, [[Amelia Estburg-Bastion]], a minor royal cousin. From then on, the Companions of the Light became popularly known as the &#039;&#039;&#039;Knights Mendicant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 1646, the [[Royal Osmic Order]] sent one of their [[Chapter Proctoral]] wizards, [[Gallus Luchnos]], to catalogue and report on the ruins and any information he could obtain about the destruction of the tower, in part so as not to be outdone by a contemporary investigation into the [[Unseelie Tower]] by the [[Scholarly Order of the Azurejay]], though this assignment was not taken overly seriously by Luchnos and he was reassigned to other purposes in short order.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Seelie Tower was a modification of the traditional motte and bailey design built on an artificial hill on the southern bank of the estuary of the [[Faewater River]]. Over time, it eventually became an impressively tall, square stone keep which was topped with a light that could be seen for considerable distance at sea. It was connected to nothing but the nearby town of the same name by road, with main transit afield from the tower by river or by sea.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Seelie Tower was driven by the needs of the Knights Mendicant, and to a lesser extent, the whims of House Seelie. Primary trade was the import of martial and medical supplies, the latter of which were then usually shipped further upriver under the auspcies of the knights to drive their humanitarian efforts further inland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The position of [[Count Seelie]] was very often associated with, but not universally the same as, the position of Knight Superior of the [[Companions of the Light]], though certainly many members of each generation of the [[House Seelie]] also served in the knighthood. This was made possible because temporal and military authority were not necessarily expected to be vested in the same person under [[Bastonian]] law. However, this distribution was often imperfect. Through the laws of succession and precedence of the [[Kingdom of Bastonia]], the [[Count Seelie]] is leigeman to the [[Duke of the North]]; however, the Knight Superior&#039;s allegiance is properly to the junior spouse of the [[Bastonian Monarch]]. This split alliance is somewhat reflected in the politics of the Hearthlands, which is frequently contested between the [[Duchy of the North]] and the [[Duchy of Zeemarch]], and is seen to be at its worst when the Knight Superior and the Count of Seelie are two different people.&lt;br /&gt;
&lt;br /&gt;
The political influence of the fortification came to an end when the fortification itself did. [[County Seelie]] was dissolved with the death of [[Augustine]], the 13th Count, and the headquarters of the knightly order eventually moved to [[Boischateau]], though it remained a goal of the knighthood for the remainder of Augustine&#039;s life to eventually restore the foritification and overthrow the [[Unseelie Tower]].&lt;br /&gt;
&lt;br /&gt;
{{Bastonia}}&lt;br /&gt;
[[Category: Bastonia]][[Category: Named Dungeons]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1349</id>
		<title>Seelie Tower</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1349"/>
		<updated>2026-04-23T19:03:47Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Seelie Tower&#039;&#039;&#039; was an fortification in the [[Hinterlands]] of [[Bastonia]], within a day&#039;s march to the west from [[Unseelie Tower]]. Like much of the rest of the [[Hinterlands]], territorial jurisdiction over the tower is a complex affair. Until very recently, it was the seat of [[County Seelie]], and the headquarters of the [[Companions of the Light]], a [[Chivalric Order]] dedicated to the martial worship of [[The Almighty]]. The tower would ultimately be destroyed in an assault by forces originating at the [[Unseelie Tower]] on &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, after which it eventually became the subject of an investigation by the [[Royal Osmic Order]].&lt;br /&gt;
&lt;br /&gt;
The fortification was originally supported by a large town of the same name, but ultimately this settlement dissolved when the fortification fell.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
The Seelie Tower takes its name from the somewhat-nearby [[Unseelie Tower]], an ancient fortification that was thought to predate the [[Battle of the First Wall]], usually considered to have been built by the forces remaining loyal to [[the Enemy]] during the [[Age of Rebellion]]. However, unlike this &amp;quot;twinned&amp;quot; structure, the Seelie Tower itself was considerably younger.&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
In [[1228 Age of Bastion]], the Knight Superior of the [[Companions of the Light]] was the non-inheriting child of a distaff line of [[House Marino]], [[Emma, First Count Seelie | Dame Emma]], who had represented the village of [[Mersk]] at[[Bastonian Tournament Culture | tourney]] and caught the attention of [[Felicity, Duchess of the North]]. Through Duchess Felicity&#039;s beneficence, Dame Emma was chartered to construct a new fortification at the mouth of the [[Faewater River]] in the [[Hinterlands]] as a prevention against banditry and piracy in the comparatively lawless [[Hinterlands]]. A considerable portion of the cost of endeavour was bankrolled by the [[Duchy of the North]] directly, in part to attempt to cement the claims of [[the North]] to the region in the face of matching claims from [[Zeemarch]]. When this plan became known, it was a minor scandal at royal court, which lead to the subsequent decision of then [[King Velrich II]] to issue a royal proclamation ordering the fortification to be turned over to the [[Companions of the Light]] in perpetuity upon its completion - therefore rendering the pacifying mission a royal effort and further extending the inconclusive sovereignty of the Hinterlands.&lt;br /&gt;
&lt;br /&gt;
Construction of the fortification to its recognizable configuration took 13 years, though the first year was spent in the construction of an earthwork motte and bailey that the square stone tower would later replace. As a reward for her efforts in leading the construction, on [[Creation Day]], [[1242 Age of Bastion]], Dame Emma was created First [[Count Seelie]].&lt;br /&gt;
&lt;br /&gt;
=== Light in the Hinterlands ===&lt;br /&gt;
For over three centuries, the [[Seelie Tower]] stood as possibly the most remote example of a true [[Bastonian]] fortification, serving as a civilizing light - metaphorically and literally - in the Hinterlands. Its near-coastal position allowed it to serve as a beacon for brown-water and green-water shipping and gave some control over the [[Faewater River]] to the Knights and to the Counts Seelie. Their taxation of traffic along this river eventually became an important source of wealth for the family that bore the county&#039;s name, who in turn were often key patrons for the [[Companions of the Light]]. However, given the sparsely-populated nature of the [[Hinterlands]], these incomes were hardly comparable to similarly-positioned fortresses like [[Coldwater]]. In fact, the relationship to the Companions of the Light was somewhat circular, as the majority of traffic on the river was either the knights and their retainers themselves, or merchants making service to locations manned, owned, or serving the knights themselves.&lt;br /&gt;
&lt;br /&gt;
The remote and lonely nature of the region is a driving factor in the nature of the knighthood as a hospitalier order, and minor fortifications, smallholdings, and stronghouses are dotted all across the Hinterlands, especially along the Faewater and its tributaries, in part because the Knights of the order invested heavily in securing and safeguarding the area. [[Sigismund, Third Count Seelie]] was especially transformative in this way, investing heavily in terms of both time and material wealth in the idea that the charge of the Seelie Tower was to bring stability and safety to the entire Faewater watershed. While his vision of a hinterlands renaissance was never realized, the fact remained that for much of the time in which the Seelie Tower stood, the Companions were the proverbial knights in shining armour, whose presence brought the law, charity, and stability as far as they could reach.&lt;br /&gt;
&lt;br /&gt;
However, and critically, such a top-down approach based on charity and piety was never going to get the job of &amp;quot;civilizing&amp;quot; the Hinterlands done in any lasting way, and as soon as the influence of the Companions was lost, the ensuing economic and social collapse saw a return to banditry and struggling smallholdings more or less immediately.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
{{Spoiler: Path of Entanglement}}&lt;br /&gt;
On &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, the Seelie Tower was assaulted by a force of [[humans]], [[goblins]], and supernatural creatures originating from the nearby [[Unseelie Tower]], who fell upon the fort in the dead of the night. The nearby village was effectively unprotected and sacked, though Sir [[Thomas Keith]], captain of the third squadron, was able to rally his squadron and save thirty-nine men, women, and children through a fighting retreat and then a march along the coast to the south. The main force of the knights, including Knight Superior Sir [[Augustine, Thirteenth Count Seelie]] and [[Sir Draven Hardgate]], fought to hold the position of the tower itself until their own fighting retreat became necessary when the tower physically collapsed under the magical assault from the assaulting force. The entire sack of the tower took place in a single evening, with Count Augustine&#039;s report on the matter claiming that the attacking force &amp;quot;effectively evaporated with6 the first rays of the sun&amp;quot; as they were being pursued along the coast. In a report by the [[Royal Osmic Order]] dated [[1646 Age of Bastion]], a clarification was attributed to [[Sir Draven Hardgate]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;It was not nearly so cut and dry as that; as the sun rose and what was left of us beat our retreat to the south, the demons and whatever else in the Unseelie host were burned out of creation, leaving behind whisps of smoke and confused shouts from the goblins and the mannish traitors that fought with them. I and a few others, in the van, called out the phenomenon ahead, but before anyone could rally us the surviving mortal things returned to their senses and scattered every which way but toward us or into the sea.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The destruction of the tower and the township was considered total. The following day, from [[Mersk]], Count Augustine issued the [[Mendicant Charter]] and ordered all knights of the order to return to their homelands, regather their strength and resources, and await further orders. He himself sought royal instruction, and in the meantime, removed himself and his household to [[Estburg]], due to the family ties he had to the city through his wife, [[Amelia Estburg-Bastion]], a minor royal cousin. From then on, the Companions of the Light became popularly known as the &#039;&#039;&#039;Knights Mendicant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 1646, the [[Royal Osmic Order]] sent one of their [[Chapter Proctoral]] wizards, [[Gallus Luchnos]], to catalogue and report on the ruins and any information he could obtain about the destruction of the tower, in part so as not to be outdone by a contemporary investigation into the [[Unseelie Tower]] by the [[Scholarly Order of the Azurejay]], though this assignment was not taken overly seriously by Luchnos and he was reassigned to other purposes in short order.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Seelie Tower was a modification of the traditional motte and bailey design built on an artificial hill on the southern bank of the estuary of the [[Faewater River]]. Over time, it eventually became an impressively tall, square stone keep which was topped with a light that could be seen for considerable distance at sea. It was connected to nothing but the nearby town of the same name by road, with main transit afield from the tower by river or by sea.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Seelie Tower was driven by the needs of the Knights Mendicant, and to a lesser extent, the whims of House Seelie. Primary trade was the import of martial and medical supplies, the latter of which were then usually shipped further upriver under the auspcies of the knights to drive their humanitarian efforts further inland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The position of [[Count Seelie]] was very often associated with, but not universally the same as, the position of Knight Superior of the [[Companions of the Light]], though certainly many members of each generation of the [[House Seelie]] also served in the knighthood. This was made possible because temporal and military authority were not necessarily expected to be vested in the same person under [[Bastonian]] law. However, this distribution was often imperfect. Through the laws of succession and precedence of the [[Kingdom of Bastonia]], the [[Count Seelie]] is leigeman to the [[Duke of the North]]; however, the Knight Superior&#039;s allegiance is properly to the junior spouse of the [[Bastonian Monarch]]. This split alliance is somewhat reflected in the politics of the Hearthlands, which is frequently contested between the [[Duchy of the North]] and the [[Duchy of Zeemarch]], and is seen to be at its worst when the Knight Superior and the Count of Seelie are two different people.&lt;br /&gt;
&lt;br /&gt;
The political influence of the fortification came to an end when the fortification itself did. [[County Seelie]] was dissolved with the death of [[Augustine]], the 13th Count, and the headquarters of the knightly order eventually moved to [[Boischateau]], though it remained a goal of the knighthood for the remainder of Augustine&#039;s life to eventually restore the foritification and overthrow the [[Unseelie Tower]].&lt;br /&gt;
&lt;br /&gt;
{{Bastonia}}&lt;br /&gt;
[[Category: Bastonia]][[Category: Named Dungeons]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1348</id>
		<title>Seelie Tower</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1348"/>
		<updated>2026-04-23T19:02:42Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Seelie Tower&#039;&#039;&#039; was an fortification in the [[Hinterlands]] of [[Bastonia]], within a day&#039;s march to the west from [[Unseelie Tower]]. Like much of the rest of the [[Hinterlands]], territorial jurisdiction over the tower is a complex affair. Until very recently, it was the seat of [[County Seelie]], and the headquarters of the [[Companions of the Light]], a [[Chivalric Order]] dedicated to the martial worship of [[The Almighty]]. The tower would ultimately be destroyed in an assault by forces originating at the [[Unseelie Tower]] on &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, after which it eventually became the subject of an investigation by the [[Royal Osmic Order]].&lt;br /&gt;
&lt;br /&gt;
The fortification was originally supported by a large town of the same name, but ultimately this settlement dissolved when the fortification fell.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
The Seelie Tower takes its name from the somewhat-nearby [[Unseelie Tower]], an ancient fortification that was thought to predate the [[Battle of the First Wall]], usually considered to have been built by the forces remaining loyal to [[the Enemy]] during the [[Age of Rebellion]]. However, unlike this &amp;quot;twinned&amp;quot; structure, the Seelie Tower itself was considerably younger.&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
In [[1228 Age of Bastion]], the Knight Superior of the [[Companions of the Light]] was the non-inheriting child of a distaff line of [[House Marino]], [[Emma, First Count Seelie | Dame Emma]], who had represented the village of [[Mersk]] at[[Bastonian Tournament Culture | tourney]] and caught the attention of [[Felicity, Duchess of the North]]. Through Duchess Felicity&#039;s beneficence, Dame Emma was chartered to construct a new fortification at the mouth of the [[Faewater River]] in the [[Hinterlands]] as a prevention against banditry and piracy in the comparatively lawless [[Hinterlands]]. A considerable portion of the cost of endeavour was bankrolled by the [[Duchy of the North]] directly, in part to attempt to cement the claims of [[the North]] to the region in the face of matching claims from [[Zeemarch]]. When this plan became known, it was a minor scandal at royal court, which lead to the subsequent decision of then [[King Velrich II]] to issue a royal proclamation ordering the fortification to be turned over to the [[Companions of the Light]] in perpetuity upon its completion - therefore rendering the pacifying mission a royal effort and further extending the inconclusive sovereignty of the Hinterlands.&lt;br /&gt;
&lt;br /&gt;
Construction of the fortification to its recognizable configuration took 13 years, though the first year was spent in the construction of an earthwork motte and bailey that the square stone tower would later replace. As a reward for her efforts in leading the construction, on [[Creation Day]], [[1242 Age of Bastion]], Dame Emma was created First [[Count Seelie]].&lt;br /&gt;
&lt;br /&gt;
=== Light in the Hinterlands ===&lt;br /&gt;
For over three centuries, the [[Seelie Tower]] stood as possibly the most remote example of a true [[Bastonian]] fortification, serving as a civilizing light - metaphorically and literally - in the Hinterlands. Its near-coastal position allowed it to serve as a beacon for brown-water and green-water shipping and gave some control over the [[Faewater River]] to the Knights and to the Counts Seelie. Their taxation of traffic along this river eventually became an important source of wealth for the family that bore the county&#039;s name, who in turn were often key patrons for the [[Companions of the Light]]. However, given the sparsely-populated nature of the [[Hinterlands]], these incomes were hardly comparable to similarly-positioned fortresses like [[Coldwater]]. In fact, the relationship to the Companions of the Light was somewhat circular, as the majority of traffic on the river was either the knights and their retainers themselves, or merchants making service to locations manned, owned, or serving the knights themselves.&lt;br /&gt;
&lt;br /&gt;
The remote and lonely nature of the region is a driving factor in the nature of the knighthood as a hospitalier order, and minor fortifications, smallholdings, and stronghouses are dotted all across the Hinterlands, especially along the Faewater and its tributaries, in part because the Knights of the order invested heavily in securing and safeguarding the area. [[Sigismund, Third Count Seelie]] was especially transformative in this way, investing heavily in terms of both time and material wealth in the idea that the charge of the Seelie Tower was to bring stability and safety to the entire Faewater watershed. While his vision of a hinterlands renaissance was never realized, the fact remained that for much of the time in which the Seelie Tower stood, the Companions were the proverbial knights in shining armour, whose presence brought the law, charity, and stability as far as they could reach.&lt;br /&gt;
&lt;br /&gt;
However, and critically, such a top-down approach based on charity and piety was never going to get the job of &amp;quot;civilizing&amp;quot; the Hinterlands done in any lasting way, and as soon as the influence of the Companions was lost, the ensuing economic and social collapse saw a return to banditry and struggling smallholdings more or less immediately.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
{{Path of Entanglement}}&lt;br /&gt;
On &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, the Seelie Tower was assaulted by a force of [[humans]], [[goblins]], and supernatural creatures originating from the nearby [[Unseelie Tower]], who fell upon the fort in the dead of the night. The nearby village was effectively unprotected and sacked, though Sir [[Thomas Keith]], captain of the third squadron, was able to rally his squadron and save thirty-nine men, women, and children through a fighting retreat and then a march along the coast to the south. The main force of the knights, including Knight Superior Sir [[Augustine, Thirteenth Count Seelie]] and [[Sir Draven Hardgate]], fought to hold the position of the tower itself until their own fighting retreat became necessary when the tower physically collapsed under the magical assault from the assaulting force. The entire sack of the tower took place in a single evening, with Count Augustine&#039;s report on the matter claiming that the attacking force &amp;quot;effectively evaporated with6 the first rays of the sun&amp;quot; as they were being pursued along the coast. In a report by the [[Royal Osmic Order]] dated [[1646 Age of Bastion]], a clarification was attributed to [[Sir Draven Hardgate]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;It was not nearly so cut and dry as that; as the sun rose and what was left of us beat our retreat to the south, the demons and whatever else in the Unseelie host were burned out of creation, leaving behind whisps of smoke and confused shouts from the goblins and the mannish traitors that fought with them. I and a few others, in the van, called out the phenomenon ahead, but before anyone could rally us the surviving mortal things returned to their senses and scattered every which way but toward us or into the sea.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The destruction of the tower and the township was considered total. The following day, from [[Mersk]], Count Augustine issued the [[Mendicant Charter]] and ordered all knights of the order to return to their homelands, regather their strength and resources, and await further orders. He himself sought royal instruction, and in the meantime, removed himself and his household to [[Estburg]], due to the family ties he had to the city through his wife, [[Amelia Estburg-Bastion]], a minor royal cousin. From then on, the Companions of the Light became popularly known as the &#039;&#039;&#039;Knights Mendicant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 1646, the [[Royal Osmic Order]] sent one of their [[Chapter Proctoral]] wizards, [[Gallus Luchnos]], to catalogue and report on the ruins and any information he could obtain about the destruction of the tower, in part so as not to be outdone by a contemporary investigation into the [[Unseelie Tower]] by the [[Scholarly Order of the Azurejay]], though this assignment was not taken overly seriously by Luchnos and he was reassigned to other purposes in short order.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Seelie Tower was a modification of the traditional motte and bailey design built on an artificial hill on the southern bank of the estuary of the [[Faewater River]]. Over time, it eventually became an impressively tall, square stone keep which was topped with a light that could be seen for considerable distance at sea. It was connected to nothing but the nearby town of the same name by road, with main transit afield from the tower by river or by sea.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Seelie Tower was driven by the needs of the Knights Mendicant, and to a lesser extent, the whims of House Seelie. Primary trade was the import of martial and medical supplies, the latter of which were then usually shipped further upriver under the auspcies of the knights to drive their humanitarian efforts further inland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The position of [[Count Seelie]] was very often associated with, but not universally the same as, the position of Knight Superior of the [[Companions of the Light]], though certainly many members of each generation of the [[House Seelie]] also served in the knighthood. This was made possible because temporal and military authority were not necessarily expected to be vested in the same person under [[Bastonian]] law. However, this distribution was often imperfect. Through the laws of succession and precedence of the [[Kingdom of Bastonia]], the [[Count Seelie]] is leigeman to the [[Duke of the North]]; however, the Knight Superior&#039;s allegiance is properly to the junior spouse of the [[Bastonian Monarch]]. This split alliance is somewhat reflected in the politics of the Hearthlands, which is frequently contested between the [[Duchy of the North]] and the [[Duchy of Zeemarch]], and is seen to be at its worst when the Knight Superior and the Count of Seelie are two different people.&lt;br /&gt;
&lt;br /&gt;
The political influence of the fortification came to an end when the fortification itself did. [[County Seelie]] was dissolved with the death of [[Augustine]], the 13th Count, and the headquarters of the knightly order eventually moved to [[Boischateau]], though it remained a goal of the knighthood for the remainder of Augustine&#039;s life to eventually restore the foritification and overthrow the [[Unseelie Tower]].&lt;br /&gt;
&lt;br /&gt;
{{Bastonia}}&lt;br /&gt;
[[Category: Bastonia]][[Category: Named Dungeons]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1347</id>
		<title>Seelie Tower</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1347"/>
		<updated>2026-04-23T19:02:12Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Seelie Tower&#039;&#039;&#039; was an fortification in the [[Hinterlands]] of [[Bastonia]], within a day&#039;s march to the west from [[Unseelie Tower]]. Like much of the rest of the [[Hinterlands]], territorial jurisdiction over the tower is a complex affair. Until very recently, it was the seat of [[County Seelie]], and the headquarters of the [[Companions of the Light]], a [[Chivalric Order]] dedicated to the martial worship of [[The Almighty]]. The tower would ultimately be destroyed in an assault by forces originating at the [[Unseelie Tower]] on &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, after which it eventually became the subject of an investigation by the [[Royal Osmic Order]].&lt;br /&gt;
&lt;br /&gt;
The fortification was originally supported by a large town of the same name, but ultimately this settlement dissolved when the fortification fell.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
The Seelie Tower takes its name from the somewhat-nearby [[Unseelie Tower]], an ancient fortification that was thought to predate the [[Battle of the First Wall]], usually considered to have been built by the forces remaining loyal to [[the Enemy]] during the [[Age of Rebellion]]. However, unlike this &amp;quot;twinned&amp;quot; structure, the Seelie Tower itself was considerably younger.&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
In [[1228 Age of Bastion]], the Knight Superior of the [[Companions of the Light]] was the non-inheriting child of a distaff line of [[House Marino]], [[Emma, First Count Seelie | Dame Emma]], who had represented the village of [[Mersk]] at[[Bastonian Tournament Culture | tourney]] and caught the attention of [[Felicity, Duchess of the North]]. Through Duchess Felicity&#039;s beneficence, Dame Emma was chartered to construct a new fortification at the mouth of the [[Faewater River]] in the [[Hinterlands]] as a prevention against banditry and piracy in the comparatively lawless [[Hinterlands]]. A considerable portion of the cost of endeavour was bankrolled by the [[Duchy of the North]] directly, in part to attempt to cement the claims of [[the North]] to the region in the face of matching claims from [[Zeemarch]]. When this plan became known, it was a minor scandal at royal court, which lead to the subsequent decision of then [[King Velrich II]] to issue a royal proclamation ordering the fortification to be turned over to the [[Companions of the Light]] in perpetuity upon its completion - therefore rendering the pacifying mission a royal effort and further extending the inconclusive sovereignty of the Hinterlands.&lt;br /&gt;
&lt;br /&gt;
Construction of the fortification to its recognizable configuration took 13 years, though the first year was spent in the construction of an earthwork motte and bailey that the square stone tower would later replace. As a reward for her efforts in leading the construction, on [[Creation Day]], [[1242 Age of Bastion]], Dame Emma was created First [[Count Seelie]].&lt;br /&gt;
&lt;br /&gt;
=== Light in the Hinterlands ===&lt;br /&gt;
For over three centuries, the [[Seelie Tower]] stood as possibly the most remote example of a true [[Bastonian]] fortification, serving as a civilizing light - metaphorically and literally - in the Hinterlands. Its near-coastal position allowed it to serve as a beacon for brown-water and green-water shipping and gave some control over the [[Faewater River]] to the Knights and to the Counts Seelie. Their taxation of traffic along this river eventually became an important source of wealth for the family that bore the county&#039;s name, who in turn were often key patrons for the [[Companions of the Light]]. However, given the sparsely-populated nature of the [[Hinterlands]], these incomes were hardly comparable to similarly-positioned fortresses like [[Coldwater]]. In fact, the relationship to the Companions of the Light was somewhat circular, as the majority of traffic on the river was either the knights and their retainers themselves, or merchants making service to locations manned, owned, or serving the knights themselves.&lt;br /&gt;
&lt;br /&gt;
The remote and lonely nature of the region is a driving factor in the nature of the knighthood as a hospitalier order, and minor fortifications, smallholdings, and stronghouses are dotted all across the Hinterlands, especially along the Faewater and its tributaries, in part because the Knights of the order invested heavily in securing and safeguarding the area. [[Sigismund, Third Count Seelie]] was especially transformative in this way, investing heavily in terms of both time and material wealth in the idea that the charge of the Seelie Tower was to bring stability and safety to the entire Faewater watershed. While his vision of a hinterlands renaissance was never realized, the fact remained that for much of the time in which the Seelie Tower stood, the Companions were the proverbial knights in shining armour, whose presence brought the law, charity, and stability as far as they could reach.&lt;br /&gt;
&lt;br /&gt;
However, and critically, such a top-down approach based on charity and piety was never going to get the job of &amp;quot;civilizing&amp;quot; the Hinterlands done in any lasting way, and as soon as the influence of the Companions was lost, the ensuing economic and social collapse saw a return to banditry and struggling smallholdings more or less immediately.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
On &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, the Seelie Tower was assaulted by a force of [[humans]], [[goblins]], and supernatural creatures originating from the nearby [[Unseelie Tower]], who fell upon the fort in the dead of the night. The nearby village was effectively unprotected and sacked, though Sir [[Thomas Keith]], captain of the third squadron, was able to rally his squadron and save thirty-nine men, women, and children through a fighting retreat and then a march along the coast to the south. The main force of the knights, including Knight Superior Sir [[Augustine, Thirteenth Count Seelie]] and [[Sir Draven Hardgate]], fought to hold the position of the tower itself until their own fighting retreat became necessary when the tower physically collapsed under the magical assault from the assaulting force. The entire sack of the tower took place in a single evening, with Count Augustine&#039;s report on the matter claiming that the attacking force &amp;quot;effectively evaporated with6 the first rays of the sun&amp;quot; as they were being pursued along the coast. In a report by the [[Royal Osmic Order]] dated [[1646 Age of Bastion]], a clarification was attributed to [[Sir Draven Hardgate]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;It was not nearly so cut and dry as that; as the sun rose and what was left of us beat our retreat to the south, the demons and whatever else in the Unseelie host were burned out of creation, leaving behind whisps of smoke and confused shouts from the goblins and the mannish traitors that fought with them. I and a few others, in the van, called out the phenomenon ahead, but before anyone could rally us the surviving mortal things returned to their senses and scattered every which way but toward us or into the sea.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The destruction of the tower and the township was considered total. The following day, from [[Mersk]], Count Augustine issued the [[Mendicant Charter]] and ordered all knights of the order to return to their homelands, regather their strength and resources, and await further orders. He himself sought royal instruction, and in the meantime, removed himself and his household to [[Estburg]], due to the family ties he had to the city through his wife, [[Amelia Estburg-Bastion]], a minor royal cousin. From then on, the Companions of the Light became popularly known as the &#039;&#039;&#039;Knights Mendicant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 1646, the [[Royal Osmic Order]] sent one of their [[Chapter Proctoral]] wizards, [[Gallus Luchnos]], to catalogue and report on the ruins and any information he could obtain about the destruction of the tower, in part so as not to be outdone by a contemporary investigation into the [[Unseelie Tower]] by the [[Scholarly Order of the Azurejay]], though this assignment was not taken overly seriously by Luchnos and he was reassigned to other purposes in short order.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Seelie Tower was a modification of the traditional motte and bailey design built on an artificial hill on the southern bank of the estuary of the [[Faewater River]]. Over time, it eventually became an impressively tall, square stone keep which was topped with a light that could be seen for considerable distance at sea. It was connected to nothing but the nearby town of the same name by road, with main transit afield from the tower by river or by sea.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Seelie Tower was driven by the needs of the Knights Mendicant, and to a lesser extent, the whims of House Seelie. Primary trade was the import of martial and medical supplies, the latter of which were then usually shipped further upriver under the auspcies of the knights to drive their humanitarian efforts further inland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The position of [[Count Seelie]] was very often associated with, but not universally the same as, the position of Knight Superior of the [[Companions of the Light]], though certainly many members of each generation of the [[House Seelie]] also served in the knighthood. This was made possible because temporal and military authority were not necessarily expected to be vested in the same person under [[Bastonian]] law. However, this distribution was often imperfect. Through the laws of succession and precedence of the [[Kingdom of Bastonia]], the [[Count Seelie]] is leigeman to the [[Duke of the North]]; however, the Knight Superior&#039;s allegiance is properly to the junior spouse of the [[Bastonian Monarch]]. This split alliance is somewhat reflected in the politics of the Hearthlands, which is frequently contested between the [[Duchy of the North]] and the [[Duchy of Zeemarch]], and is seen to be at its worst when the Knight Superior and the Count of Seelie are two different people.&lt;br /&gt;
&lt;br /&gt;
The political influence of the fortification came to an end when the fortification itself did. [[County Seelie]] was dissolved with the death of [[Augustine]], the 13th Count, and the headquarters of the knightly order eventually moved to [[Boischateau]], though it remained a goal of the knighthood for the remainder of Augustine&#039;s life to eventually restore the foritification and overthrow the [[Unseelie Tower]].&lt;br /&gt;
&lt;br /&gt;
{{Bastonia}}&lt;br /&gt;
[[Category: Bastonia]][[Category: Named Dungeons]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1346</id>
		<title>Seelie Tower</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=Seelie_Tower&amp;diff=1346"/>
		<updated>2026-04-23T19:01:38Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Seelie Tower&amp;#039;&amp;#039;&amp;#039; was an fortification in the Hinterlands of Bastonia, within a day&amp;#039;s march to the west from Unseelie Tower. Like much of the rest of the Hinterlands, territorial jurisdiction over the tower is a complex affair. Until very recently, it was the seat of County Seelie, and the headquarters of the Companions of the Light, a Chivalric Order dedicated to the martial worship of The Almighty. The tower would ultimately be dest...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Seelie Tower&#039;&#039;&#039; was an fortification in the [[Hinterlands]] of [[Bastonia]], within a day&#039;s march to the west from [[Unseelie Tower]]. Like much of the rest of the [[Hinterlands]], territorial jurisdiction over the tower is a complex affair. Until very recently, it was the seat of [[County Seelie]], and the headquarters of the [[Companions of the Light]], a [[Chivalric Order]] dedicated to the martial worship of [[The Almighty]]. The tower would ultimately be destroyed in an assault by forces originating at the [[Unseelie Tower]] on &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, after which it eventually became the subject of an investigation by the [[Royal Osmic Order]].&lt;br /&gt;
&lt;br /&gt;
The fortification was originally supported by a large town of the same name, but ultimately this settlement dissolved when the fortification fell.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
The Seelie Tower takes its name from the somewhat-nearby [[Unseelie Tower]], an ancient fortification that was thought to predate the [[Battle of the First Wall]], usually considered to have been built by the forces remaining loyal to [[the Enemy]] during the [[Age of Rebellion]]. However, unlike this &amp;quot;twinned&amp;quot; structure, the Seelie Tower itself was considerably younger.&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
In [[1228 Age of Bastion]], the Knight Superior of the [[Companions of the Light]] was the non-inheriting child of a distaff line of [[House Marino]], [[Emma, First Count Seelie | Dame Emma]], who had represented the village of [[Mersk]] at[[Bastonian Tournament Culture | tourney]] and caught the attention of [[Felicity, Duchess of the North]]. Through Duchess Felicity&#039;s beneficence, Dame Emma was chartered to construct a new fortification at the mouth of the [[Faewater River]] in the [[Hinterlands]] as a prevention against banditry and piracy in the comparatively lawless [[Hinterlands]]. A considerable portion of the cost of endeavour was bankrolled by the [[Duchy of the North]] directly, in part to attempt to cement the claims of [[the North]] to the region in the face of matching claims from [[Zeemarch]]. When this plan became known, it was a minor scandal at royal court, which lead to the subsequent decision of then [[King Velrich II]] to issue a royal proclamation ordering the fortification to be turned over to the [[Companions of the Light]] in perpetuity upon its completion - therefore rendering the pacifying mission a royal effort and further extending the inconclusive sovereignty of the Hinterlands.&lt;br /&gt;
&lt;br /&gt;
Construction of the fortification to its recognizable configuration took 13 years, though the first year was spent in the construction of an earthwork motte and bailey that the square stone tower would later replace. As a reward for her efforts in leading the construction, on [[Creation Day]], [[1242 Age of Bastion]], Dame Emma was created First [[Count Seelie]].&lt;br /&gt;
&lt;br /&gt;
=== Light in the Hinterlands ===&lt;br /&gt;
For over three centuries, the [[Seelie Tower]] stood as possibly the most remote example of a true [[Bastonian]] fortification, serving as a civilizing light - metaphorically and literally - in the Hinterlands. Its near-coastal position allowed it to serve as a beacon for brown-water and green-water shipping and gave some control over the [[Faewater River]] to the Knights and to the Counts Seelie. Their taxation of traffic along this river eventually became an important source of wealth for the family that bore the county&#039;s name, who in turn were often key patrons for the [[Companions of the Light]]. However, given the sparsely-populated nature of the [[Hinterlands]], these incomes were hardly comparable to similarly-positioned fortresses like [[Coldwater]]. In fact, the relationship to the Companions of the Light was somewhat circular, as the majority of traffic on the river was either the knights and their retainers themselves, or merchants making service to locations manned, owned, or serving the knights themselves.&lt;br /&gt;
&lt;br /&gt;
The remote and lonely nature of the region is a driving factor in the nature of the knighthood as a hospitalier order, and minor fortifications, smallholdings, and stronghouses are dotted all across the Hinterlands, especially along the Faewater and its tributaries, in part because the Knights of the order invested heavily in securing and safeguarding the area. [[Sigismund, Third Count Seelie]] was especially transformative in this way, investing heavily in terms of both time and material wealth in the idea that the charge of the Seelie Tower was to bring stability and safety to the entire Faewater watershed. While his vision of a hinterlands renaissance was never realized, the fact remained that for much of the time in which the Seelie Tower stood, the Companions were the proverbial knights in shining armour, whose presence brought the law, charity, and stability as far as they could reach.&lt;br /&gt;
&lt;br /&gt;
However, and critically, such a top-down approach based on charity and piety was never going to get the job of &amp;quot;civilizing&amp;quot; the Hinterlands done in any lasting way, and as soon as the influence of the Companions was lost, the ensuing economic and social collapse saw a return to banditry and struggling smallholdings more or less immediately.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
On &#039;&#039;&#039;12th of Eirafall, [[1641 Age of Bastion]]&#039;&#039;&#039;, the Seelie Tower was assaulted by a force of [[humans]], [[goblins]], and supernatural creatures originating from the nearby [[Unseelie Tower]], who fell upon the fort in the dead of the night. The nearby village was effectively unprotected and sacked, though Sir [[Thomas Acadiem]], captain of the third squadron, was able to rally his squadron and save thirty-nine men, women, and children through a fighting retreat and then a march along the coast to the south. The main force of the knights, including Knight Superior Sir [[Augustine, Thirteenth Count Seelie]] and [[Sir Draven Hardgate]], fought to hold the position of the tower itself until their own fighting retreat became necessary when the tower physically collapsed under the magical assault from the assaulting force. The entire sack of the tower took place in a single evening, with Count Augustine&#039;s report on the matter claiming that the attacking force &amp;quot;effectively evaporated with6 the first rays of the sun&amp;quot; as they were being pursued along the coast. In a report by the [[Royal Osmic Order]] dated [[1646 Age of Bastion]], a clarification was attributed to [[Sir Draven Hardgate]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;It was not nearly so cut and dry as that; as the sun rose and what was left of us beat our retreat to the south, the demons and whatever else in the Unseelie host were burned out of creation, leaving behind whisps of smoke and confused shouts from the goblins and the mannish traitors that fought with them. I and a few others, in the van, called out the phenomenon ahead, but before anyone could rally us the surviving mortal things returned to their senses and scattered every which way but toward us or into the sea.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The destruction of the tower and the township was considered total. The following day, from [[Mersk]], Count Augustine issued the [[Mendicant Charter]] and ordered all knights of the order to return to their homelands, regather their strength and resources, and await further orders. He himself sought royal instruction, and in the meantime, removed himself and his household to [[Estburg]], due to the family ties he had to the city through his wife, [[Amelia Estburg-Bastion]], a minor royal cousin. From then on, the Companions of the Light became popularly known as the &#039;&#039;&#039;Knights Mendicant&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 1646, the [[Royal Osmic Order]] sent one of their [[Chapter Proctoral]] wizards, [[Gallus Luchnos]], to catalogue and report on the ruins and any information he could obtain about the destruction of the tower, in part so as not to be outdone by a contemporary investigation into the [[Unseelie Tower]] by the [[Scholarly Order of the Azurejay]], though this assignment was not taken overly seriously by Luchnos and he was reassigned to other purposes in short order.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Seelie Tower was a modification of the traditional motte and bailey design built on an artificial hill on the southern bank of the estuary of the [[Faewater River]]. Over time, it eventually became an impressively tall, square stone keep which was topped with a light that could be seen for considerable distance at sea. It was connected to nothing but the nearby town of the same name by road, with main transit afield from the tower by river or by sea.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Seelie Tower was driven by the needs of the Knights Mendicant, and to a lesser extent, the whims of House Seelie. Primary trade was the import of martial and medical supplies, the latter of which were then usually shipped further upriver under the auspcies of the knights to drive their humanitarian efforts further inland.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
The position of [[Count Seelie]] was very often associated with, but not universally the same as, the position of Knight Superior of the [[Companions of the Light]], though certainly many members of each generation of the [[House Seelie]] also served in the knighthood. This was made possible because temporal and military authority were not necessarily expected to be vested in the same person under [[Bastonian]] law. However, this distribution was often imperfect. Through the laws of succession and precedence of the [[Kingdom of Bastonia]], the [[Count Seelie]] is leigeman to the [[Duke of the North]]; however, the Knight Superior&#039;s allegiance is properly to the junior spouse of the [[Bastonian Monarch]]. This split alliance is somewhat reflected in the politics of the Hearthlands, which is frequently contested between the [[Duchy of the North]] and the [[Duchy of Zeemarch]], and is seen to be at its worst when the Knight Superior and the Count of Seelie are two different people.&lt;br /&gt;
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The political influence of the fortification came to an end when the fortification itself did. [[County Seelie]] was dissolved with the death of [[Augustine]], the 13th Count, and the headquarters of the knightly order eventually moved to [[Boischateau]], though it remained a goal of the knighthood for the remainder of Augustine&#039;s life to eventually restore the foritification and overthrow the [[Unseelie Tower]].&lt;br /&gt;
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{{Bastonia}}&lt;br /&gt;
[[Category: Bastonia]][[Category: Named Dungeons]]&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
	</entry>
	<entry>
		<id>https://wisteria.zadammac.ca/index.php?title=History&amp;diff=1345</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wisteria.zadammac.ca/index.php?title=History&amp;diff=1345"/>
		<updated>2026-04-21T17:09:06Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: /* Visions of an Infinite Future */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The deep history of Ahren stretches back to incalculably ancient events. Through myth and legend, a vague sequence of those events can be determined. It is best noted that in the reckoning of most mortal races, if these years or the factual nature of these events are to be believed in at all, they are almost always idiosyncratic to those who believe in those events. There are none who can remember the beginning of the passage of time and indeed it is commonly believed that time and all the other long forces of [[Cosmology]] were in motion long before Ahren existed. &lt;br /&gt;
&lt;br /&gt;
=== Emptiness Birthing Fullness ===&lt;br /&gt;
The one and only point of agreement on the passage of time among the races of [[Ahren]] is that at some point, it began to pass. A world presently exists and at some point, it did not, so it must have been created.&lt;br /&gt;
&lt;br /&gt;
[[Ars Magica]] proposes that the creation of the plane of [[Ahren]] was caused by an event known as the [[Vergence]], and refers to the period before this transpired as the [[Void Age of the Great Wheel]]. This Vergence is a planetological event where the influence of the &#039;&#039;&#039;Eight Essential Planes&#039;&#039;&#039; is &amp;quot;focused&amp;quot; through the [[Bardo]], a plane of existence that is in close mirror to a promordial vision of [[Ahren]], and which some believe existed before.&lt;br /&gt;
&lt;br /&gt;
This believe is not directly shared by the other schools of magic and the cultures that birthed them, which feel that the universe arose in other ways. Under the [[Way of the Elements]], it is believed that the eight planes alone birthed [[Ahren]] and that it was only the later appearance of sapient creatures on the plane that caused the &amp;quot;shadow&amp;quot; of the Bardo to be cast. To the Orcs and their [[orcish shamanism]], Bardo is the ash left behind after [[the Fire-Keeper]] sparked the first fire in Ahren, and both the Carcolie and the Confederacy of Sages teach that the Bardo and Ahren have infact mutually shaped one another.&lt;br /&gt;
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What is agreed is that no one god or set of gods had a free hand in the creation of [[Ahren]]; in spite of many religions claiming to know the origin of their adherents, most agree that the world itself is a more complex phenomenon than any one god could attribute. Only the church of [[Anghara]] in [[Baghar]] claims any different, but this is an isolated sect of belief largely unknown outside of the city and its immediate holdings.&lt;br /&gt;
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=== Primordial Myth ===&lt;br /&gt;
Thus begins an age of primordial myth, so named for this is believed to be the time when [[primordial dieties]] first enter Ahren from their planes of origin. These myths vary greatly, and this period refers to an unreckonable ur-time where it is almost certain linear time flowed but nearly none existed to accurately guage its advance.&lt;br /&gt;
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==== Foundation of the City of Baghar ====&lt;br /&gt;
Some rebellious scholars studying the [[Pre-Baghar Culture]] suggest that the city (and the few other artifacts of the culture that survive) date at least as far back as the Primordial Myth. Depending on who you ask, the construction of the city may be ascribed to one or more gods, to the Pre-Baghar Culture itself (which somehow existed alongside the earliest and smallest subset of the gods worshiped in Wisteria), or even to having existed &#039;&#039;before&#039;&#039; the Vergence - a logical impossibility. It is included here as having been established during the Age of Primordial Myth as even the histories of the Age of Mysteries tend to refer to the city as though it already existed for some time.&lt;br /&gt;
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=== Age of Mysteries ===&lt;br /&gt;
Within the Age of Mysteries, time has become more concrete, and it&#039;s possible that this age was less a concrete epoch of universal time than a convenient catchment for all those portions of history which &#039;&#039;definitely happened&#039;&#039;, but cannot be conveniently anchored in time, because the people to which they happened did not practice the recording of history at that time. Often the events ascribed to the Age of Mysteries take place in far-off lands and only incidentally include [[Wisteria]], and as the different races began their different counts in different places temporally, what time was in the Age of Mysteries for some may be concrete in others.&lt;br /&gt;
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==== The Infinite Delusion of the Fae ====&lt;br /&gt;
&lt;br /&gt;
It is best to describe the Fae as first coming to existence in the Age of Mysteries, because to do so otherwise would be to suggest they were primordial, which can&#039;t be so. Even the [[Great Fae]], nearly gods in their own realms at their own rights, rely on the believe and acknowledgement of mortal races for their continued existence, or at least their ability to influence events outside of their courts in the [[Etheral Plane]] in any way. What&#039;s more, there&#039;s a suggestion that the primordial dieties predate [[Vergence]]. This cannot be the case for the Fae, whose realms are in a convergent plane that arguably did not exist at the time of the Vergence. Scholars are advised not to look too hard or too long at the contradiction that the [[Bardo]] is asserted to have predated the world it reflects while the same is said to be impossible of the Etheral Plane, lest an Ars Magica metaphysicist subject you to a mathematics lecture again.&lt;br /&gt;
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== Ages of Reckoning ==&lt;br /&gt;
Tracking the passage of time is generally considered to the mark of civilization, whether that&#039;s the abstract long counts of the [[Carcolie]], [[Confederacy of Sages]], and the [[Orcish Nation]], or the obsessive accounting of cultures like the [[Clans of Magnus]] and the [[Atarlie Empire]].&lt;br /&gt;
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=== Epochal Touchstones ===&lt;br /&gt;
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=== Reckoning of the Dwarves ===&lt;br /&gt;
The dwarves mark their time according to the timekeeping of the [[Whurorician Calendar]], which begins its years on the [[Festival of the Turning Wheel]] (as the [[Celestial Workbell]] and has a similar structure to the [[Rophalin Calendar]], but markedly different epochs. The count of this calendar is considered most accurate during the [[Age of Stewardship]].&lt;br /&gt;
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==== Age of Tutelage ====&lt;br /&gt;
The [[Age of Tutelage]] is a dwarven epoch running through the Primordial Myths and the Age of Mysteries, accounted to the dwarves as a period of 10,000 years, which conflicts with other accountings of the length of the same period. Among the dwarves, this calendar is viewed as any other calendar and considered reliable. Scholarship from outside the [[Clans of Magnus]] may consider these accountings mythological or apocryphal in nature; accepting it whole-cloth would mean recognizing the dwarves as the oldest sentient race on [[Ahren]] with the obvious exception of the [[Pre-Baghar Culture]].&lt;br /&gt;
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The Age of Tutelage is characterized as being an Age of the Gods. It begins with neither the creation of Ahren or [[Khaz Urheim]] or the birth of their god [[Magnus Allfather]], but with the creation of the dwarves in that city by that god and their release into the [[Atlas Mountains]]. The age takes its name from having been a period of divine tutelage, when most of the Dwarven Pantheon routinely walked among its people, founded the great clans and their clanholds, and generally set into motion the machine of dwarvish culture. The age involves the &amp;quot;death&amp;quot; of at least two of these gods and the eventual departure of the rest to [[Khaz Urheim]] at the turning of the year between 10,000 Age of Tutelage and 1 Age of Stewardship.&lt;br /&gt;
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==== Age of Stewardship ====&lt;br /&gt;
All the rest of Dwarven History, according to the [[Chronology of Dwarvenkind]], falls into the Age of Stewardship. This long age is highly useful to the detached historian as the isolationist dwarves none the less make reference to events that appear in other histories, and by the time of the Age of Stewardship, their chronicallers are generally agreed by most observers to have been using literal days, weeks, months, and years in their records rather than some of the more figurative accounts believed to have been used in the Age of Tutelage.&lt;br /&gt;
&lt;br /&gt;
Dwarves account the &amp;quot;contemporary&amp;quot; age as part of the Age of Stewardship, and the age will only end when the gods return.&lt;br /&gt;
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=== Reckoning of the Atarlie Empire ===&lt;br /&gt;
Like the dwarves, the Elves have a rich, semi-mythological historical record that they believe has been kept inviolate since the beginning of meaningful time. It begins with a period known as the &#039;&#039;&#039;Springtime of the Gods&#039;&#039;&#039;, during which some of the history overlaps with the Primordial Myth and involves the birthing of the various non-primordial Elven gods.&lt;br /&gt;
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==== Springtime of the Gods ====&lt;br /&gt;
The beginning of Elvish History, which concerns such mythologies as the first exodus of the elf-like beings that were the lesser children of [[Pyria Valeptor]] from Elysium, and the alike appearahnce of [[Shalaevar Shamaris]]. [[Amuncaras]] is founded by the first elves to settle [[Wisteria]].&lt;br /&gt;
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In the 500th year of this age, [[Feno Ilirel]] takes a subset of the elves and sends them on an exodus from the Atlas Mountains, breaking them off into the unique [[Carcolie]] culture. She charges this new culture of the elves with defense of the magic of nature and fostering a connection to the land, but explains none of the logic of this commandment to any of her fellow gods, and discourages even worship of herself directly by the Carcolie.&lt;br /&gt;
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This period lasts for exactly 1111 years, ending with the [[Festival of the Turning Wheel]] headed into Age of Gods 1112, with a ceremony in which [[Rophalin Imperitor]], God-Emperor of the Atarlie Empire, hands over his power to the Atarlie Senate and instructs them to appoint the first mortal emperor. Thereafter, the chronicallers record the years as those of the Age of Elvish Springtime.&lt;br /&gt;
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==== Age of Elvish Springtime ====&lt;br /&gt;
The Age of Elvish Springtime is short, and marked with expansionism, lasting only 128 years. It runs from the foundation of the first mortal empire to the consolidation of Elvish control over the [[Province of the Sun and Moon]] and the [[Southern Province]], which were not previously part of the empire. The [[War of Elves and Dwarves]] and subsequient [[Great Restoration of Civility]] are in this time period, and the latter is responsible for the political mood that lead to the [[Treaty of Hall Hill]], converting the [[Hearthlands]] to a protectorate, in the summer of AES 128. The year that followed was recorded as Year 1, Age of the Summer of Mortals.&lt;br /&gt;
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Attitudes of the elves at this time mark a rapid shift, where they were forced to reckon with the fact that they were not the only sentient, or even Divine-Sparked race on [[Wisteria]], much less [[Ahren]]. While [[Atarlie Chauvinism]] remained a deep-seated problem, by the end of the age the elves at least recognized that the other races were other &#039;&#039;peoples&#039;&#039; and not just unusually clever beasts.&lt;br /&gt;
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==== Age of the Summer of Mortals ====&lt;br /&gt;
The Age of the Summer of Mortals has run long. The Great Collapse era of the [[Republic of Petrenea]] is contemporary to the year 1586 of the Age of the Summer of Mortals, though in the years to follow, some chronicallers have suggested that the Age had turned and have proposed names for the new age such as the &#039;&#039;&#039;Age of Wisterian Autumn&#039;&#039;&#039;, though officially the age is still that of the summer of mortals.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly then, for the elves and those who trade with them, most of history is that of the Age of the Summer Of Mortals. Much of the first millenium of the age is considered &amp;quot;stable history&amp;quot;, and most conflicts to be reported were entirely internal to the empire or minor diplomatic issues with the Dwarves or the Hearthland Protectorate.&lt;br /&gt;
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Of note is the beginning of what is known as the [[Southern Campaign]] of the Atarlie, which began in 1279 of this age, and marked the expansion of the empire into the south. Fundamentally, this involved episodic wars between the [[Imperial Legion]], the city-state of [[Xarthekei]] (at the time part of the Great Republic of [[Petrenea]]), and the dwarves of [[Khaz Elarnzak]]. The general tide of the war was slowly in the direction of an elvish capture of Xarthekei, save for the disruption caused to the forces of the invading forces by the Great Collapse. The war ended in a treaty in 1588, which saw Xarthekei give up territory north of its position (now defining the southern edge of the [[Atarlie Frontier]]), and the empire pay the dwarves a grudge-price for not sharing the spoils of this victory.&lt;br /&gt;
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=== Reckoning of the Principalities of Man ===&lt;br /&gt;
Moreso than any of the other races that call [[Wisteria]] home, and befitting both their nature and their recorded origins, humanity is the most fractured species on [[Ahren]], and even they themselves admit it. Humankinds origins were poor, and did not lend themselves to self-documentation. Therefore, the early history of humanity had to be largely reconstructed from their own collective recollections.&lt;br /&gt;
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==== Bastonian Recknoning ====&lt;br /&gt;
The [[Annals of Bastonia]] record two principal ages of history - an Age of Bitter Darkness and the current Age, the Age of the Bastion, and further subdivides the first into the Age of Bitter Darkness proper and a much shorter Age of Rebellion. Both of these periods are reckoned as the years &amp;quot;Before the Walls&amp;quot;, a calendar that counts the years down toward the founding of the city of [[Whiterock]] in full betrayal of its reconstructed nature. This history is deeply tied to the [[Bastonia | Bastonian]] state religion, the [[Church of the Almighty]], and its theology, which explains in some part why the Bastonians are unique among almost all the races of the world (save the city of [[Baghar]]) for expecting universal compliance to their religious edicts, especially in their own lands.&lt;br /&gt;
&lt;br /&gt;
===== Age of Bitter Darkness =====&lt;br /&gt;
The Age of Bitter Darkness is largely considered mythological. It is full of largely empty periods of time and with the accounting of figures that may or may not have existed, including accounts of humans who lived well beyond what is considered to be normal human lifetimes.&lt;br /&gt;
&lt;br /&gt;
The Age begins somewhere in the Primordial Myth with the creation of [[The Enemy]] (or his pre-existence) and the arrival of The Enemy in the plane of [[Ahren]], which he explored for a period of time usually accounted as a full milenium, before abducting a hitherto-undocumented race of great apes from across the [[Eastern Sea]] into what is now the [[Shimmering Shore]] and recreated them &amp;quot;of his service&amp;quot;, birthing the earliest of Mankind.&lt;br /&gt;
&lt;br /&gt;
What follows is a long empire (sometimes figured as as much as 4000 years, but this is believed to be inaccurate) under the direct rulership of The Enemy, and throughout which humanity expanded across the [[Shimmering Shore]] and up the lands west of the [[Atlas Mountains]]. This northward expansion is recorded by the Orcs as being the impetus for the event known as the [[Kindling]].&lt;br /&gt;
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===== [[Age of Rebellion]] =====&lt;br /&gt;
When the empire of the Enemy was at the enith of its power, at a year long agreed to be counted as 170 Before the Walls, [[Lukas the Rebellious]] was born a slave in the city of [[Baghar]], which the Enemy was said to have conquered. This is broadly considered to have been the start of the Age of Rebellion.&lt;br /&gt;
&lt;br /&gt;
Fifty years later, coinciding with the start of The Age of Elvish Springtime, Lukas was leading a rebellion after having served one year in a mine in the area now known as [[The Bleak]]. This rebellion began with his slaying of a pit lord named [[Balgharond]], and leading a company of liberated slaves into the wilderness.&lt;br /&gt;
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In 100 BW (twenty years after the start of his active rebellion), Lukas the Rebellious and his followers have made camp at the site that would become the city of Whiterock, and believe that both distance and the presence of the Orcish Nation between themselves and the Enemy will protect them. At his direction, [[San Heather | Heather of High Toor]] begins construction of the earliest keep at Whiterock. Lukas also experiences his first vision of [[the Almighty]] at this time.&lt;br /&gt;
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A series of calamaties (mostly involving the taking, retaking, and sack of [[Baghar]]) then befalls [[the Enemy]], and buys time for the completion of the city of Whiterock. The city is not attacked until the very turning of the age, leading to a long seige and an event known as the [[Battle of the First Wall]], which has extreme religious and political significance. The breaking of the seige on the day of the summer solstice culminated in the apotheosis of several of the gods of the pantheon, the breaking of the Enemy as a political force and his banishment to [[Hell]], and the signal to change the age to the &#039;&#039;&#039;Age of Bastion&#039;&#039;&#039;.&lt;br /&gt;
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===== Age of Bastion =====&lt;br /&gt;
The first century of the Age of Bastion is home to two key eras. The first is the rule of [[San Lukas]] and [[San Heather]] as the first king and queen of the Kingdom of Bastonia, overseeing a period of great expansion and the establishment of many of the settlements in the region. In 67 AB, seeing his imminent death and transference to [[Heaven]], [[San Lukas]] bestowed the crown upon his son, [[King Bastion I]]. This lead to the start of a 22 year military campaign known as the [[Southern Expurgation]], which saw the destruction of the final factions loyal to the Enemy and lead to the [[Lordless Lands]] obtaining that name. During this war, he also oversaw the construction of the [[Bastion Line]].&lt;br /&gt;
&lt;br /&gt;
In AB 89, [[the Enemy]] imbued an [[Archwhale]] with significant power in an attempt to destroy the city of [[Coldwater]]. The beast is defeated by [[San Marino]].&lt;br /&gt;
&lt;br /&gt;
In AB 98, the wizard known as Sylvester the Blue saves the City of [[Oversea]] from destruction with the collapse of the cliffs below  the Oversea Bastion.  This involved a work of Grand Theurgy that lead to his diefication and started his history with the creation of [[Ars Magica]].&lt;br /&gt;
&lt;br /&gt;
Thus begins a period of long stasis marked with internal conflict and generational wars of succession, preventing the Bastonians from having a major impact on international affairs until the start of their [[Southern Expansion]] in AB 1643. This conflict largely involved the [[Orcish Nation]], who stood opposed to being pushed off their lands by the xenophobic human colonizers.&lt;br /&gt;
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==== Petrenean Reckoning ====&lt;br /&gt;
Being mostly humans (at least at their foundation), the Petrenean peoples of the [[Shimmering Shore]] have a shared history with the [[Bastonians]], but a very different interpretation of it. They mark the beginning period of their history as the mythological Age of Infinite Delusion, and place far less importance on the liberational themes of their northron cousins, as they place far less importance on the Enemy.&lt;br /&gt;
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===== Age of Infinite Delusion =====&lt;br /&gt;
The Age of Infinite Delusion begins in the ancient and unnumbered past with the first humans being &amp;quot;breathed aware&amp;quot; by the Deciever, a representation of [[the Enemy]], who is granted no more mythological significance than any other devil of [[Hell]], the plane from which he resides. During this age, the &amp;quot;dreams of humanity&amp;quot; were pulled from the [[Bardo]] and breathed into life and wakefullness by the Deciever and other powerful devils who wished to abuse them for labour, for at that time Ahren was a new land and unsullied, and Hell is timeless (and therefore desolate).&lt;br /&gt;
&lt;br /&gt;
This situation is presented as much the same as the story of [[San Lukas]], but Lukas himself never comes up, except in some footnotes usually considered to be esoterica. This is in part because the story of how Humanity became free agents in the universe instead of the slaves of powerful entities does not hinge on the interventions of [[the Almighty]] in the Petrenean narrative.&lt;br /&gt;
&lt;br /&gt;
It is instead said that when the enemy first lost his city of [[Baghar]], a prince of the city of Petrenea was practicing a form of meditation throughout the [[Festival of the Turning Wheel]], and seeing the astrological signs of the moment in the sky, he came to a fundamental understanding that lead to an event known as [[Awakening (Awakened One)| Awakening]]. This event marks the start of the long count of the Age of Enlightenment.&lt;br /&gt;
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===== Age of Awakening =====&lt;br /&gt;
With the teachings of the Awakened One to guide them, [[Petrenea]] remained free of the influence of the Deciever forever more, and in the years to follow eventually all the [[shimmering Shore]] was liberated. Though considered the chief god of the Petrenean Pantheon by outside writers, the Awakened One is rarely attributed as having described himself as divine, though his teachings did lead directly to the rise of two other gods - a patrenean war god named [[Xia Leng]] and an orcish hero-god named [[Xuthagug Three-Eyes]].&lt;br /&gt;
&lt;br /&gt;
This forward count continues until at least the Awakened Year 1696 and the [[Great Collapse]] precipitated by the opening of the [[Great Rift]]. As could be expected with a loss of republican governance there is now some confusion about whether or not a new age is necessary. Those that feel that this is the end of an epoch in the same way that the liberation of mankind was often account the modern year forward from 1696 as the year &amp;quot;post-collapse&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Reckoning of the Lordless Lands ===&lt;br /&gt;
There are at least two nations in the Lordless Lands (a slightly ambiguous frontier land), and the third related nation which share a commonality in that they have their own robust and largely congruent calendars, with the only major point of difference being the timing of annual holidays and disagreement on what year it is. Conveniently, these nations do not place a strong level of importance on the accuracy of the count of the year.&lt;br /&gt;
&lt;br /&gt;
==== Stellunar Wheel of the Carcolie ====&lt;br /&gt;
While not physically located in the Lordless Lands, the Carcolie and the Confederacy of Sages both share the [[Secrets of Nature]] magical school and both have a largely similar map based on the motion of the moons and the [[Ahrenic Zodiac]]. It&#039;s principal difference is that the festival of the burning wheel is 16 days long instead of 3, leaving the months at 27 days, and that same festival is referred to as the &amp;quot;Festival of Alignment&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Carcolie history begins with the tale of [[Feno Ilirel]] (who in their interpretation was a very ancient elf, albeit just an elf) guiding them into the wilderness, and in a sense the mythic age extends up into even living memory for the Carcolie. Their storytelling considers it far more important to remember the broad strokes of what happened than the fact that it happened specifically on the 7th of the 8th of some specific year, and historical events are thereby often moved to &amp;quot;the time of some other figure&amp;quot; around the time of &amp;quot;the nearest relevant festival&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Star-Stations of the Confederacy of Sages ====&lt;br /&gt;
The motions of the stars and planets are everything to the Confederacy of Sages, whose loose theocracy is headed by their most elite druidic circle, the [[Star-Counters]]. Confederacy historical records and date-keeping rely heavily on complicated star charts and passive understanding of the stellar ephemera, which has lead to two major impacts.&lt;br /&gt;
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The first is that, much like the Carcolie, the average person in the Confederacy culture does not have a strong understanding of date-keeping, and that popular history is more akin to storytelling than chronicling as a result. For most purposes it is sufficient to know when a temporally-near event happened relative to the present day.&lt;br /&gt;
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The second is that the sagely cohort of the society actually has very precise chronicals available to them, albiet as part of an oral history, and that these records are tied very precisely in time to descriptions of relevant stellar phenomena. This has the mixed blessing of making Confederate dates almost impossible to convert to other calendar systems, confounding foreign scholarship. This is a source of endless amusement to the Confederates, who consider such conversions meaningless anyway.&lt;br /&gt;
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==== Long Count of the Orcs ====&lt;br /&gt;
Much like the humans of [[Bastonia]] and the [[Shimmering Shore]], the orcs acknowledge a period in their history where they were not quite fully orcs, having originally been created during the primordial or mythic ages as the &#039;&#039;&#039;Princes of Beasts&#039;&#039;&#039;, being orcish in form but bestial in intellect. It would not be until [[the Firekeeper]] imbued full sentience into the orcs (an even known as the [[Kindling of the Orcs]]) in response to the arrival of mankind in their territory that true orcish history begins.&lt;br /&gt;
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===== The Princes of Beasts =====&lt;br /&gt;
The orcs occasionally tell tales of events that transpired when they were still the princes of beasts, and the Princes of Beasts appear in historical tales shared by the Confederacy of Sages, though the sages cannot account for a precise date of the transition into the Orcish Long Count. Human histories agree that the change took place during the Age of Bitter Darkness or Age of Infinite Delusion, and the dwarves themselves agree the transition occurred some time in the Age of Tutelage.&lt;br /&gt;
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These stories are often figurative and highly metaphorical, including such tales as the orc theft of writing from the dwarves (modern linguists argue that other than this assertion there is no similarity between the writing systems of the two languages worthy of mentioning) and a story about the orcs losing their hair by having fed most of it to their god [[Kodo the Devourer]] to trick it into going away.&lt;br /&gt;
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===== The Long Tales =====&lt;br /&gt;
The Long Tales of the Orcs are their recorded history after kindling, though the record in question takes the form of memories historical stories and tales and is therefore somewhat loosely translatable into the concrete dates and times used by some other annals. This is not to take away from the fact that it is a relatively complete history and reasonably reliable in terms of the events that actually transpired. &lt;br /&gt;
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These tales include such tales as the [[Gul Spellspeaker&#039;s Conquest of Baghar]], [[Buggug Angel-Slayer&#039;s Defeat at Baghar]], the [[Purge of High Toor]], the [[Decay of the Bleak]] and a host of others. By most accounts the orcs are a proud and ancient nation with a history as rich as any other on [[Wisteria]], though they have been on the back foot now for nearly two millennia. Most orc communities have several story-keepers who memorize these tales and tell them back to the others at frequent intervals, meaning that by all accounts your average Orc is likely more familiar with the history of her people than a peasant-class [[Bastonian]] or even a working-class [[Dwarf]].&lt;br /&gt;
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== Ages Past Reckoning ==&lt;br /&gt;
The future never comes. Sages in Wisteria argue over the meaning of the Vergence and whether a Divergence or Second Vergence might occur. In the far depths of time, will the world be unmade? And if it is, will it be made anew?&lt;br /&gt;
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=== Visions of an Infinite Future ===&lt;br /&gt;
Perhaps because of the comfort the idea brings to those with long lives, many elves among the [[Carcolie]] believe in a steady-state universe. The sun will always shine, the moons will always rise, the tide will do as the tide does and the universe will keep ticking along forever. This view is shared by the dwarves, who much like the elves consider themselves the &amp;quot;children&amp;quot; of their creator gods, blessed with an infinite universe. All three cultures have a view that they are in a position of stewardship for that infinite world, though rarely do the three come close to any kind of agreement on what that actually entails.&lt;br /&gt;
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Since in the Carcolie case this position came to inform that of the [[Secrets of Nature]], it is a not-uncommon belief among some peoples in the [[Confederacy of Sages]], though the [[Cervitaur]] heads of the [[Star-Counters]] have a longer view still.&lt;br /&gt;
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=== Visions of the End of Time ===&lt;br /&gt;
By contrast, at least one culture on Ahren forsees an upcoming end of time, with argument raging about when that end of time will come. The [[Church of the Almighty]] in [[Bastonia]] urges that there is a [[Battle of the Last Wall]] that matches the [[Battle of the First Wall]], and represents a final historical conflict where [[the Almighty]] and [[the Enemy]] will each rally a force to their side and attempt to destroy the other, tearing the world asunder in the process.&lt;br /&gt;
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=== Visions of the Wheel of Time ===&lt;br /&gt;
Though something of a minority view in their respective cultures, it has become an orthodox interpretation of [[cosmology]] among the practitioners of [[Ars Magica]] to think of the world as inherently cyclic. After all, they founded the discipline as it is usually understood and worked out the concept of a [[Vergence]], and who&#039;s to say if such a thing could happen again or not. The split within the school over this topic is actually fairly clearly defined. Bastonian practitioners tend to argue that instead of a repeated vergence the implication is actually a divergence, or arcane destruction of the world, which suits the religious orthodoxy of their homeland. In contrast many Atarlie practitioners of the same school argue that the Divergence is just semantics, and that new universes are probably being &amp;quot;verged&amp;quot; regularly.&lt;br /&gt;
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Cyclical periods of the creation and recreation of the universe are also common in the south of [[Wisteria]]. Most of the regions of the [[Shimmering Shore]] approached magic through the [[Way of the Elements]] and the teachings of the [[Awakened One]], both disciplines of which stress impermanence-even-of-nothingness. It logically follows that the universe would HAVE to be destroyed, but fear not, since it also logically follows that it could not help but be re-created.&lt;br /&gt;
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This view is constantly being argued into the [[Secrets of Nature]] school by the [[Star-Counters]] as well, and a cyclic view of nature is shared by [[Orcish Shamanism]] practitioners, who have direct access to the Bardo and the purported experiences, memories, and accounts given by spirits inhabiting that realm.&lt;/div&gt;</summary>
		<author><name>Zadammac</name></author>
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		<title>Republic of Petrenea</title>
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		<updated>2026-04-21T17:05:26Z</updated>

		<summary type="html">&lt;p&gt;Zadammac: Redirected page to Imperial City&lt;/p&gt;
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