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		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=508</id>
		<title>Welcome to Urph</title>
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				<updated>2011-05-09T14:32:13Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Campaign Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've decided to compile some of the information for my campaign so that you can reference it, should you need it.&lt;br /&gt;
[[File:UrphMap.png|thumb|400px|Map of Urph!]]&lt;br /&gt;
=Characters=&lt;br /&gt;
=====[[Zark Ipzo]]=====&lt;br /&gt;
Githzerai avenger of Erathis&lt;br /&gt;
=====[[Arannis]]=====&lt;br /&gt;
Half-Elf Invoker&lt;br /&gt;
&lt;br /&gt;
=====[[Gorgon Graytusk]]=====&lt;br /&gt;
Half-orc fighter&lt;br /&gt;
&lt;br /&gt;
=====[[Bharash Redscale]]=====&lt;br /&gt;
Dragonborn Paladin&lt;br /&gt;
&lt;br /&gt;
=====[[Triton Vanmiel]]=====&lt;br /&gt;
Elven Ranger&lt;br /&gt;
=====[[Keyfe Runesight]]=====&lt;br /&gt;
Xjph's character, a Dwarven runepriest.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==The Holy Lands==&lt;br /&gt;
*Rules by a single Pope, and the 11 Templars &lt;br /&gt;
*Have a strong military along with 11 dreadnought class airships, each assigned to a Templar &lt;br /&gt;
*Ten years ago (1500) Durran (Half-Elf), the Pope at the time, died a seemingly natural death &lt;br /&gt;
*Bishop Samuel (Deva) was appointed as the new Pope.  Two weeks later is declared a crusade against the giants.&lt;br /&gt;
*All former contact with their long-time allies, Tragadine, was severed&lt;br /&gt;
&lt;br /&gt;
==Tragadine==&lt;br /&gt;
*An archipelago consisting of 5 islands, each having one major citiy.&lt;br /&gt;
*These islands are connected by large bridges.&lt;br /&gt;
*Ruled by a king, Francis the Third (Human)&lt;br /&gt;
*5 years after Samuel declared his crusade (1505), the cities of Tragadine were overtaken and the royal family slain by an alliance of orc and ogre tribes.  The cause of this is said to be because the general of the Tragadine army, Armil (Eladrin), took most of his forces on training exercises, leaving the cities defenseless.&lt;br /&gt;
*Entry or exit from the cities is limited and communication between them is prohibited.&lt;br /&gt;
*Tragador - the capital city and largest island located in the center of the archipelago.  The king resides here.&lt;br /&gt;
*Windvale - port town of Tragadine, this is where the airships from the Holy Lands used to dock when they arrived -Touten - a quaint rural, farming town which was known for it's hospitality.  A great place to visit for those wanting a break from the large city life.&lt;br /&gt;
*Redcliff - a mining town known for uncovering a few ruins of old cities &lt;br /&gt;
*Verhan - the oldest city of Tragadine and having a large population for a city of its size&lt;br /&gt;
&lt;br /&gt;
==The Giant Lands==&lt;br /&gt;
*Not visited since it is populated by giants, which are considered evil&lt;br /&gt;
&lt;br /&gt;
==The Dragon Lands==&lt;br /&gt;
*Land located North of Tragadine and Northeast of the Holy Lands.&lt;br /&gt;
*None that have ventured there have ever returned&lt;br /&gt;
&lt;br /&gt;
==The Savage Isles==&lt;br /&gt;
*Two islands found between Tragadine and the Dragon Lands &lt;br /&gt;
*Said to be host to powerful, primal, and savage tribes of varying races&lt;br /&gt;
&lt;br /&gt;
==Pirate's Den==&lt;br /&gt;
*A few islands placed south of the Holy Lands &lt;br /&gt;
*When the Holy Lands used to make trip to Tragadine, it was said that they were somtime attacked by pirates possessing small airships fitted for plundering&lt;br /&gt;
&lt;br /&gt;
==Isle of Lost Souls==&lt;br /&gt;
*Islands said to be overflowing in necrotic energies &lt;br /&gt;
*Was formally a focus of investigation by the Holy Lands under the rule of Pope Durran&lt;br /&gt;
&lt;br /&gt;
==Heartfell==&lt;br /&gt;
*A single, simple town landing southwest of the Isle of Lost Souls &lt;br /&gt;
*Technology and lifestyle fall somewhere in between those of Tragadine and the Savage Isles; not barabarians but not living in a world with airships &lt;br /&gt;
*Is said to be plagued with terrbile night hags.  Some say they even rule over this town&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;I have a map available for you to look at as we start, so don't worry about where the islands are relative to each other, you'll see it as we start.&lt;br /&gt;
The game starts 5 years after the occupation of Tragadine (1510), on Orangeman's Day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters of Notice as of 1510==&lt;br /&gt;
&lt;br /&gt;
===The Holy Lands===&lt;br /&gt;
&lt;br /&gt;
====Pope Samuel (Male, Deva)====&lt;br /&gt;
* The leader of the Holy Lands, the youngest pope in history (32)&lt;br /&gt;
&lt;br /&gt;
====Balasar of the Platinum Dragon (Male, Dragonborn)====&lt;br /&gt;
* Templar of Bahamut.  Known for his strong sense of justice and as a rare winged Dragonborn.  Takes after silver dragons &lt;br /&gt;
&lt;br /&gt;
====Gromel of the Goldion Hammer (Male, Dwarf)====&lt;br /&gt;
* Templar of Mordin.  This old dwarf is a living legend and a true hero.  Has a town named after him in the Holy Lands &lt;br /&gt;
&lt;br /&gt;
====Sarah of the Radiant Sun (Female, Human)====&lt;br /&gt;
* Templar of Pelor.  A fairly new edition to the templars.&lt;br /&gt;
&lt;br /&gt;
====Lucan of the Endless Tome (Male, Eladrin)====&lt;br /&gt;
* Templar of Corellion.  A master of magic, he and Gromel are the most senior members of the Templars and have become good friends &lt;br /&gt;
&lt;br /&gt;
====Wella of the Silent Night (Female, Halfling)====&lt;br /&gt;
* Templar of Sehanine. Known for not having much known about her.&lt;br /&gt;
&lt;br /&gt;
====Vimak of the Thunderous Spirit (Male, Goliath)====&lt;br /&gt;
* Templar of Kord.  A young Templar and a person of action, he  and Maxwell are aspiring to become great heroes like Gromel.&lt;br /&gt;
&lt;br /&gt;
====Maxwell of the Free Heart (Male, Human)====&lt;br /&gt;
* Templar of Avandra.  A youthful lad looking to prove he's capable of great deeds.  Easygoing and liked by many common-folk.&lt;br /&gt;
&lt;br /&gt;
====Atka of the Ancient Prophets (Female, Tiefling)====&lt;br /&gt;
* Templar of Ioun. Keeps to herself, watching for signs of prophecy.  Holds knowledge of the obscure.&lt;br /&gt;
&lt;br /&gt;
====Aurora of the Forgotten Winter (Female, Shifter)====&lt;br /&gt;
* Templar of the Raven Queen.  Master of death and magic, is considered the most frightening and unapproachable templar.&lt;br /&gt;
&lt;br /&gt;
====Calder of the Silvered Shield (Male, Half-Elf)====&lt;br /&gt;
* Templar of Erathis. Strategist of the Templars and brother of former Pope Durran.  Known for his strong sense of fellowship.&lt;br /&gt;
&lt;br /&gt;
====Erdan of the Serene Wilderness (Male, Elf)====&lt;br /&gt;
* Templar of Melora.  Known for not usually being around much as he's often sent to the Feywild.&lt;br /&gt;
&lt;br /&gt;
====Durran====&lt;br /&gt;
* Former Half-Elf Pope of the Holy Lands, deceased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tragadine===&lt;br /&gt;
&lt;br /&gt;
====Aramil (Male, Eladrin) First Appearance: Session One====&lt;br /&gt;
* General of the Tragadine army.  Most known as the cause of the current occupation of Tragadine by foolishly emptying the cities for a training exercise.  Currently works with the orcs as a sort of figurehead to fool the commoners into thinking that the people still hold some power over their cities.  He currently resides in Tragador.&lt;br /&gt;
&lt;br /&gt;
====Orson (Male, Human) First Appearance: Session One====&lt;br /&gt;
Prince and last surviving member of the Tragadine royal family. Maintains a magical dimension where he, Myron, Tim and (sometimes) the party resides. &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Lucky&amp;quot; Tim (Male, Human) First Appearance: Session Three====&lt;br /&gt;
* A scrawny youth whose luck was very poor until he met a group of adventurers who took him away from his fairly boring life.  He has shown aptitude towards the more shady set of skills.  &lt;br /&gt;
&lt;br /&gt;
====Warryn Waltz (Male, Gnome) First Appearance: Session Six====&lt;br /&gt;
* Pre-occupation, he was considered the greatest entertainer Tragadine has ever seen.  He would usually tour the five cities, playing is popular ballads to the delight of noble and commoner alike.  His last stop as 5 years ago was in Touten, but hasn't been heard from since.&lt;br /&gt;
&lt;br /&gt;
====Orangeman====&lt;br /&gt;
* A human knight and great hero from Tragadine.  Exactly what he did and why he's a hero is unknown.  There has been a national holiday, Orangeman's Day, for as long as anyone can remember.&lt;br /&gt;
&lt;br /&gt;
====Myron (Male, Minotaur) First Appearance: Session Three====&lt;br /&gt;
* An accomplished alchemist, he kind a kind soul whose loves to experiment with new ingredients and discover new formulas.  He also dabbles in creating magic items.  If asked why he loves alchemy so much, he'd respond with &amp;quot;I like the smell of magic dust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Zachar (Male, Deva) First Appearance: Session Four====&lt;br /&gt;
* A stoic scholar, Zachar is a friend of Orison and holds rare and obscure knowledge.  It is rumored this knowledge comes from being able to see glimpses of his previous lives.  It is said that he is &amp;quot;good with a blade&amp;quot;, although very few people have ever seen him draw a weapon and may be a misconception about his overall character as not too many people know this deva very well.&lt;br /&gt;
&lt;br /&gt;
====Perrin Marshall (Male, Halfling) First Appearance/Death: Session One/Eight====&lt;br /&gt;
* A solider in the Tragadine Army and friend of Gorgon Greytusk. His light-hearted demeanor can be welcoming in these trying times as he tries to see the positive side of all things. He is a skilled carpenter, a trait passed down from his father, and collector of anything related to Organeman, items or information.  Despite his small stature, he is skilled with a blade and it is said that you don't want to get on his bad side, or you may loose you kneecaps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Bharash is very fond of Perrin, he finds the halfling's cheery nature, martial prowess, and surprising courage endearing and considers the halfling to be an excellent companion. So much so that he frequently allows the halfling to ride on his shoulders as they go about their business.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Orc &amp;amp; Ogre Alliance===&lt;br /&gt;
&lt;br /&gt;
====Brug (Male, Orc) Frist Appearance/Death: Session Two/Eight==== &lt;br /&gt;
* Leader of the Bloodrock tribe.  Became of the leader of this tribe by outsmarting the former leader in a duel with the former leader.  Usually wears a tattered red cloak and wields a greatspear&lt;br /&gt;
* Bharash holds some resentment towards Brug for his interference in the party's first mission. In particular he would like to kill his worgs and make them into a cloak.&lt;br /&gt;
* Killed by Bharash&lt;br /&gt;
&lt;br /&gt;
====Ootah (Female, Orc) First Appearance/Death: Session Two/Nine====&lt;br /&gt;
* Leader of the Goretusk tribe.  A particularly ugly orc, Ootah became the leader of her tribe after proving with her archery skills, that she alone could feed the entire clan.  A well fed orc is a happy orc.  Never seen without her oversized greatbow.&lt;br /&gt;
* Killed by Gorgon, with a blow to the head.&lt;br /&gt;
&lt;br /&gt;
====Krusk (Male, Orc) First Appearance/Death: Session One/Session Thirteen====&lt;br /&gt;
* Leader of the Grimaxe tribe.  His ruthless demeanor towards any who would oppose him instilled fear into the rest of his tribe.  This naturally progressed until he became the leader of his tribe.  Considered the number three in charge of the alliance, he usually hunts down those who he deems as a threat to the orcish rule.&lt;br /&gt;
* He is the tallest orc, which means his custom made executioner's axe is made that much more intimidating.&lt;br /&gt;
*Bharash holds a particular hatred of Krusk, seeing him as the cause of the invasion, the destruction of his clan, and the cause of the suffering he sees daily. He would dearly love to best the Orcish leader in single combat, but recognizes that he must gain more skill and power before he can face Krusk axe to axe.&lt;br /&gt;
&lt;br /&gt;
====Scrag (Male, Orc) First Appearance/Death: Session Eleven====&lt;br /&gt;
* Leader of the Torneye tribe.  A Religious fanatic, his ability to convince the rest of his tribe that he preforms the god's will is why he is a leader.  Scrag is the smallest of the orc leaders which is fitting as the Torneye tribe has the least amount of members of the orc tribes.&lt;br /&gt;
&lt;br /&gt;
====Tarak (Male, Orc) First Appearance/Death: Session Fourteen====&lt;br /&gt;
* Leader of the Deathgrip tribe.  Tarak is the leader of the Orc/Ogre Alliance.  This was apparently accomplished by Tarak walking up to the ogre tribes and telling them to follow him or be destroyed. His combination of above-average orc intelligence, power and motivation is why he is the current King of Tragadine.  He is proficient with the spiked chain. Tarak fought Gorgon, Triton, Keyfe, Arannis and Zark in the throne room of Tragador Castle. He put up a tremendous fight, defeating Gorgon and Triton, before he was killed by Keyfe with a massive blow to the head.&lt;br /&gt;
&lt;br /&gt;
====Darth (Male, Ogre) First Appearance/Death: Session Fourteen====&lt;br /&gt;
* Leader of the Dire Maul clan.  He is the second-in-command of the alliance.  Clad in black, he is the largest Ogre ever seen.  Also known for his uncharacteristically high intelligence, it is rumored that he is waiting to see how Tarak deals with this occupation and will strike him down from power when the moment is right.  He uses a triple headed flail.&lt;br /&gt;
*Slain by Orson&lt;br /&gt;
&lt;br /&gt;
====Winston (Male, Ogre) First Appearance/Death: Session Fourteen==== &lt;br /&gt;
* Leader of the War Hulk clan.  At a young age, it is said that this ogre struck down a powerful warrior from the Savage Isles.  From that victory he took his victim's weapon (falchion) and his name (Winston).  Since then , he collects trophy's from any who he slays.&lt;br /&gt;
*Slain by &amp;quot;Lucky&amp;quot; Tim&lt;br /&gt;
&lt;br /&gt;
====Orge (Male, Ogre) First Appearance/Death: Session Twelve==== &lt;br /&gt;
* Leader of the Big Bludgeon clan.  Being slightly smarter and faster than his kin, Orge became the leader of his tribe.&lt;br /&gt;
Likes to bludgeon with his greatclub.&lt;br /&gt;
&lt;br /&gt;
====Uuug (Male, Ogre) First Appearance:  Session Three====&lt;br /&gt;
* Leader of the Smah Heads clan.  One half of a pair of ogre twins, he came from some other unknown tribe, smashed heads and became the leader of the tribe, while also renaming it.&lt;br /&gt;
&lt;br /&gt;
====Boog (Male, Ogre) First Appearance:  Session Three====&lt;br /&gt;
* Leader of the Hurtmore clan.  The second hald of the ogre twins, he went to a different tribe than his brother and took it over.  Both he and his brother use one half of a broken double sword which, judging by the size, was probably forged for a giant at first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Feywild===&lt;br /&gt;
&lt;br /&gt;
====The Great Gark (Male, Hobgoblin) First Appearance: Session Six====&lt;br /&gt;
* Leader of the goblin army which plagues the Feywild.  It's said he gained his army by rallying all of the waring goblin tribes together through the God of Secret, Venca.  His powers are said to rival those of the Archfey, and is usually accompanied by his two bodyguards.&lt;br /&gt;
&lt;br /&gt;
==Your Characters and the start of the game==&lt;br /&gt;
&lt;br /&gt;
The game starts in the town of Tragador on Orangeman's Day.  The orcs and ogres have allowed celebration of this day, but usually only as a way to keep some of the commoner's complacent.  Usually around this time, a few extra hands are hired to &amp;quot;join the guard&amp;quot; for a day, which usually just means wearing a uniform and standing around.  For whatever reason, you have decided to do this today.  This is one of the few times your are allowed to be armed in the streets as a &amp;quot;few petty rabble&amp;quot; shouldn't be able to stir up too much trouble.&lt;br /&gt;
&lt;br /&gt;
A couple of rules and guidelines for your characters:&lt;br /&gt;
&lt;br /&gt;
* Play what class/race you want.  Don't worry about &amp;quot;we don't have a defender&amp;quot; sort of mentality as I won't go out of my way to punish you since you don't have a particular class/skill.&lt;br /&gt;
* Look over powers, feats, paragon paths, and epic destinies.  Please come to the table each night knowing what you'll want to take one level in advance.&lt;br /&gt;
* At the end of each session, I'd like to collect an up-to-date hard copy of  your character sheet so I can plan for future encounters.&lt;br /&gt;
* Ret-cons of characters will be available throughout heroic tier. Depending on the type of change and how long you played an old character, we can also write a character out of the party.&lt;br /&gt;
* Please play only if you want to play.  I will not take it personally should you read over some of this information and not be interested.  If you start playing and don't like how it's going and wish to stop playing, please let me know after a session, but hopefully before the next session so I may adjust encounters for next time.  It's not that I don't want to hang out, but if you're not interested in playing, that may tend to lead to distracting activities which may disrupt other who may be interested.&lt;br /&gt;
* I'd like to play with all players present.  Since there are reoccurring characters, and a progressive story (hopefully), then I'd like as many people there as possible.  Having a character &amp;quot;pokeballed&amp;quot; or even worse, killed, when a player is unavailable can be very discouraging.&lt;br /&gt;
* Send me your character's alignment.  His may be done privately or publicly, it doesn't matter to me.  This will help me understand where you want your character to go and so half-way through a session I'm not surprised by an &amp;quot;I eat that defenseless baby&amp;quot; sitiuations.&lt;br /&gt;
* Also, I'd like it if you could send my your preference for how you'd like magic items to be distributed with your character ideas.&lt;br /&gt;
For example: find &amp;quot;random&amp;quot; items, an item wish list, converting magic items to gold and you just buy what you want out of the gold...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think that's it for now.  If you have any other comments or questions, let me know.  I'll be ready to start the first session as soon as I see a your characters.&lt;br /&gt;
&lt;br /&gt;
=Campaign Log=&lt;br /&gt;
==Session One==&lt;br /&gt;
&amp;lt;p&amp;gt;The PCs are recruited as guards temporarily to help with maintaining the peace during Orangeman's Day and assigned together under the command of Gorgon Graytusk.  The celebrations themselves are mostly uneventful, but a group of orcs became surly after being pushed around by some larger ogres, and in turn began picking of some of the city's children.  The PCs, unable to tolerate this, intervened on the children's behalf and dispatched the orcs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the dust settled the PCs had a minor disagreement over what they should do next, with the group split between finishing their shift with the guard or leaving the scene and dissociating themselves as much as possible from the events.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This conflict came to an abrupt halt, however, when a small note with a key attached was spotted in the alley where the fight happened.  It was addressed to the PCs as a whole, and expressed pleasure at finding someone willing to fight the orcs, prompting us to use the attached key in &amp;quot;a home&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the celebrations ended the PCs met again and used they key, opening a portal into a dark area through which they stepped.  On the other side they found a boy who identified himself as Orson Welles, the last surviving member of Tragadine's royal family.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Orson revealed that he has been in contact with Aramil in an effort to begin building a foundation for a resistance against the occupation.  The PCs have been recruited due to their willingness to stand up to orc brutality.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Session Two==&lt;br /&gt;
&lt;br /&gt;
'''He was only a minion!'''&lt;br /&gt;
&lt;br /&gt;
Aramil asked the PCs to go to Touton to pick up a shipment of foodstuffs, to bring back to Tragadine. This would serve as a way for them to investigate a Fey-crossing along the way. They were to cross into the Feywild and look for a magical herb, which could potentially help Aramil develop some potions to aid in the fight against the orcish oppressors.&lt;br /&gt;
&lt;br /&gt;
The trip to the fey-crossing was uneventful. Upon entering the gate, the PCs discovered an elf who told them of the current military goings-on in the Feywild, namely with ravaging goblins having taken over the most direct path to the herbs the party was searching for.&lt;br /&gt;
&lt;br /&gt;
The elf agreed to escort the party through goblin territory. After several pitched battles, and the death of their elven minion, the PCs were forced to exit the Feywild to recover from their wounds. They continued their journey to Touton and were escorted back to Tragadine.&lt;br /&gt;
&lt;br /&gt;
Having failed their mission, the PCs spent the next few weeks in Tragadine, biding their time...&lt;br /&gt;
&lt;br /&gt;
==Session Three==&lt;br /&gt;
&lt;br /&gt;
'''Be very, very quiet...We're hunting for minotaurs!'''&lt;br /&gt;
&lt;br /&gt;
We went to Red Cliff to escort a group of carpenters who were ordered to repair Ug and Bug's mansion (ogre leaders of Red Cliff). Gorgon's halfling friend was part of the group since, in addition to being a competent soldier, he is also a skilled carpenter.&lt;br /&gt;
&lt;br /&gt;
We found that the people of Red Cliff are worse off that those of Tragador. These Orges are particularly brutish and terrible. &lt;br /&gt;
&lt;br /&gt;
Myron the minotaur was being held in a group of larger houses inhabited by Orcs. Recently, someone in Red Cliff had been brazen enough to sneak in there and steal from the Orcs. We did some investigating and found that a poor, scrawny teenager known as 'lucky' Tim is the thief. We befriended him and brought him to the house with Orson in exchange for info on how to sneak into the Orc houses to find Myron.&lt;br /&gt;
&lt;br /&gt;
We snuck in and fought some Orcs as we rescued Myron. He escaped through the portal to Orson and Tim and we made our way back into the main part of the Red Cliff with no pursuit. We found some treasure including Orangeman's first sword, a +2 Bastard Sword.&lt;br /&gt;
&lt;br /&gt;
==Session Four+Five==&lt;br /&gt;
&lt;br /&gt;
The party met the Deva Zachar and helped find a historical book (very old, about a religious figure from The Holy Lands) in cave, after fighting through some undead. Now getting ready for another trip to Touton.&lt;br /&gt;
{ some expansion needed }&lt;br /&gt;
&lt;br /&gt;
==Session Six==&lt;br /&gt;
&lt;br /&gt;
The party has traveled to Touton again to aid in fighting spiders and ettercaps. Brug decided their help was not needed so the party was free to explore their other purpose in Touton. They found Warren and convinced him to meet with Orson. With Zachar's help, the party is now searching for a harp to give to Warren so that he can regain his confidence and perform again. Coincidentally, they are fighting spiders and ettercaps in a ruin near Touton...&lt;br /&gt;
&lt;br /&gt;
==Session Seven==&lt;br /&gt;
&lt;br /&gt;
The party cleared the ruins near Touton, and recovered the Harp for Warren. Upon returning to Touton, the party was confronted by Brug, who questioned them on their finds in the ruins. Zark did not like his accusing tone and got all up in his grill. Brug left in a huff and the party was displeased with Zark for having done a thing...&lt;br /&gt;
&lt;br /&gt;
==Session Eight==&lt;br /&gt;
'''Battle on the Bridge'''&lt;br /&gt;
&lt;br /&gt;
The party leaves Touton to return to Tragador. During their journey, they are ambushed on a bridge, by Brug and Ootah. Brug vowed to kill the players, but his Hubris got the better of him when Bharash managed to sever his head and impale it on his spear. The party, after receiving a (cinematic) second wind, prepares to do the same thing to Ootah.&lt;br /&gt;
&lt;br /&gt;
They are ready to kick ass and chew gum...and they're all out of gum.&lt;br /&gt;
&lt;br /&gt;
==Session Nine==&lt;br /&gt;
'''Spoiler: Ootah dies'''&lt;br /&gt;
&lt;br /&gt;
The party continues their fight on the bridge. The hard fought battle is ended when Gorgon hacks through Ootah's bow and hews right into her head. The party tosses all the corpses over the side of bridge, pick up Perrin's remains, and make their way to Tragador. They bury Perrin near the gate to the Feywild and make their way into town. After a brief meeting with Aramil, and taking care of Perrin's son and mother, the adventurers meet at Orson's hideout to discuss the next step with Aramil.&lt;br /&gt;
&lt;br /&gt;
Aramil informs the players that they must travel to Windvale to assassinate Scrag, the orc leader of the Torneye tribe. Following the deaths of Ootah and Brug, all the leaders will be meeting in Tragador, except for Scrag, who never leaves Windvale. Whilst the leaders are distracted, the players will kill Scrag and return to Tragador aboard an airship, build by the Vice-Templar Gerald. Gerald had been retired in Windvale before the occupation and it is thought he has secretly been building an airship to extract citizens to safety. The players must find Jerold and commandeer his airship.&lt;br /&gt;
&lt;br /&gt;
Myron has made potions for the adventurers that will make them look like orcs, allowing to leave Tragador and enter Windvale. Once in Windvale, the players must find and kill Scrag, sparing as much of the population as possible. (Ideally, everyone) Once Scrag is dead, the occupying force will think that orcs from Brug's tribe were the ones who killed him (since the potions will have worn off) and the player will be more or less free to roam about the city to find Gerald and escape.&lt;br /&gt;
&lt;br /&gt;
Once they return to Tragador, they will enter the castle through a special entrance, reachable only by airship. Once inside, they will start fighting the occupying force from the airship. &lt;br /&gt;
&lt;br /&gt;
The adventurers left Immediately after the meeting. Five days later, they arrived at Windvale and are let in without trouble. Oddly, there were no small children and middle-aged people. Only twenty-something year old guards, guarding alongside the orcs, and enfeebled elders. It appears as though Scrag may have done away with all the &amp;quot;able-bodied&amp;quot; population at the time of the invasion and keeps all the children in a compound in order to indoctrinate them as they grow up.&lt;br /&gt;
&lt;br /&gt;
The party met with Gerald and Nathan at a bar. Nathan revealed that Gerald may have an airship, but Gerald did not confirm it. The party did learn that his granddaughter is being held captive in one of the concentration camps. Rescuing her would go a long way to acquiring passage on the airship.&lt;br /&gt;
&lt;br /&gt;
==Sessions Ten &amp;amp; Eleven==&lt;br /&gt;
'''Re-education'''&lt;br /&gt;
&lt;br /&gt;
The party, still disguised by the potions, approached Scrag's main compound with stories of messages for Scrag.  The front guards - composed of a mixture of orcs and humans - didn't accept this however, and in the face of this resistance the party and the guards came to blows.&lt;br /&gt;
&lt;br /&gt;
After the dust had settled an orcish messenger delivered a scroll over the wall, informing us that for every five minutes we didn't turn ourselves in one child would be killed.  This had possibly the opposite of the intended effect, with the party resolving to end this as quickly and as directly as possible.  They immediately scaled the walls of Scrag's and began forcing their way into the compound, trying not to kill any children in the process.&lt;br /&gt;
&lt;br /&gt;
After checking a few buildings the group found a secret passageway underneath the mess hall leading down in to a underground bunker of some sort, and guarded by ogres.  After dispatching the ogres and pressing onward they came face to face with Scrag himself.  Shortly after a fight broke out and Scrag called out for dozens of children to come help him.  The party was careful not to kill the children, but did find it necessary to engage and knock out most of them.&lt;br /&gt;
&lt;br /&gt;
When the dust settled, Scrag lay dead, and hundreds of children were found in the rooms behind Scrag.  They obligingly led the party out of the bunker through a secret passage that led outside, and Gerald's daughter identified herself to the group.  With knowledge and proof of Janice's safety, Gerald was only too happy to help the party and arranged to meet them at the airship docks.&lt;br /&gt;
&lt;br /&gt;
==Session Twelve==&lt;br /&gt;
'''Ogre Battle'''&lt;br /&gt;
&lt;br /&gt;
At the docks the party plus Gerald are almost immediately set upon by Ogre and his minions.  Exhausted from the assault on Scrag's stronghold the group are brought to the very limit of their endurance, but manage to overcome the brute in the end.&lt;br /&gt;
&lt;br /&gt;
Gerald reveals the hidden dock that housed his airship and makes it available for the party's use.  With Wind Vale liberated they set off for Tragador to assist in Aramil's coup.&lt;br /&gt;
&lt;br /&gt;
==Session Thirteen==&lt;br /&gt;
'''Liberation!'''&lt;br /&gt;
&lt;br /&gt;
Arriving at the airship dock below Tragador the party began infiltrating the capital.  On the way up into the palace the party was ambushed by Krusk who crashed down through the ceiling while the group was engaged with several other orcs and ogres.  After a hard fought battle Krusk was no more, and the party made their way up into the castle proper.&lt;br /&gt;
&lt;br /&gt;
==Session Fourteen==&lt;br /&gt;
'''Holy Airships, Orson!'''&lt;br /&gt;
&lt;br /&gt;
Stepping into the hall of the palace the players find the door to the throne room magically sealed and protected by a group of many orcs.  Harangued by the attacking orcs the group eventually manages to open the door, but Bharash fell while keeping the orcs at bay.&lt;br /&gt;
&lt;br /&gt;
Pushing on into the throne room they encountered Tarak, standing before the throne.  The battle between Tarak and the players was long fought, and costly.  Just as hope seemed to be lost the notes of Warren's music reached the party, encouraging them and giving them the strength to push on.  Even with the bard's assistance it was a close thing.  With most of the group unable to stand Keyfe finally ended the orc's life, knocking his head clean from his shoulders with a solid blow from his hammer.&lt;br /&gt;
&lt;br /&gt;
The elation of victory was short lived, and airships approaching from the holy lands were soon spotted.  Representatives from the holy lands had come to request aid in their own battle against giants.&lt;br /&gt;
&lt;br /&gt;
==Session Fifteen==&lt;br /&gt;
'''Well, the horse won't fit'''&lt;br /&gt;
&lt;br /&gt;
The group travelled to Lumina to bring an offer to the people of The Holy Lands from King Orson...&lt;br /&gt;
&lt;br /&gt;
==Session Sixteen==&lt;br /&gt;
'''Let's destroy The Primordials once and for all!'''&lt;br /&gt;
&lt;br /&gt;
The group fought hordes of undead including some vampires but successfully found an ancient tomb that Zachar believes will be useful for King Orson.&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=483</id>
		<title>Obverse Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=483"/>
				<updated>2011-03-29T11:35:54Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Session Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign is being DM'd by Xjph in an original setting.  The system will be 3D tetrahedral matrix boogaloo (D&amp;amp;D4e).  The setting will always be incomplete.&lt;br /&gt;
[[File:Pt-Map.png|thumb|400px|Map of Panterra]]&lt;br /&gt;
==Campaign==&lt;br /&gt;
The campaign will begin with the player characters all involved, in one way or another, with trade between Virrir and the other Panterran nations.  They can be guards for merchant caravans, or merchants themselves, anything that would put them into a position of needing to travel in and out of Virrir.&lt;br /&gt;
On their most recent trip to Virrir an undisclosed &amp;quot;incident&amp;quot; of some sort took place within Virrir which has the nation on edge, and many people in the capital are beginning to refuse contact with outsiders.  The PCs will volunteer/be recruited to offer their services to the Virrir authorities to help hasten the resolution of this issue.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
While any published race/class is allowed it would be preferable to choose a race that has a background in this campaign world.  I will make an effort to incorporate any race that a person wants to play.  For purposes of the elves in Panterra consider the Vitha'dira to be 4e elves, while the Sindara are eladrin.&lt;br /&gt;
&lt;br /&gt;
====[[Sora]]====&lt;br /&gt;
Dragonborn Fighter (Philippe)&lt;br /&gt;
&lt;br /&gt;
====[[Brak Greystone]]====&lt;br /&gt;
Dwarf Barbarian (Mike)&lt;br /&gt;
&lt;br /&gt;
====[[Caleb Cradlehorn]]====&lt;br /&gt;
Halfling Hexblade (Pat)&lt;br /&gt;
&lt;br /&gt;
====[[Asteron]]====&lt;br /&gt;
Minotaur Paladin (elbkhm)&lt;br /&gt;
&lt;br /&gt;
====[[Eric Moore]]====&lt;br /&gt;
Human Wizard (Ryan)&lt;br /&gt;
&lt;br /&gt;
====[[Marcus Ondore]]====&lt;br /&gt;
Jason's Character (Jason)&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
''For more information, see [[Panterra]].''&lt;br /&gt;
&lt;br /&gt;
The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.&lt;br /&gt;
&lt;br /&gt;
The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.&lt;br /&gt;
&lt;br /&gt;
==Session Log==&lt;br /&gt;
&lt;br /&gt;
'''One: Prologue'''&lt;br /&gt;
&lt;br /&gt;
Quon Quinn, Hadari Hanova, Rangrim Rockbore, Errich Everest, Chaedi Calavira and Torbera Telvrik - a group known as The Stormblades - made their way into an ancient temple. &lt;br /&gt;
&lt;br /&gt;
'''Two: How I Killed Your Dragon'''&lt;br /&gt;
&lt;br /&gt;
Caleb Cradlehorn, Sora, Asteron, Eric Moore, Marcus Ondore and Brak Greystone were escorting a caravan containing various goods to Virrir.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personæ==&lt;br /&gt;
Helden Sonder – Leader of Antilla&amp;lt;br /&amp;gt;&lt;br /&gt;
Rornia Sonder – Helden's wife&lt;br /&gt;
&lt;br /&gt;
Tayle &amp;amp; Ginth Fatherin – Leaders of Regin (twins)&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Father Pious Dominic IV – Head of all Churches of Virrir&lt;br /&gt;
&lt;br /&gt;
Catherine Winsor – Queen of Thelland&amp;lt;br /&amp;gt;&lt;br /&gt;
Anthony Winsor – Catherine's consort&lt;br /&gt;
&lt;br /&gt;
Emperor Lieu Cao – Leader of Clixan&lt;br /&gt;
&lt;br /&gt;
Tyvenis Li'sinda – Leader of the Sindaran elves&lt;br /&gt;
&lt;br /&gt;
Valetri Li'vitha – Leader of the Vitha'diran elves&lt;br /&gt;
&lt;br /&gt;
Thegis Aeducan - King of the Dwarves and Gnomes&lt;br /&gt;
&lt;br /&gt;
Merec Thorvald - Leader of Haven&lt;br /&gt;
&lt;br /&gt;
Father Balian II - Priest of Bahamut and the adoptive father of [[Sora]].&lt;br /&gt;
&lt;br /&gt;
Bren Greystone - [[Brak's]] father&amp;lt;br /&amp;gt;&lt;br /&gt;
Marloh Tarren - [[Brak's]] mother&amp;lt;br /&amp;gt;&lt;br /&gt;
Brek Greystone - [[Brak's]] brother&lt;br /&gt;
&lt;br /&gt;
Samuel Cradlehorn - [[Caleb's]] uncle&amp;lt;br /&amp;gt;&lt;br /&gt;
Zoe Spitefrost - Winter fey, and [[Caleb's]] patron&lt;br /&gt;
&lt;br /&gt;
Eirasarff - White dragon responsible for the decimation of [[Asteron's]] home, a mountainous region in northern [[Antilla]].&lt;br /&gt;
&lt;br /&gt;
Vincent Ashebury - Renowned Thellish bard, known for composing many folk songs for all nations, and even some hymns for Virrir.&amp;lt;br /&amp;gt;&lt;br /&gt;
Candice Ashebury - Vincent's daughter.  Many of Vincent's songs were written specifically for her voice.&lt;br /&gt;
&lt;br /&gt;
Quon Quinn - Half Clixanese, half Thellish knight.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hadari Hanova - Sindaran mage.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rangrim Rockbore - Dwarven slayer.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Errich Everest - Halfling hunter.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chaedi Calavira - Vitha'diran sentinel.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Torbera Telvrik - Dwarven warpriest.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&lt;br /&gt;
&lt;br /&gt;
Silincas - An elf found in the ruins discovered by the Skyblades party.  Seemed to have body and mind separated.  Doesn't appear to know where he is.&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=482</id>
		<title>Obverse Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=482"/>
				<updated>2011-03-29T11:34:58Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Session Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign is being DM'd by Xjph in an original setting.  The system will be 3D tetrahedral matrix boogaloo (D&amp;amp;D4e).  The setting will always be incomplete.&lt;br /&gt;
[[File:Pt-Map.png|thumb|400px|Map of Panterra]]&lt;br /&gt;
==Campaign==&lt;br /&gt;
The campaign will begin with the player characters all involved, in one way or another, with trade between Virrir and the other Panterran nations.  They can be guards for merchant caravans, or merchants themselves, anything that would put them into a position of needing to travel in and out of Virrir.&lt;br /&gt;
On their most recent trip to Virrir an undisclosed &amp;quot;incident&amp;quot; of some sort took place within Virrir which has the nation on edge, and many people in the capital are beginning to refuse contact with outsiders.  The PCs will volunteer/be recruited to offer their services to the Virrir authorities to help hasten the resolution of this issue.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
While any published race/class is allowed it would be preferable to choose a race that has a background in this campaign world.  I will make an effort to incorporate any race that a person wants to play.  For purposes of the elves in Panterra consider the Vitha'dira to be 4e elves, while the Sindara are eladrin.&lt;br /&gt;
&lt;br /&gt;
====[[Sora]]====&lt;br /&gt;
Dragonborn Fighter (Philippe)&lt;br /&gt;
&lt;br /&gt;
====[[Brak Greystone]]====&lt;br /&gt;
Dwarf Barbarian (Mike)&lt;br /&gt;
&lt;br /&gt;
====[[Caleb Cradlehorn]]====&lt;br /&gt;
Halfling Hexblade (Pat)&lt;br /&gt;
&lt;br /&gt;
====[[Asteron]]====&lt;br /&gt;
Minotaur Paladin (elbkhm)&lt;br /&gt;
&lt;br /&gt;
====[[Eric Moore]]====&lt;br /&gt;
Human Wizard (Ryan)&lt;br /&gt;
&lt;br /&gt;
====[[Marcus Ondore]]====&lt;br /&gt;
Jason's Character (Jason)&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
''For more information, see [[Panterra]].''&lt;br /&gt;
&lt;br /&gt;
The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.&lt;br /&gt;
&lt;br /&gt;
The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.&lt;br /&gt;
&lt;br /&gt;
==Session Log==&lt;br /&gt;
&lt;br /&gt;
Session One: Prologue&lt;br /&gt;
&lt;br /&gt;
Quon Quinn, Hadari Hanova, Rangrim Rockbore, Errich Everest, Chaedi Calavira and Torbera Telvrik - a group known as The Stormblades - made their way into an ancient temple. &lt;br /&gt;
&lt;br /&gt;
Session Two: How I Killed Your Dragon&lt;br /&gt;
&lt;br /&gt;
Caleb Cradlehorn, Sora, Asteron, Eric Moore, Marcus Ondore and Brak Greystone were escorting a caravan containing various goods to Virrir.&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personæ==&lt;br /&gt;
Helden Sonder – Leader of Antilla&amp;lt;br /&amp;gt;&lt;br /&gt;
Rornia Sonder – Helden's wife&lt;br /&gt;
&lt;br /&gt;
Tayle &amp;amp; Ginth Fatherin – Leaders of Regin (twins)&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Father Pious Dominic IV – Head of all Churches of Virrir&lt;br /&gt;
&lt;br /&gt;
Catherine Winsor – Queen of Thelland&amp;lt;br /&amp;gt;&lt;br /&gt;
Anthony Winsor – Catherine's consort&lt;br /&gt;
&lt;br /&gt;
Emperor Lieu Cao – Leader of Clixan&lt;br /&gt;
&lt;br /&gt;
Tyvenis Li'sinda – Leader of the Sindaran elves&lt;br /&gt;
&lt;br /&gt;
Valetri Li'vitha – Leader of the Vitha'diran elves&lt;br /&gt;
&lt;br /&gt;
Thegis Aeducan - King of the Dwarves and Gnomes&lt;br /&gt;
&lt;br /&gt;
Merec Thorvald - Leader of Haven&lt;br /&gt;
&lt;br /&gt;
Father Balian II - Priest of Bahamut and the adoptive father of [[Sora]].&lt;br /&gt;
&lt;br /&gt;
Bren Greystone - [[Brak's]] father&amp;lt;br /&amp;gt;&lt;br /&gt;
Marloh Tarren - [[Brak's]] mother&amp;lt;br /&amp;gt;&lt;br /&gt;
Brek Greystone - [[Brak's]] brother&lt;br /&gt;
&lt;br /&gt;
Samuel Cradlehorn - [[Caleb's]] uncle&amp;lt;br /&amp;gt;&lt;br /&gt;
Zoe Spitefrost - Winter fey, and [[Caleb's]] patron&lt;br /&gt;
&lt;br /&gt;
Eirasarff - White dragon responsible for the decimation of [[Asteron's]] home, a mountainous region in northern [[Antilla]].&lt;br /&gt;
&lt;br /&gt;
Vincent Ashebury - Renowned Thellish bard, known for composing many folk songs for all nations, and even some hymns for Virrir.&amp;lt;br /&amp;gt;&lt;br /&gt;
Candice Ashebury - Vincent's daughter.  Many of Vincent's songs were written specifically for her voice.&lt;br /&gt;
&lt;br /&gt;
Quon Quinn - Half Clixanese, half Thellish knight.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hadari Hanova - Sindaran mage.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rangrim Rockbore - Dwarven slayer.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Errich Everest - Halfling hunter.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chaedi Calavira - Vitha'diran sentinel.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Torbera Telvrik - Dwarven warpriest.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&lt;br /&gt;
&lt;br /&gt;
Silincas - An elf found in the ruins discovered by the Skyblades party.  Seemed to have body and mind separated.  Doesn't appear to know where he is.&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=481</id>
		<title>Obverse Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=481"/>
				<updated>2011-03-29T11:29:32Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign is being DM'd by Xjph in an original setting.  The system will be 3D tetrahedral matrix boogaloo (D&amp;amp;D4e).  The setting will always be incomplete.&lt;br /&gt;
[[File:Pt-Map.png|thumb|400px|Map of Panterra]]&lt;br /&gt;
==Campaign==&lt;br /&gt;
The campaign will begin with the player characters all involved, in one way or another, with trade between Virrir and the other Panterran nations.  They can be guards for merchant caravans, or merchants themselves, anything that would put them into a position of needing to travel in and out of Virrir.&lt;br /&gt;
On their most recent trip to Virrir an undisclosed &amp;quot;incident&amp;quot; of some sort took place within Virrir which has the nation on edge, and many people in the capital are beginning to refuse contact with outsiders.  The PCs will volunteer/be recruited to offer their services to the Virrir authorities to help hasten the resolution of this issue.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
While any published race/class is allowed it would be preferable to choose a race that has a background in this campaign world.  I will make an effort to incorporate any race that a person wants to play.  For purposes of the elves in Panterra consider the Vitha'dira to be 4e elves, while the Sindara are eladrin.&lt;br /&gt;
&lt;br /&gt;
====[[Sora]]====&lt;br /&gt;
Dragonborn Fighter (Philippe)&lt;br /&gt;
&lt;br /&gt;
====[[Brak Greystone]]====&lt;br /&gt;
Dwarf Barbarian (Mike)&lt;br /&gt;
&lt;br /&gt;
====[[Caleb Cradlehorn]]====&lt;br /&gt;
Halfling Hexblade (Pat)&lt;br /&gt;
&lt;br /&gt;
====[[Asteron]]====&lt;br /&gt;
Minotaur Paladin (elbkhm)&lt;br /&gt;
&lt;br /&gt;
====[[Eric Moore]]====&lt;br /&gt;
Human Wizard (Ryan)&lt;br /&gt;
&lt;br /&gt;
====[[Marcus Ondore]]====&lt;br /&gt;
Jason's Character (Jason)&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
''For more information, see [[Panterra]].''&lt;br /&gt;
&lt;br /&gt;
The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.&lt;br /&gt;
&lt;br /&gt;
The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.&lt;br /&gt;
&lt;br /&gt;
==Session Log==&lt;br /&gt;
&lt;br /&gt;
Session One: Prologue&lt;br /&gt;
&lt;br /&gt;
-Stuff-&lt;br /&gt;
&lt;br /&gt;
Session Two: How I Killed Your Dragon&lt;br /&gt;
&lt;br /&gt;
-More stuff-&lt;br /&gt;
&lt;br /&gt;
==Dramatis Personæ==&lt;br /&gt;
Helden Sonder – Leader of Antilla&amp;lt;br /&amp;gt;&lt;br /&gt;
Rornia Sonder – Helden's wife&lt;br /&gt;
&lt;br /&gt;
Tayle &amp;amp; Ginth Fatherin – Leaders of Regin (twins)&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Father Pious Dominic IV – Head of all Churches of Virrir&lt;br /&gt;
&lt;br /&gt;
Catherine Winsor – Queen of Thelland&amp;lt;br /&amp;gt;&lt;br /&gt;
Anthony Winsor – Catherine's consort&lt;br /&gt;
&lt;br /&gt;
Emperor Lieu Cao – Leader of Clixan&lt;br /&gt;
&lt;br /&gt;
Tyvenis Li'sinda – Leader of the Sindaran elves&lt;br /&gt;
&lt;br /&gt;
Valetri Li'vitha – Leader of the Vitha'diran elves&lt;br /&gt;
&lt;br /&gt;
Thegis Aeducan - King of the Dwarves and Gnomes&lt;br /&gt;
&lt;br /&gt;
Merec Thorvald - Leader of Haven&lt;br /&gt;
&lt;br /&gt;
Father Balian II - Priest of Bahamut and the adoptive father of [[Sora]].&lt;br /&gt;
&lt;br /&gt;
Bren Greystone - [[Brak's]] father&amp;lt;br /&amp;gt;&lt;br /&gt;
Marloh Tarren - [[Brak's]] mother&amp;lt;br /&amp;gt;&lt;br /&gt;
Brek Greystone - [[Brak's]] brother&lt;br /&gt;
&lt;br /&gt;
Samuel Cradlehorn - [[Caleb's]] uncle&amp;lt;br /&amp;gt;&lt;br /&gt;
Zoe Spitefrost - Winter fey, and [[Caleb's]] patron&lt;br /&gt;
&lt;br /&gt;
Eirasarff - White dragon responsible for the decimation of [[Asteron's]] home, a mountainous region in northern [[Antilla]].&lt;br /&gt;
&lt;br /&gt;
Vincent Ashebury - Renowned Thellish bard, known for composing many folk songs for all nations, and even some hymns for Virrir.&amp;lt;br /&amp;gt;&lt;br /&gt;
Candice Ashebury - Vincent's daughter.  Many of Vincent's songs were written specifically for her voice.&lt;br /&gt;
&lt;br /&gt;
Quon Quinn - Half Clixanese, half Thellish knight.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Hadari Hanova - Sindaran mage.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rangrim Rockbore - Dwarven slayer.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Errich Everest - Halfling hunter.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Chaedi Calavira - Vitha'diran sentinel.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&amp;lt;br /&amp;gt;&lt;br /&gt;
Torbera Telvrik - Dwarven warpriest.  Member of the mercenary group &amp;quot;Skyblades.&amp;quot;  Missing in action.&lt;br /&gt;
&lt;br /&gt;
Silincas - An elf found in the ruins discovered by the Skyblades party.  Seemed to have body and mind separated.  Doesn't appear to know where he is.&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=369</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=369"/>
				<updated>2011-02-25T13:09:35Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brak.JPG|thumb|alt=Alt text|Brak Greystone]]&lt;br /&gt;
&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
==Origins:==&lt;br /&gt;
&lt;br /&gt;
Brak grew up in Farrok to noble and powerful parents, Bren Greystone and Marloh Tarran.&lt;br /&gt;
&lt;br /&gt;
==Upbringing:==&lt;br /&gt;
&lt;br /&gt;
As he went through his childhood, he only excelled at getting in to trouble. Sometimes the brawls were his fault but often he was trying to do right (against a bully, for example) but that mattered little to disciplined authority of Dwarven society and, most of all, his parents.&lt;br /&gt;
&lt;br /&gt;
Unlike his older brother Brek, Brak is not skilled at crafting or mining and lacks a business sense. He is a very capable fighter but that matters little to his parents and brother; they are also skilled in combat but they can do more to further Dwarven society besides splitting skulls. &lt;br /&gt;
&lt;br /&gt;
Brak and Brek's parents separated early in Brak's adolescence. They remain powerful figured in Dwarven society but have bitter feeling toward one and other. They prefer not to have to deal with one and other unless necessary but sometimes issues in Dwarven society force them back in to each other lives.&lt;br /&gt;
&lt;br /&gt;
==Current day:==&lt;br /&gt;
&lt;br /&gt;
Brak currently works for a trading company that ships various Dwarven goods out of Farrok. It is his job to protect the cargo from brigands and pirates. This takes him away from Farrok on a regular basis so he has seen a fair bit of the world. Note also that this company is a smaller, up-and-coming trading group that competes with the one that Bren partly owns and Brek works for.&lt;br /&gt;
&lt;br /&gt;
==Character ==&lt;br /&gt;
&lt;br /&gt;
Brak is strong, tough and quite tall for a Dwarf. He is usually clad in animal hides and wields a gouge, which is a two-handed spear/axe. Relishing combat, he likes to charge into the fray and sometimes flies into an terrifying rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Magic Item Wish List==&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Triton_Vanmiel&amp;diff=368</id>
		<title>Triton Vanmiel</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Triton_Vanmiel&amp;diff=368"/>
				<updated>2011-02-25T13:09:12Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TDB.JPG|thumb|alt=Alt text|Brak Greystone]]&lt;br /&gt;
&lt;br /&gt;
Level 1 Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
==Origins:==&lt;br /&gt;
&lt;br /&gt;
Brak grew up in Farrok to noble and powerful parents, Bren Greystone and Marloh Tarran.&lt;br /&gt;
&lt;br /&gt;
==Upbringing:==&lt;br /&gt;
&lt;br /&gt;
As he went through his childhood, he only excelled at getting in to trouble. Sometimes the brawls were his fault but often he was trying to do right (against a bully, for example) but that mattered little to disciplined authority of Dwarven society and, most of all, his parents.&lt;br /&gt;
&lt;br /&gt;
Unlike his older brother Brek, Brak is not skilled at crafting or mining and lacks a business sense. He is a very capable fighter but that matters little to his parents and brother; they are also skilled in combat but they can do more to further Dwarven society besides splitting skulls. &lt;br /&gt;
&lt;br /&gt;
Brak and Brek's parents separated early in Brak's adolescence. They remain powerful figured in Dwarven society but have bitter feeling toward one and other. They prefer not to have to deal with one and other unless necessary but sometimes issues in Dwarven society force them back in to each other lives.&lt;br /&gt;
&lt;br /&gt;
==Current day:==&lt;br /&gt;
&lt;br /&gt;
Brak currently works for a trading company that ships various Dwarven goods out of Farrok. It is his job to protect the cargo from brigands and pirates. This takes him away from Farrok on a regular basis so he has seen a fair bit of the world. Note also that this company is a smaller, up-and-coming trading group that competes with the one that Bren partly owns and Brek works for.&lt;br /&gt;
&lt;br /&gt;
==Character ==&lt;br /&gt;
&lt;br /&gt;
Brak is strong, tough and quite tall for a Dwarf. He is usually clad in animal hides and wields a gouge, which is a two-handed spear/axe. Relishing combat, he likes to charge into the fray and sometimes flies into an terrifying rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Magic Item Wish List==&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Elven Ranger&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triton's father Ardoron was a member of the [[Welcome to Urph#Tragadine|Tragadine]] army and was killed 5 years ago during the attack. He was among the defenses that remained while [[Welcome to Urph#Aramil (Male, Eladrin)|Armil]] ran the training exercises. Triton would have followed in his father's footsteps but hates the orcs/ogres and definitely would not work with Armil since he is a traitor. Triton makes a living taking on odd and sometimes criminal jobs, particularly if the victims are orcs and ogres. &lt;br /&gt;
&lt;br /&gt;
Triton grew up in Verhan and currently resides in Tragador.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triton is 5 foot 10 inches and is quite slender, weighing only 150 pounds. He has a long face and what some might call a &amp;quot;lean and hungry look&amp;quot;. His long brown falls ahead and behind his (typically) elven ears. Triton usually wears gear suitable for adventuring and sometimes a big cloak to hide the items he is carrying when he should not be. It is pretty hard to hide a greatbow though...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stats/abilities&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
High dex, low str with a greatbow and a hawk beast companion named Socrates. Arrows and more arrows...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Nov 2, 2010&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Triton has allied himself with Orson, the second cousin of the king, and a group who wish to free Tragadine from Ogre/Orc rule. He is also working with Armil, who he no longer believes is a traitor. This alliance and the fact that a member of the royal family is alive is a secret.&lt;br /&gt;
&lt;br /&gt;
Triton and his companions have been sent on an errand as cover for an opportunity to... (d'oh, this is where Mike's memory gets hazy...)&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=330</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=330"/>
				<updated>2011-02-03T15:05:55Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Character Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ToBeAdded.jpg|thumb|alt=Alt text|Brak Greystone]]&lt;br /&gt;
&lt;br /&gt;
Level 1 Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
==Origins:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upbringing:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current day:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
==Character Stats==&lt;br /&gt;
&lt;br /&gt;
STR 19&lt;br /&gt;
&lt;br /&gt;
CON 16&lt;br /&gt;
&lt;br /&gt;
DEX 14&lt;br /&gt;
&lt;br /&gt;
INT 8&lt;br /&gt;
&lt;br /&gt;
WIS 10&lt;br /&gt;
&lt;br /&gt;
CHA 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feats''':&lt;br /&gt;
&lt;br /&gt;
Dwarven Weapon Training&lt;br /&gt;
&lt;br /&gt;
'''At wills:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Howling Strike&lt;br /&gt;
&lt;br /&gt;
Pressing Strike&lt;br /&gt;
&lt;br /&gt;
'''Encounters:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Desperate Fury&lt;br /&gt;
&lt;br /&gt;
'''Daily:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Swift Panther Rage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually clad in animal hides and wields a gouge, which is a two-handed spear/axe. Relishing combat, he likes to charge into the fray and sometimes flies into an terrifying rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Magic Item Wish List'''&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=329</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=329"/>
				<updated>2011-02-03T15:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Character Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ToBeAdded.jpg|thumb|alt=Alt text|Brak Greystone]]&lt;br /&gt;
&lt;br /&gt;
Level 1 Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
==Origins:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upbringing:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current day:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
==Character Stats==&lt;br /&gt;
&lt;br /&gt;
STR 19&lt;br /&gt;
CON 16&lt;br /&gt;
DEX 14&lt;br /&gt;
INT 8&lt;br /&gt;
WIS 10&lt;br /&gt;
CHA 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feats''':&lt;br /&gt;
&lt;br /&gt;
Dwarven Weapon Training&lt;br /&gt;
&lt;br /&gt;
'''At wills:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Howling Strike&lt;br /&gt;
&lt;br /&gt;
Pressing Strike&lt;br /&gt;
&lt;br /&gt;
'''Encounters:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Desperate Fury&lt;br /&gt;
&lt;br /&gt;
'''Daily:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Swift Panther Rage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually clad in animal hides and wields a gouge, which is a two-handed spear/axe. Relishing combat, he likes to charge into the fray and sometimes flies into an terrifying rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Magic Item Wish List'''&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=328</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=328"/>
				<updated>2011-02-03T15:04:40Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ToBeAdded.jpg|thumb|alt=Alt text|Brak Greystone]]&lt;br /&gt;
&lt;br /&gt;
Level 1 Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
==Origins:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upbringing:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current day:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
==Character Stats==&lt;br /&gt;
&lt;br /&gt;
STR &lt;br /&gt;
CON &lt;br /&gt;
DEX &lt;br /&gt;
INT &lt;br /&gt;
WIS &lt;br /&gt;
CHA &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feats''':&lt;br /&gt;
&lt;br /&gt;
Dwarven Weapon Training&lt;br /&gt;
&lt;br /&gt;
'''At wills:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Howling Strike&lt;br /&gt;
&lt;br /&gt;
Pressing Strike&lt;br /&gt;
&lt;br /&gt;
'''Encounters:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Desperate Fury&lt;br /&gt;
&lt;br /&gt;
'''Daily:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Swift Panther Rage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually clad in animal hides and wields a gouge, which is a two-handed spear/axe. Relishing combat, he likes to charge into the fray and sometimes flies into an terrifying rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Magic Item Wish List'''&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=327</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=327"/>
				<updated>2011-02-03T15:03:57Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sora.jpg|thumb|alt=Alt text|Sora]]&lt;br /&gt;
&lt;br /&gt;
Level 1 Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
==Origins:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upbringing:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current day:==&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
Paragraph&lt;br /&gt;
&lt;br /&gt;
==Character Stats==&lt;br /&gt;
&lt;br /&gt;
STR &lt;br /&gt;
CON &lt;br /&gt;
DEX &lt;br /&gt;
INT &lt;br /&gt;
WIS &lt;br /&gt;
CHA &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feats''':&lt;br /&gt;
&lt;br /&gt;
Dwarven Weapon Training&lt;br /&gt;
&lt;br /&gt;
'''At wills:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Howling Strike&lt;br /&gt;
&lt;br /&gt;
Pressing Strike&lt;br /&gt;
&lt;br /&gt;
'''Encounters:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Desperate Fury&lt;br /&gt;
&lt;br /&gt;
'''Daily:&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Swift Panther Rage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually clad in animal hides and wields a gouge, which is a two-handed spear/axe. Relishing combat, he likes to charge into the fray and sometimes flies into an terrifying rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Magic Item Wish List'''&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=326</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=326"/>
				<updated>2011-02-02T19:22:17Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually clad in animal hides and wields a gouge, which is a two-handed spear/axe. Relishing combat, he likes to charge into the fray and sometimes flies into an terrifying rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Magic Item Wish List'''&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=325</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=325"/>
				<updated>2011-02-02T18:04:25Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually glad in animal hides and wields a gouge, which is a two-handed spear/axe. Relishing combat, he likes to charge into the fray and sometimes flies into an terrifying rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Magic Item Wish List'''&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=324</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=324"/>
				<updated>2011-02-02T18:00:06Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually glad in animal hides and wields a gouge, which is a two-handed spear/axe. Likes to charge his enemies and sometimes flies into an unmistakable rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Magic Item Wish List'''&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=323</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=323"/>
				<updated>2011-02-02T17:59:46Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually glad in animal hides and wields a gouge, which is a two-handed spear/axe. Likes to charge his enemies and sometimes flies into an unmistakable rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''---&amp;gt; Magic Item Wish List &amp;lt;---'''&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=322</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=322"/>
				<updated>2011-02-02T17:59:30Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Nobody steals from The Dwarves of Farrok!''&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
''Except that one guy...we don't talk about it -Phil :)''&lt;br /&gt;
&lt;br /&gt;
'''Original character concept:'''&lt;br /&gt;
''I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.''&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
'''Brak Greystone'''&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually glad in animal hides and wields a gouge, which is a two-handed spear/axe. Likes to charge his enemies and sometimes flies into an unmistakable rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; Magic Item Wish List &amp;lt;---&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=321</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=321"/>
				<updated>2011-02-02T14:47:46Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Nobody steals from The Dwarves of Farrok!&amp;quot;&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Except that one guy...we don't talk about it -Phil :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Original character concept:&lt;br /&gt;
&amp;quot;I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.&amp;quot;&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
Brak Greystone&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually glad in animal hides and wields a gouge, which is a two-handed spear/axe. Likes to charge his enemies and sometimes flies into an unmistakable rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; Magic Item Wish List &amp;lt;---&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2 , Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=320</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=320"/>
				<updated>2011-02-02T14:47:15Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Nobody steals from The Dwarves of Farrok!&amp;quot;&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Except that one guy...we don't talk about it -Phil :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Original character concept:&lt;br /&gt;
&amp;quot;I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.&amp;quot;&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
Brak Greystone&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually glad in animal hides and wields a gouge, which is a two-handed spear/axe. Likes to charge his enemies and sometimes flies into an unmistakable rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; Magic Item Wish List &amp;lt;---&lt;br /&gt;
&lt;br /&gt;
Armor: Bestial Hide (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Weapon: Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
Arms: Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Feet:  Boots of Adept Charging (AV) L2&lt;br /&gt;
Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
Hands: Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
Head: Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
Neck: Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
Waist: Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=319</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=319"/>
				<updated>2011-02-02T14:45:58Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Nobody steals from The Dwarves of Farrok!&amp;quot;&lt;br /&gt;
-Brak&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Except that one guy...we don't talk about it -Phil :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Original character concept:&lt;br /&gt;
&amp;quot;I think that I will play a Dwarf who accompanies shipments of goods to and from Farrok. He doesn't have much of an aptitude for mining or crafting so he makes up for that with his fury on the battlefield for any pirates/brigands who would attempt to steal that which rightfully belongs to the Dwarves of Farrok.&amp;quot;&lt;br /&gt;
-Mike&lt;br /&gt;
&lt;br /&gt;
Brak Greystone&lt;br /&gt;
Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
High strength, good con and decent dex (for AC and Reflex). Will defense is awful, unfortunately. &lt;br /&gt;
&lt;br /&gt;
Brak is usually glad in animal hides and wields a gouge, which is a two-handed spear/axe. Likes to charge his enemies and sometimes flies into an unmistakable rage on the battlefield.&lt;br /&gt;
&lt;br /&gt;
---&amp;gt; Magic Item Wish List &amp;lt;---&lt;br /&gt;
&lt;br /&gt;
--Armor&lt;br /&gt;
Bestial Armor (AV) L3+&lt;br /&gt;
&lt;br /&gt;
--Weapon&lt;br /&gt;
Vanguard Gouge (AV) L3+&lt;br /&gt;
&lt;br /&gt;
--Arms&lt;br /&gt;
Iron Armbands of Power (AV) L6/16/26&lt;br /&gt;
&lt;br /&gt;
--Feet&lt;br /&gt;
Boots of Adept Charging (AV) L2&lt;br /&gt;
Boots of the Mighty Charge (D 381) L10&lt;br /&gt;
&lt;br /&gt;
--Hands&lt;br /&gt;
Gauntlets of Blood (AV 2) L4/14/24&lt;br /&gt;
&lt;br /&gt;
--Head&lt;br /&gt;
Horned Helm (PHB) L6/16/26&lt;br /&gt;
&lt;br /&gt;
--Neck&lt;br /&gt;
Badge of the Berserker (AV 2) L2&lt;br /&gt;
&lt;br /&gt;
--Ring&lt;br /&gt;
Ring of Giants (D 378) L13&lt;br /&gt;
&lt;br /&gt;
--Waist&lt;br /&gt;
Totemic Belt (AV) L11&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak&amp;diff=318</id>
		<title>Brak</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak&amp;diff=318"/>
				<updated>2011-02-02T13:38:04Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=317</id>
		<title>Brak Greystone</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak_Greystone&amp;diff=317"/>
				<updated>2011-02-02T13:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: Created page with &amp;quot;&amp;quot;Nobody steals from The Dwarves of Farrok!&amp;quot;   ''except that one guy...we don't talk about it -Phil :)''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Nobody steals from The Dwarves of Farrok!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''except that one guy...we don't talk about it -Phil :)''&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=316</id>
		<title>Obverse Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=316"/>
				<updated>2011-02-02T13:34:55Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign is being DM'd by Xjph in an original setting.  The system will be 3D tetrahedral matrix boogaloo (D&amp;amp;D4e).  The setting is incomplete.&lt;br /&gt;
==Campaign==&lt;br /&gt;
The campaign will begin with the player characters all involved, in one way or another, with trade between Virrir and the other Panterran nations.  They can be guards for merchant caravans, or merchants themselves, anything that would put them into a position of needing to travel in and out of Virrir.&lt;br /&gt;
On their most recent trip to Virrir an undisclosed &amp;quot;incident&amp;quot; of some sort took place within Virrir which has the nation on edge, and many people in the capital are beginning to refuse contact with outsiders.  The PCs will volunteer/be recruited to offer their services to the Virrir authorities to help hasten the resolution of this issue.&lt;br /&gt;
&lt;br /&gt;
Due to the difficulty of learning new languages in 4e, I may reconsider the panterran languages issue.  Burning a handful of skill points is one thing.  Having to burn feats is quite another.&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
While any published race/class is allowed it would be preferable to choose a race that has a background in this campaign world.  I will make an effort to incorporate any race that a person wants to play.  For purposes of the elves in Panterra consider the Vitha'dira to be 4e elves, while the Sindara are eladrin.&lt;br /&gt;
&lt;br /&gt;
[[Sora]] --&amp;gt; Dragonborn Fighter (Philippe)&lt;br /&gt;
&lt;br /&gt;
[[Brak Greystone]] --&amp;gt; Dwarf Barbarian (Mike)&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.&lt;br /&gt;
&lt;br /&gt;
The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.&lt;br /&gt;
&lt;br /&gt;
===Dramatis Personæ===&lt;br /&gt;
Helden Sonder – Leader of Antilla&lt;br /&gt;
&lt;br /&gt;
Rornia Sonder – Helden's wife&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tayle &amp;amp; Ginth Fatherin – Leaders of Regin (twins)&lt;br /&gt;
&lt;br /&gt;
Lord Father Pious Dominic IV – Head of all Churches of Virrir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Catherine Winsor – Queen of Thelland&lt;br /&gt;
&lt;br /&gt;
Anthony Winsor – Catherine's consort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Emperor Lieu Cao – Leader of Clixan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tyvenis Li'sinda – Leader of the Sindaran elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Valetri Li'vitha – Leader of the Vitha'diran elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thegis Aeducan - King of the Dwarves and Gnomes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Merec Thorvald - Leader of Haven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Father Balian II - Priest of Bahamut and the adoptive father of [[Sora]].&lt;br /&gt;
&lt;br /&gt;
===Panterran Nations===&lt;br /&gt;
====Humans====&lt;br /&gt;
The humans of Panterra are a widely varied race, often with as much conflict between each other as between other races.&lt;br /&gt;
=====[[Antilla]]=====&lt;br /&gt;
The Kingdom of Antilla rests in the north western corner of Panterra. It’s people are hardened, and often regarded by other nations as somewhat barbaric. They have a rich history of hunters and warriors, who are widely&lt;br /&gt;
renowned for their strength.&lt;br /&gt;
&lt;br /&gt;
=====[[Regin]]=====&lt;br /&gt;
Regin extends from the north eastern corner of Panterra to as far as the Selzin desert in the south. Reginites tend to stay to themselves, having a largely self sufficient agricultural economy. Widely regarded as being mysterious by outsides, they are known to have both exceptional skill at horsemanship, as well as horses of superior quality.&lt;br /&gt;
=====[[Virrir]]=====&lt;br /&gt;
The Holy Kingdom of Virrir lies directly south of Antilla, surrounding Mount Harmonia, which they regard as being the closet of all mortal locations to heaven. All of the good aligned gods are revered here, and the evil ones warned against. Regarded from the outside with a mixture of fear and respect, depending upon the personal inclinations of the outsider. An overwhelming proportion of the population are clerics or paladins.&lt;br /&gt;
=====[[Thelland]]=====&lt;br /&gt;
The land of Thelland is a beautiful country of rolling hills and shorelines. Its people are friendly and famous for being willing to rise to any challenge set upon them. Thought by some to be rather cocky. Thellish archers are renowned as the best in Panterra, rivaling even the elves.&lt;br /&gt;
&lt;br /&gt;
=====[[Clixan]]=====&lt;br /&gt;
While technically sharing a border with Thelland, Clixan is separated from the other countries of Panterra by a vast range of mountains call the Dragon’s Teeth by the Clixanese, and the Silver Spine by the other nations. Highly concerned with honor and personal dignity, they are considered something of an enigma by the other nations. Renowned for their swordsmanship and self discipline.&lt;br /&gt;
====Elves====&lt;br /&gt;
The Elves of Panterra are secretive and aloof, preferring to only contact other nations when they feel it is necessary.&lt;br /&gt;
&lt;br /&gt;
There are two nations of elves, the Sindaran elves, also known as high elves, who inhabit the subcontinent of Sindara, southwest of the Panterran continent, and the Vitha’dira, or wood elves, who live in the forested islands in the eastern sea. The two nations of elves rarely contact each other and very seldom see eye to eye.&lt;br /&gt;
=====[[Sindara]]=====&lt;br /&gt;
The Sindaran elves concern themselves mostly with furthering their own civilization while preserving the integrity of the world’s magic. They are known for their natural aptitude with both magic and swords.&lt;br /&gt;
=====[[Vitha’dira]]=====&lt;br /&gt;
The Vitha’diran elves care most of all for the preservation of nature, coexisting with their forested home rather than simply harvesting it for resources. Known largely for their skills with tracking and camouflage.&lt;br /&gt;
====Dwarves====&lt;br /&gt;
The Dwarves of Panterra live on the mountainous island of Farrok, situated in the northwestern seas. They have a great network of underground strongholds and mines, the barest fraction of which is visible on the surface. They are widely known as being the best smiths and craftspeople in the world, as well as stalwart (some say stubborn) combatants.&lt;br /&gt;
====Gnomes====&lt;br /&gt;
Panterran Gnomes are native to a rocky archipelago northeast of Farrok. They invest a great deal of time in attempting to invent devices to make their lives easier. Known for being somewhat eccentric, but generally very intelligent.&lt;br /&gt;
====Halflings====&lt;br /&gt;
It is generally accepted that halflings are native to the main continent of Panterra, however they have no established nation of their own, living nomadically in civilized lands as traders and entertainers. They are also known for their skills as scouts and thieves, causing many people to view them with suspicion.&lt;br /&gt;
====Haven====&lt;br /&gt;
Maintaining itself politically independent from the other nations is the magical city-state Haven. Situated on an island in the southern sea, it is a mecca for all those interested in the arcane arts. Historically known for refusing to involve itself in the conflicts of other nations, it is rumored that it only had to mobilize an army once, as an act of defense, and caused the almost instant capitulation of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
===Panterran Geology===&lt;br /&gt;
====Panterra====&lt;br /&gt;
The main continent of Panterra stretches from just short of the arctic to as far south as the sub-equatorial Great Sea, and maintains a width about a third of that, ballooning sharply in the south, resembling a large shoe. The western side of the continent is dominated by a great chain of mountains called the Silver Spine, starting at the northern shoreline and extending directly south all the way to the Great Sea. In the north the Silver Spine hugs the shoreline, creating great cliffs and fjords. As it extends south it gradually moves inland, when it reaches the Clixan peninsula it continues south, forming a natural barrier between the lands of Clixan and the rest of the continent. &lt;br /&gt;
&lt;br /&gt;
In the northeast the land consists of many gently rolling hills, slowly diminishing into plains halfway down the continent. The lands there are fertile, south of the permafrost, and home to much wildlife. Approaching the equator, the land turns to desert, and is sparsely inhabited, reverting to rolling, forested hills in the south.&lt;br /&gt;
&lt;br /&gt;
West of the Silver Spine on the Clixan peninsula is a series of wet plateaus, gradually descending to a great basin dominated by the Hin-Lijan delta.&lt;br /&gt;
&lt;br /&gt;
====Other Landmasses====&lt;br /&gt;
The main continent of Panterra is surrounded by a number of smaller landmasses on all sides, all widely varied in size and climate.&lt;br /&gt;
=====Sindara=====&lt;br /&gt;
A large island to the northwest of Panterra, Sindara is a large, lush landmass, dominated in the center by an enormous dormant volcano known as Kirras'lathal.&lt;br /&gt;
&lt;br /&gt;
=====Vitha'lagos=====&lt;br /&gt;
An archipelago located in the eastern sea, the islands vary greatly in size and are covered almost entirely in dense forests. Whether the origins of the forests are natural or the work of the Vitha'diran is a matter of debate.&lt;br /&gt;
=====Farrok=====&lt;br /&gt;
North of the Clixan peninsula is the mountainous island of Farrok. It starts west of Mt. Harmonia and stretches to the northwest, consisting of a single mountain chain riddles with a labyrinthine series or caves, both natural and artificial.&lt;br /&gt;
=====Faerin=====&lt;br /&gt;
Northeast of Farrok, just off the coast of Panterra, lies the Faerin archipelago. Composed of a series of rocky islands stretching to the north, it is believed to be an extension of the Silver Spine. The islands are interconnected with a series of tunnels and cave similar to those found on Farrok, leading to the belief that the two cave systems are interconnected.&lt;br /&gt;
===History===&lt;br /&gt;
The written history of Panterra extends for just over two thousand years, it is rumored that all records before this point were destroyed in a great cataclysm which very nearly wiped out all life on the continent. At this time, the human nations were simply a loose association of tribes and clans, each trying to make their own way in the world.&lt;br /&gt;
====Origins====&lt;br /&gt;
=====Antilla=====&lt;br /&gt;
The people of Antilla began as a clan of hunters and warriors, their survival in the mountainous northern regions of Panterra based almost solely on their ability to find game. The culture of the Antillans grew with a great emphasis on the ability of the men to hunt. Over time, they expanded and encountered other clans and tribes in the northwest. While quite a few of those tribes were willing to trade or join with the Antillans for their mutual benefit, many were not. The Antillan hunters found themselves pressed into the role of warrior, and began honing their skills in combat against people instead of beasts. When the&lt;br /&gt;
Antillans finally subdued those who opposed them in the west they found themselves blocked by a new challenge, the sea. Unable&lt;br /&gt;
to expand further in that direction, and without any other foes to fight, they began to head east, where the people of Regin would be&lt;br /&gt;
waiting for them.&lt;br /&gt;
=====Regin=====&lt;br /&gt;
Regin began when a nomadic tribe of plainsmen stumbled across a great lake in the eastern plains. Deciding that such a&lt;br /&gt;
proximity to a large body of fresh water would be beneficial, they began the construction of what would eventually be their capitol&lt;br /&gt;
city, Tiras. With such a large source of water and fertile land spreading out in all directions, the people of Tiras began to farm in&lt;br /&gt;
greater quantities and with larger variety than ever before. Even though they had settled in one place, the Reginites chose not to&lt;br /&gt;
neglect the horses that had served them so well in their nomadic life, and began the long term endeavor of breeding what they&lt;br /&gt;
considered the very best horses possible. Bred for strength, endurance, and intelligence, the Reginite horses became a rapid&lt;br /&gt;
vehicle for travel between to widely spaced settlements of what was becoming the Regin nation. Hesitant to leave the plains they&lt;br /&gt;
called home, they expanded to the foothills of the mountains to the west, and as far south as they could continue to grow crops.&lt;br /&gt;
=====Virrir=====&lt;br /&gt;
Caleb Virrir was a defeated man, having lost his home and family to a bandit raid on his village he wandered the&lt;br /&gt;
wilderness with no direction or cause. Eventually sighting a great mountain in the distance, he began making his way toward it,&lt;br /&gt;
drawn there by an unknown urge. Arriving at the base, his eyes were drawn to a light near the summit. Deciding that whatever the&lt;br /&gt;
source of that light was the reason he had been drawn here, he began to climb the mountain, unaided. Nearly falling to his death&lt;br /&gt;
several times, he eventually reached the top, tired and beaten. Standing before him was a man wearing light blue armor, radiating&lt;br /&gt;
the light seen from the base. This man told Caleb that he had been chosen to protect this mountain, for it was a holy place. Then&lt;br /&gt;
the man in blue touched Caleb on the shoulder and Caleb was filled with hope and determination. He had found a calling, and&lt;br /&gt;
would find others to join him. Journeying back out into the world he began to find others who would join him, preaching about the&lt;br /&gt;
great man who came to him and the nation they would create under the guidance of the gods.&lt;br /&gt;
=====Thelland=====&lt;br /&gt;
The southern hills of Panterra were home to many groups of hunters competing for the same game. These different&lt;br /&gt;
groups frequently were at odds with each other and fighting was common between them. After many years of this, the leader of&lt;br /&gt;
one group proposed an idea. Instead of fighting over what game there was, and wasting effort that would be better spent&lt;br /&gt;
elsewhere, he began attempting to consolidate the disparate tribes. Many of the smaller tribes were interested in this idea, and had&lt;br /&gt;
often worked together beforehand to protect themselves from the larger ones, but there were some of the larger tribes that would&lt;br /&gt;
not tolerate the idea. A great deal of fighting ensued, until after a decade of bloodshed, one of the small tribes developed a new&lt;br /&gt;
bow, put together from a composite of materials rather than carved from a single length of wood. The extra range afforded by this&lt;br /&gt;
design proved to be the advantage to finally win over the tribes opposing them.&lt;br /&gt;
=====Clixan=====&lt;br /&gt;
The people of Clixan maintain that they have no “origin” and that the Clixanese empire has always existed in some form&lt;br /&gt;
or other, and always will exist. According to Clixanese myth when the world was created on the back of a great dragon the gods&lt;br /&gt;
needed someone to watch over this world and ensure that the dragon's well being was looked after. This someone was Clixan&lt;br /&gt;
Lijang Winn, the first Clixanese emperor. To facilitate this task the gods gave the great dragon one cut, spilling 10,000 drops of its&lt;br /&gt;
blood. When these drops hit the ground they became the people of Clixan, and thus was the empire born.&lt;br /&gt;
=====Elves=====&lt;br /&gt;
The Sindaran and Vitha'diran elves were both originally the same race of elves, known as the Sintha'daran. The&lt;br /&gt;
beginnings of the Sintha'daran elves is unknown, and the elves themselves claim not to know anything beyond that they were&lt;br /&gt;
spawned by magic, and believe that they are magic's custodians. The schism between the Sindaran and Vitha'diran elves began&lt;br /&gt;
with a disagreement about how magic should be treated. Sindaras Klia'thel led a faction of elves who believed that as magic's&lt;br /&gt;
caretakers, they were entitled to it's use and free to experiment with it as they wish. Another group of elves, led by Vitha'di&lt;br /&gt;
Kalvaed, were of the opinion that magic was too dangerous a force to be toyed with unnecessarily, and should be restricted in it's&lt;br /&gt;
use, instead relying on the more natural forces of the world. Their differences could not be resolved and ultimately escalated into&lt;br /&gt;
civil war, ending only when a cataclysmic magical exchange between Sindaras and Vitha'di themselves layed waste to the elves&lt;br /&gt;
native home. Agreeing to put aside their differences temporarily, they set off across the ocean to find a new home, eventually&lt;br /&gt;
settling on islands opposite sides of the Panterran continent. After several millennia the fates of Sindaras and Vitha'di have been&lt;br /&gt;
forgotten, and the location of the original elven continent unknown.&lt;br /&gt;
&lt;br /&gt;
The elves arrived on Panterra some time after the Panterran cataclysm and consequently have no records of it or what may&lt;br /&gt;
have caused it. It has been suggested that the Panterran cataclysm and the battle between Sindaras and Vitha'di are one and the&lt;br /&gt;
same, however the elves insist that the Panterran cataclysm predated that and vehemently deny any responsibility.&lt;br /&gt;
=====Stonekin=====&lt;br /&gt;
Both the dwarves and gnomes of Panterra are assumed to share an ancient origin, and no evidence has ever been found to&lt;br /&gt;
refute this. It is often claimed by the dwarves that they evolved from the rocks themselves, while the gnomes resulted from a&lt;br /&gt;
similar process involving the crystal veins found among the stones the dwarves spawned from. This origin has given rise tot he name &amp;quot;Stonekin&amp;quot; to refer to both Dwarf and Gnome races. Whatever their origins, both the&lt;br /&gt;
dwarves and gnomes are very sturdy races, and prefer to live underground. The dwarves have built up a great underground empire&lt;br /&gt;
based around mining and working with the stones and metals they mine, while the gnomes make a prosperous living finding new&lt;br /&gt;
and innovative uses for the materials the dwarves mine, as well as creating machines to make the dwarves job easier.&lt;br /&gt;
===Language===&lt;br /&gt;
The five human nations of Panterra each speak their own language. While some similarities exist between them – all but&lt;br /&gt;
Clixan, for example, use the same alphabet – knowledge of one is not sufficient to give one a functional understanding of another (though simple and universal concepts can still be communicated).&lt;br /&gt;
To overcome this obstacle to trade, over time a “trade” language that makes heavy use of these common elements developed.&lt;br /&gt;
While it is easy to learn it lacks much of the depth of the more developed languages, making&lt;br /&gt;
anything beyond simple bartering or crude negotiation almost impossible.&lt;br /&gt;
&lt;br /&gt;
In a similar fashion the language used by the elves of Panterra has also diverged over time, though not to the same degree as that of the humans.  It is generally accepted that due to their longer lifespans the process of language development is much slower.  Nevertheless there are some slight differences between the languages used by the Sindaran and Vitha'diran elves.  These differences are not so large that they cannot understand each other, though it is immediately apparent to both speakers that they are talking to someone using a different dialect.  Normal conversation is possible without any issue, but communicating concepts which are unique or better developed in one culture my cause confusion for a listener from the other.&lt;br /&gt;
====Learning Languages====&lt;br /&gt;
I plan to houserule something.  The linguist feat will not be available and sucks anyway.  Further updates as events warrant.&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
Despite the fact that the nations of the Panterran continent are all populated by humans, relations between them are not&lt;br /&gt;
always smooth. Of all the nations, only Regin and Thelland have a lasting history of peace between them. While outright war&lt;br /&gt;
between the others is very rare, small disagreements and skirmishes are common.&lt;br /&gt;
&lt;br /&gt;
The Antillan people in particular are known to be somewhat aggressive, and conflicts on the borders with Regin and Virrir&lt;br /&gt;
are known to occur regularly, though they are usually short lived. The Antillans have a healthy respect for the Dwarves, while&lt;br /&gt;
viewing the elven races with more than a little contempt.&lt;br /&gt;
&lt;br /&gt;
Reginites keep mostly to themselves, and with the exception of the Thellish tend to be somewhat cold to outsiders.&lt;br /&gt;
Despite this, there is a small yet highly lucrative trade in Reginite horses.&lt;br /&gt;
&lt;br /&gt;
The Thellish are largely friendly, much more inclined to trust than the other nations. Despite this difference in diplomatic&lt;br /&gt;
philosophy they are a staunch ally of the Reginite people.&lt;br /&gt;
&lt;br /&gt;
Relations between the Holy Kingdom of Virrir and the rest of the human nations are complicated.  Viewed as a mecca for almost all religions they are viewed in a mixed light by most all of the other people of Panterra, with individual opinion varying wildly even within small populations.  Virrir tends to be viewed with simultaneous suspicion and reverence by the governments of the other nations.  The Holy Kingdom itself has never made an offensive move, but fiercely defend their own borders with no tolerance for encroachment.&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
====Free Mercantile Union====&lt;br /&gt;
Across the nations of Panterra exists a great deal of trade. Initially there were many competing merchant guilds, all&lt;br /&gt;
carrying the same basic goods, as well as their own particular specialties. At first there was a great deal of conflict, and many&lt;br /&gt;
instances of outright combat between the guilds, but this proved to be unprofitable. After the guilds came to a grudging truce, they&lt;br /&gt;
began undercutting each others prices, while price gouging the goods that were specific to themselves. Unfortunately, this system&lt;br /&gt;
couldn't be maintained, as many staple goods dropped so greatly in price that the cost of transporting them was far greater then the&lt;br /&gt;
cost of the goods themselves. While this was a fantastic situation for the common person, it was a horrible state of affairs for any&lt;br /&gt;
merchant. Many of the guilds were forced to close their doors or merge with the larger guilds. At this point, the Halfling run Free&lt;br /&gt;
Traders Guild stepped forward with a proposal. That all the merchant guilds merge and begin sharing resources, thus removing all&lt;br /&gt;
price undercutting by ensuring that all members received fair share of applicable business. There was some initial bickering and&lt;br /&gt;
reluctance, but much support for the idea. The Gnomes in particular leaped at the chance to devise a set of rules and conditions for&lt;br /&gt;
the fair disbursement of business.&lt;br /&gt;
&lt;br /&gt;
The Mercantile Union, while the subject of some criticism, is widely regarded as a very fair group of traders, and are&lt;br /&gt;
almost always preferred for any trade, transport, or banking that needs to be done.&lt;br /&gt;
&lt;br /&gt;
One notable and unique service the Union provides is one of currency tendering. Cash can be left at any Union guild hall,&lt;br /&gt;
and with the proper papers, or “tender”, one can draw on the reserves of any Union guild hall to access the deposited money. All&lt;br /&gt;
Union businesses (and many non-union) will accept Union tender in place of cash, due to their reliable reputation and ease of&lt;br /&gt;
access.&lt;br /&gt;
====Order of the White Rose====&lt;br /&gt;
The Order of the White Rose is a knightly order formed three centuries ago by the princes of Regin and Thelland. The royal families of both countries found themselves with more children than could be reasonably distributed duties and lands. Ultimately, a prince from each country was left at loose ends. Left to their own devices they soon became trusted friends, and spent much time together in the borderlands of their respective nations. The time of peace they were enjoying could not last,&lt;br /&gt;
however, and their world was shattered when the monarchs of both lands were assassinated almost simultaneously. After this, all the heirs, save the two princes, were placed under tight guard. The two princes, still fearing for their own safety, began training in earnest to defend themselves, and more importantly, each other. The princes progress was fantastic, and many others began to train under them in the ways of fighting to protect. Unfortunately, over the next decade, the rest of the royal families weren't so lucky, and all but one heir was left on each side, as well as the two princes. The princes realized action needed to be taken, so they each swore an oath, promising to defend the remaining royals and preserve what little was left of their families. Each taking a retinue with them, they parted ways and headed for home, each to defend their sole living brother. The prince's skills proved to be fantastic, and each deflected several assassination attempts, and eventually uncovering the source of the attacks and dispatching a force to deal with the perpetrator. From then onward, the royal families of both Regin and Thelland have relied on what came to be known as the Order of the White Rose, so named for the prominent roses that grew on the borderlands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&lt;br /&gt;
We fight to protect what we love.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect our honour.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect our families,&amp;lt;br/&amp;gt;&lt;br /&gt;
Our land,&amp;lt;br/&amp;gt;&lt;br /&gt;
Our home.&amp;lt;br/&amp;gt;&lt;br /&gt;
Those who place their faith in us,&amp;lt;br/&amp;gt;&lt;br /&gt;
Who trust us,&amp;lt;br/&amp;gt;&lt;br /&gt;
Who fight with us.&amp;lt;br/&amp;gt;&lt;br /&gt;
They shall never fall.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect.&lt;br /&gt;
&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Knights of Harmonia====&lt;br /&gt;
The Knights of Harmonia are the defenders of the people and lands of Virrir. They are known in various circles as the&lt;br /&gt;
“Holy Knights” or the “Harmonian Elite”. Well known for the fervor with which they defend their charge, they are sometimes&lt;br /&gt;
viewed in a negative light by many who consider the Virrins to be an oppressive or fanatical people.&lt;br /&gt;
&lt;br /&gt;
The Knights themselves are charged with the duty of defending the people and lands of Virrir. They are strictly&lt;br /&gt;
hierarchical, accepting the orders of their commanders as holy writ.&lt;br /&gt;
====The Hidden Crescent====&lt;br /&gt;
Every society eventually finds a need for those who are willing to act outside the law, be it the simple gathering of&lt;br /&gt;
information theoretically forbidden, the acquisition of desired resources, or outright assassination. The Hidden Crescent is an&lt;br /&gt;
organization dedicated to work in the shadows, being unseen and unknown. Agents of the Crescent are both revered and feared for&lt;br /&gt;
their adeptness in their chosen field. While the existence of the Crescent is largely unrefuted, its members are highly secretive, and&lt;br /&gt;
often prefer to keep their identity as a member a secret. In any given city there will often be a small number of known contacts&lt;br /&gt;
who can be petitioned for help from the Crescent.&lt;br /&gt;
====Arcanist's Society====&lt;br /&gt;
Wizards, sorcerers, and other practitioners of the arcane arts, while stereotypically somewhat selfish and protective of&lt;br /&gt;
their power, are also smart enough to realize that knowledge shared is knowledge gained. The Arcanist's Society was founded with&lt;br /&gt;
the goal of furthering the study of magic and making it possible to accomplish much that could not be done alone. Members of the&lt;br /&gt;
society, in addition to helping each other, will very often sell their services to the general public. While expensive, these services&lt;br /&gt;
are greatly appreciated by those who can afford them.&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=315</id>
		<title>Welcome to Urph</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=315"/>
				<updated>2011-01-28T16:53:54Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Session Four+Five */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've decided to compile some of the information for my campaign so that you can reference it, should you need it.&lt;br /&gt;
[[File:UrphMap.png|thumb|400px|Map of Urph!]]&lt;br /&gt;
=Characters=&lt;br /&gt;
=====[[Zark Ipzo]]=====&lt;br /&gt;
Githzerai avenger of Erathis&lt;br /&gt;
=====[[Arannis]]=====&lt;br /&gt;
Eladrin Psion&lt;br /&gt;
&lt;br /&gt;
=====[[Gorgon Graytusk]]=====&lt;br /&gt;
Half-orc fighter&lt;br /&gt;
&lt;br /&gt;
=====[[Bharash Redscale]]=====&lt;br /&gt;
Dragonborn Paladin&lt;br /&gt;
&lt;br /&gt;
=====[[Triton Vanmiel]]=====&lt;br /&gt;
Elven Ranger&lt;br /&gt;
=====[[Keyfe Runesight]]=====&lt;br /&gt;
Xjph's character, a Dwarven runepriest.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==The Holy Lands==&lt;br /&gt;
*Rules by a single Pope, and the 11 Templars &lt;br /&gt;
*Have a strong military along with 11 dreadnought class airships, each assigned to a Templar &lt;br /&gt;
*Ten years ago (1500) Durran (Half-Elf), the Pope at the time, died a seemingly natural death &lt;br /&gt;
*Bishop Samuel (Deva) was appointed as the new Pope.  Two weeks later is declared a crusade against the giants.&lt;br /&gt;
*All former contact with their long-time allies, Tragadine, was severed&lt;br /&gt;
&lt;br /&gt;
==Tragadine==&lt;br /&gt;
*An archipelago consisting of 5 islands, each having one major citiy.&lt;br /&gt;
*These islands are connected by large bridges.&lt;br /&gt;
*Ruled by a king, Francis the Third (Human)&lt;br /&gt;
*5 years after Samuel declared his crusade (1505), the cities of Tragadine were overtaken and the royal family slain by an alliance of orc and ogre tribes.  The cause of this is said to be because the general of the Tragadine army, Armil (Eladrin), took most of his forces on training exercises, leaving the cities defenseless.&lt;br /&gt;
*Entry or exit from the cities is limited and communication between them is prohibited.&lt;br /&gt;
*Tragador - the capital city and largest island located in the center of the archipelago.  The king resides here.&lt;br /&gt;
*Windvale - port town of Tragadine, this is where the airships from the Holy Lands used to dock when they arrived -Touten - a quaint rural, farming town which was known for it's hospitality.  A great place to visit for those wanting a break from the large city life.&lt;br /&gt;
*Redcliff - a mining town known for uncovering a few ruins of old cities &lt;br /&gt;
*Verhan - the oldest city of Tragadine and having a large population for a city of its size&lt;br /&gt;
&lt;br /&gt;
==The Giant Lands==&lt;br /&gt;
*Not visited since it is populated by giants, which are considered evil&lt;br /&gt;
&lt;br /&gt;
==The Dragon Lands==&lt;br /&gt;
*Land located North of Tragadine and Northeast of the Holy Lands.&lt;br /&gt;
*None that have ventured there have ever returned&lt;br /&gt;
&lt;br /&gt;
==The Savage Isles==&lt;br /&gt;
*Two islands found between Tragadine and the Dragon Lands &lt;br /&gt;
*Said to be host to powerful, primal, and savage tribes of varying races&lt;br /&gt;
&lt;br /&gt;
==Pirate's Den==&lt;br /&gt;
*A few islands placed south of the Holy Lands &lt;br /&gt;
*When the Holy Lands used to make trip to Tragadine, it was said that they were somtime attacked by pirates possessing small airships fitted for plundering&lt;br /&gt;
&lt;br /&gt;
==Isle of Lost Souls==&lt;br /&gt;
*Islands said to be overflowing in necrotic energies &lt;br /&gt;
*Was formally a focus of investigation by the Holy Lands under the rule of Pope Durran&lt;br /&gt;
&lt;br /&gt;
==Heartfell==&lt;br /&gt;
*A single, simple town landing southwest of the Isle of Lost Souls &lt;br /&gt;
*Technology and lifestyle fall somewhere in between those of Tragadine and the Savage Isles; not barabarians but not living in a world with airships &lt;br /&gt;
*Is said to be plagued with terrbile night hags.  Some say they even rule over this town&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;I have a map available for you to look at as we start, so don't worry about where the islands are relative to each other, you'll see it as we start.&lt;br /&gt;
The game starts 5 years after the occupation of Tragadine (1510), on Orangeman's Day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters of Notice as of 1510==&lt;br /&gt;
&lt;br /&gt;
===The Holy Lands===&lt;br /&gt;
&lt;br /&gt;
====Pope Samuel (Male, Deva)====&lt;br /&gt;
* The leader of the Holy Lands, the youngest pope in history (32)&lt;br /&gt;
&lt;br /&gt;
====Balasar of the Platinum Dragon (Male, Dragonborn)====&lt;br /&gt;
* Templar of Bahamut.  Known for his strong sense of justice and as a rare winged Dragonborn.  Takes after silver dragons &lt;br /&gt;
&lt;br /&gt;
====Gromel of the Goldion Hammer (Male, Dwarf)====&lt;br /&gt;
* Templar of Mordin.  This old dwarf is a living legend and a true hero.  Has a town named after him in the Holy Lands &lt;br /&gt;
&lt;br /&gt;
====Sarah of the Radiant Sun (Female, Human)====&lt;br /&gt;
* Templar of Pelor.  A fairly new edition to the templars.&lt;br /&gt;
&lt;br /&gt;
====Lucan of the Endless Tome (Male, Eladrin)====&lt;br /&gt;
* Templar of Corellion.  A master of magic, he and Gromel are the most senior members of the Templars and have become good friends &lt;br /&gt;
&lt;br /&gt;
====Wella of the Silent Night (Female, Halfling)====&lt;br /&gt;
* Templar of Sehanine. Known for not having much known about her.&lt;br /&gt;
&lt;br /&gt;
====Vimak of the Thunderous Spirit (Male, Goliath)====&lt;br /&gt;
* Templar of Kord.  A young Templar and a person of action, he  and Maxwell are aspiring to become great heroes like Gromel.&lt;br /&gt;
&lt;br /&gt;
====Maxwell of the Free Heart (Male, Human)====&lt;br /&gt;
* Templar of Avandra.  A youthful lad looking to prove he's capable of great deeds.  Easygoing and liked by many common-folk.&lt;br /&gt;
&lt;br /&gt;
====Atka of the Ancient Prophets (Female, Tiefling)====&lt;br /&gt;
* Templar of Ioun. Keeps to herself, watching for signs of prophecy.  Holds knowledge of the obscure.&lt;br /&gt;
&lt;br /&gt;
====Aurora of the Forgotten Winter (Female, Shifter)====&lt;br /&gt;
* Templar of the Raven Queen.  Master of death and magic, is considered the most frightening and unapproachable templar.&lt;br /&gt;
&lt;br /&gt;
====Calder of the Silvered Shield (Male, Half-Elf)====&lt;br /&gt;
* Templar of Erathis. Strategist of the Templars and brother of former Pope Durran.  Known for his strong sense of fellowship.&lt;br /&gt;
&lt;br /&gt;
====Erdan of the Serene Wilderness (Male, Elf)====&lt;br /&gt;
* Templar of Melora.  Known for not usually being around much as he's often sent to the Feywild.&lt;br /&gt;
&lt;br /&gt;
====Durran====&lt;br /&gt;
* Former Half-Elf Pope of the Holy Lands, deceased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tragadine===&lt;br /&gt;
&lt;br /&gt;
====Aramil (Male, Eladrin) First Appearance: Session One====&lt;br /&gt;
* General of the Tragadine army.  Most known as the cause of the current occupation of Tragadine by foolishly emptying the cities for a training exercise.  Currently works with the orcs as a sort of figurehead to fool the commoners into thinking that the people still hold some power over their cities.  He currently resides in Tragador.&lt;br /&gt;
&lt;br /&gt;
====Orson (Male, Human) First Appearance: Session One====&lt;br /&gt;
Prince and last surviving member of the Tragadine royal family. Maintains a magical dimension where he, Myron, Tim and (sometimes) the party resides. &lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Lucky&amp;quot; Tim (Male, Human) First Appearance: Session Three====&lt;br /&gt;
* A scrawny youth whose luck was very poor until he met a group of adventurers who took him away from his fairly boring life.  He has shown aptitude towards the more shady set of skills.  &lt;br /&gt;
&lt;br /&gt;
====Warryn Waltz (Male, Gnome) First Appearance: Session Six====&lt;br /&gt;
* Pre-occupation, he was considered the greatest entertainer Tragadine has ever seen.  He would usually tour the five cities, playing is popular ballads to the delight of noble and commoner alike.  His last stop as 5 years ago was in Touten, but hasn't been heard from since.&lt;br /&gt;
&lt;br /&gt;
====Orangeman====&lt;br /&gt;
* A human knight and great hero from Tragadine.  Exactly what he did and why he's a hero is unknown.  There has been a national holiday, Orangeman's Day, for as long as anyone can remember.&lt;br /&gt;
&lt;br /&gt;
====Myron (Male, Minotaur) First Appearance: Session Three====&lt;br /&gt;
* An accomplished alchemist, he kind a kind soul whose loves to experiment with new ingredients and discover new formulas.  He also dabbles in creating magic items.  If asked why he loves alchemy so much, he'd respond with &amp;quot;I like the smell of magic dust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Zachar (Male, Deva) First Appearance: Session Four====&lt;br /&gt;
* A stoic scholar, Zachar is a friend of Orison and holds rare and obscure knowledge.  It is rumored this knowledge comes from being able to see glimpses of his previous lives.  It is said that he is &amp;quot;good with a blade&amp;quot;, although very few people have ever seen him draw a weapon and may be a misconception about his overall character as not too many people know this deva very well.&lt;br /&gt;
&lt;br /&gt;
====Perrin Marshall (Male, Halfling) First Appearance/Death: Session One/Eight====&lt;br /&gt;
* A solider in the Tragadine Army and friend of Gorgon Greytusk. His light-hearted demeanor can be welcoming in these trying times as he tries to see the positive side of all things. He is a skilled carpenter, a trait passed down from his father, and collector of anything related to Organeman, items or information.  Despite his small stature, he is skilled with a blade and it is said that you don't want to get on his bad side, or you may loose you kneecaps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Bharash is very fond of Perrin, he finds the halfling's cheery nature, martial prowess, and surprising courage endearing and considers the halfling to be an excellent companion. So much so that he frequently allows the halfling to ride on his shoulders as they go about their business.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Orc &amp;amp; Ogre Alliance===&lt;br /&gt;
&lt;br /&gt;
====Brug (Male, Orc) Frist Appearance/Death: Session Two/Eight==== &lt;br /&gt;
* Leader of the Bloodrock tribe.  Became of the leader of this tribe by outsmarting the former leader in a duel with the former leader.  Usually wears a tattered red cloak and wields a greatspear&lt;br /&gt;
* Bharash holds some resentment towards Brug for his interference in the party's first mission. In particular he would like to kill his worgs and make them into a cloak.&lt;br /&gt;
* Killed by Bharash&lt;br /&gt;
&lt;br /&gt;
====Ootah (Female, Orc) First Appearance/Death: Session Two/Nine====&lt;br /&gt;
* Leader of the Goretusk tribe.  A particularly ugly orc, Ootah became the leader of her tribe after proving with her archery skills, that she alone could feed the entire clan.  A well fed orc is a happy orc.  Never seen without her oversized greatbow.&lt;br /&gt;
* Killed by Gorgon, with a blow to the head.&lt;br /&gt;
&lt;br /&gt;
====Krusk (Male, Orc) First Appearance: Session One====&lt;br /&gt;
* Leader of the Grimaxe tribe.  His ruthless demeanor towards any who would oppose him instilled fear into the rest of his tribe.  This naturally progressed until he became the leader of his tribe.  Considered the number three in charge of the alliance, he usually hunts down those who he deems as a threat to the orcish rule.&lt;br /&gt;
* He is the tallest orc, which means his custom made executioner's axe is made that much more intimidating.&lt;br /&gt;
*Bharash holds a particular hatred of Krusk, seeing him as the cause of the invasion, the destruction of his clan, and the cause of the suffering he sees daily. He would dearly love to best the Orcish leader in single combat, but recognizes that he must gain more skill and power before he can face Krusk axe to axe.&lt;br /&gt;
&lt;br /&gt;
====Scrag (Male, Orc)====&lt;br /&gt;
* Leader of the Torneye tribe.  A Religious fanatic, his ability to convince the rest of his tribe that he preforms the god's will is why he is a leader.  Scrag is the smallest of the orc leaders which is fitting as the Torneye tribe has the least amount of members of the orc tribes.&lt;br /&gt;
&lt;br /&gt;
====Tarak (Male, Orc)====&lt;br /&gt;
* Leader of the Deathgrip tribe.  Tarak is the leader of the Orc/Ogre Alliance.  This was apparently accomplished by Tarak walking up to the ogre tribes and telling them to follow him or be destroyed. His combination of above-average orc intelligence, power and motivation is why he is the current King of Tragadine.  He is proficient with the spiked chain.&lt;br /&gt;
&lt;br /&gt;
====Darth (Male, Ogre)====&lt;br /&gt;
* Leader of the Dire Maul clan.  He is the second-in-command of the alliance.  Clad in black, he is the largest Ogre ever seen.  Also known for his uncharacteristically high intelligence, it is rumored that he is waiting to see how Tarak deals with this occupation and will strike him down from power when the moment is right.  He uses a triple headed flail.&lt;br /&gt;
&lt;br /&gt;
====Winston (Male, Ogre)==== &lt;br /&gt;
* Leader of the War Hulk clan.  At a young age, it is said that this ogre struck down a powerful warrior from the Savage Isles.  From that victory he took his victim's weapon (falchion) and his name (Winston).  Since then , he collects trophy's from any who he slays.&lt;br /&gt;
&lt;br /&gt;
====Orge (Male, Ogre)==== &lt;br /&gt;
* Leader of the Big Bludgeon clan.  Being slightly smarter and faster than his kin, Orge became the leader of his tribe.&lt;br /&gt;
Likes to bludgeon with his greatclub.&lt;br /&gt;
&lt;br /&gt;
====Uuug (Male, Ogre) First Appearance:  Session Three====&lt;br /&gt;
* Leader of the Smah Heads clan.  One half of a pair of ogre twins, he came from some other unknown tribe, smashed heads and became the leader of the tribe, while also renaming it.&lt;br /&gt;
&lt;br /&gt;
====Boog (Male, Ogre) First Appearance:  Session Three====&lt;br /&gt;
* Leader of the Hurtmore clan.  The second hald of the ogre twins, he went to a different tribe than his brother and took it over.  Both he and his brother use one half of a broken double sword which, judging by the size, was probably forged for a giant at first.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Feywild===&lt;br /&gt;
&lt;br /&gt;
====The Great Gark (Male, Hobgoblin) First Appearance: Session Six====&lt;br /&gt;
* Leader of the goblin army which plagues the Feywild.  It's said he gained his army by rallying all of the waring goblin tribes together through the God of Secret, Venca.  His powers are said to rival those of the Archfey, and is usually accompanied by his two bodyguards.&lt;br /&gt;
&lt;br /&gt;
==Your Characters and the start of the game==&lt;br /&gt;
&lt;br /&gt;
The game starts in the town of Tragador on Orangeman's Day.  The orcs and ogres have allowed celebration of this day, but usually only as a way to keep some of the commoner's complacent.  Usually around this time, a few extra hands are hired to &amp;quot;join the guard&amp;quot; for a day, which usually just means wearing a uniform and standing around.  For whatever reason, you have decided to do this today.  This is one of the few times your are allowed to be armed in the streets as a &amp;quot;few petty rabble&amp;quot; shouldn't be able to stir up too much trouble.&lt;br /&gt;
&lt;br /&gt;
A couple of rules and guidelines for your characters:&lt;br /&gt;
&lt;br /&gt;
* Play what class/race you want.  Don't worry about &amp;quot;we don't have a defender&amp;quot; sort of mentality as I won't go out of my way to punish you since you don't have a particular class/skill.&lt;br /&gt;
* Look over powers, feats, paragon paths, and epic destinies.  Please come to the table each night knowing what you'll want to take one level in advance.&lt;br /&gt;
* At the end of each session, I'd like to collect an up-to-date hard copy of  your character sheet so I can plan for future encounters.&lt;br /&gt;
* Ret-cons of characters will be available throughout heroic tier. Depending on the type of change and how long you played an old character, we can also write a character out of the party.&lt;br /&gt;
* Please play only if you want to play.  I will not take it personally should you read over some of this information and not be interested.  If you start playing and don't like how it's going and wish to stop playing, please let me know after a session, but hopefully before the next session so I may adjust encounters for next time.  It's not that I don't want to hang out, but if you're not interested in playing, that may tend to lead to distracting activities which may disrupt other who may be interested.&lt;br /&gt;
* I'd like to play with all players present.  Since there are reoccurring characters, and a progressive story (hopefully), then I'd like as many people there as possible.  Having a character &amp;quot;pokeballed&amp;quot; or even worse, killed, when a player is unavailable can be very discouraging.&lt;br /&gt;
* Send me your character's alignment.  His may be done privately or publicly, it doesn't matter to me.  This will help me understand where you want your character to go and so half-way through a session I'm not surprised by an &amp;quot;I eat that defenseless baby&amp;quot; sitiuations.&lt;br /&gt;
* Also, I'd like it if you could send my your preference for how you'd like magic items to be distributed with your character ideas.&lt;br /&gt;
For example: find &amp;quot;random&amp;quot; items, an item wish list, converting magic items to gold and you just buy what you want out of the gold...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think that's it for now.  If you have any other comments or questions, let me know.  I'll be ready to start the first session as soon as I see a your characters.&lt;br /&gt;
&lt;br /&gt;
=Campaign Log=&lt;br /&gt;
==Session One==&lt;br /&gt;
&amp;lt;p&amp;gt;The PCs are recruited as guards temporarily to help with maintaining the peace during Orangeman's Day and assigned together under the command of Gorgon Graytusk.  The celebrations themselves are mostly uneventful, but a group of orcs became surly after being pushed around by some larger ogres, and in turn began picking of some of the city's children.  The PCs, unable to tolerate this, intervened on the children's behalf and dispatched the orcs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the dust settled the PCs had a minor disagreement over what they should do next, with the group split between finishing their shift with the guard or leaving the scene and dissociating themselves as much as possible from the events.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This conflict came to an abrupt halt, however, when a small note with a key attached was spotted in the alley where the fight happened.  It was addressed to the PCs as a whole, and expressed pleasure at finding someone willing to fight the orcs, prompting us to use the attached key in &amp;quot;a home&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the celebrations ended the PCs met again and used they key, opening a portal into a dark area through which they stepped.  On the other side they found a boy who identified himself as Orson Welles, the last surviving member of Tragadine's royal family.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Orson revealed that he has been in contact with Aramil in an effort to begin building a foundation for a resistance against the occupation.  The PCs have been recruited due to their willingness to stand up to orc brutality.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Session Two==&lt;br /&gt;
&lt;br /&gt;
'''He was only a minion!'''&lt;br /&gt;
&lt;br /&gt;
Aramil asked the PCs to go to Touton to pick up a shipment of foodstuffs, to bring back to Tragadine. This would serve as a way for them to investigate a Fey-crossing along the way. They were to cross into the Feywild and look for a magical herb, which could potentially help Aramil develop some potions to aid in the fight against the orcish oppressors.&lt;br /&gt;
&lt;br /&gt;
The trip to the fey-crossing was uneventful. Upon entering the gate, the PCs discovered an elf who told them of the current military goings-on in the Feywild, namely with ravaging goblins having taken over the most direct path to the herbs the party was searching for.&lt;br /&gt;
&lt;br /&gt;
The elf agreed to escort the party through goblin territory. After several pitched battles, and the death of their elven minion, the PCs were forced to exit the Feywild to recover from their wounds. They continued their journey to Touton and were escorted back to Tragadine.&lt;br /&gt;
&lt;br /&gt;
Having failed their mission, the PCs spent the next few weeks in Tragadine, biding their time...&lt;br /&gt;
&lt;br /&gt;
==Session Three==&lt;br /&gt;
&lt;br /&gt;
'''Be very, very quiet...We're hunting for minotaurs!'''&lt;br /&gt;
&lt;br /&gt;
We went to Red Cliff to escort a group of carpenters who were ordered to repair Ug and Bug's mansion (ogre leaders of Red Cliff). Gorgon's halfling friend was part of the group since, in addition to being a competent soldier, he is also a skilled carpenter.&lt;br /&gt;
&lt;br /&gt;
We found that the people of Red Cliff are worse off that those of Tragador. These Orges are particularly brutish and terrible. &lt;br /&gt;
&lt;br /&gt;
Myron the minotaur was being held in a group of larger houses inhabited by Orcs. Recently, someone in Red Cliff had been brazen enough to sneak in there and steal from the Orcs. We did some investigating and found that a poor, scrawny teenager known as 'lucky' Tim is the thief. We befriended him and brought him to the house with Orson in exchange for info on how to sneak into the Orc houses to find Myron.&lt;br /&gt;
&lt;br /&gt;
We snuck in and fought some Orcs as we rescued Myron. He escaped through the portal to Orson and Tim and we made our way back into the main part of the Red Cliff with no pursuit. We found some treasure including Orangeman's first sword, a +2 Bastard Sword.&lt;br /&gt;
&lt;br /&gt;
==Session Four+Five==&lt;br /&gt;
&lt;br /&gt;
The party met the Deva Zachar and helped find a historical book (very old, about a religious figure from The Holy Lands) in cave, after fighting through some undead. Now getting ready for another trip to Touton.&lt;br /&gt;
{ some expansion needed }&lt;br /&gt;
&lt;br /&gt;
==Session Six==&lt;br /&gt;
&lt;br /&gt;
The party has traveled to Touton again to aid in fighting spiders and ettercaps. Brug decided their help was not needed so the party was free to explore their other purpose in Touton. They found Warren and convinced him to meet with Orson. With Zachar's help, the party is now searching for a harp to give to Warren so that he can regain his confidence and perform again. Coincidentally, they are fighting spiders and ettercaps in a ruin near Touton...&lt;br /&gt;
&lt;br /&gt;
==Session Seven==&lt;br /&gt;
&lt;br /&gt;
The party cleared the ruins near Touton, and recovered the Harp for Warren. Upon returning to Touton, the party was confronted by Brug, who questioned them on their finds in the ruins. Zark did not like his accusing tone and got all up in his grill. Brug left in a huff and the party was displeased with Zark for having done a thing...&lt;br /&gt;
&lt;br /&gt;
==Session Eight==&lt;br /&gt;
'''Battle on the Bridge'''&lt;br /&gt;
&lt;br /&gt;
The party leaves Touton to return to Tragador. During their journey, they are ambushed on a bridge, by Brug and Ootah. Brug vowed to kill the players, but his Hubris got the better of him when Bharash managed to sever his head and impale it on his spear. The party, after receiving a (cinematic) second wind, prepares to do the same thing to Ootah.&lt;br /&gt;
&lt;br /&gt;
They are ready to kick ass and chew gum...and they're all out of gum.&lt;br /&gt;
&lt;br /&gt;
==Session Nine==&lt;br /&gt;
'''Spoiler: Ootah dies'''&lt;br /&gt;
&lt;br /&gt;
The party continues their fight on the bridge. The hard fought battle is ended when Gorgon hacks through Ootah's bow and hews right into her head. The party tosses all the corpses over the side of bridge, pick up Perrin's remains, and make their way to Tragador. They bury Perrin near the gate to the Feywild and make their way into town. After a brief meeting with Aramil, and taking care of Perrin's son and mother, the adventurers meet at Orson's hideout to discuss the next step with Aramil.&lt;br /&gt;
&lt;br /&gt;
Aramil informs the players that they must travel to Windvale to assassinate Scrag, the orc leader of the Torneye tribe. Following the deaths of Ootah and Brug, all the leaders will be meeting in Tragador, except for Scrag, who never leaves Windvale. Whilst the leaders are distracted, the players will kill Scrag and return to Tragador aboard an airship, build by the Vice-Templar Gerald. Gerald had been retired in Windvale before the occupation and it is thought he has secretly been building an airship to extract citizens to safety. The players must find Jerold and commandeer his airship.&lt;br /&gt;
&lt;br /&gt;
Myron has made potions for the adventurers that will make them look like orcs, allowing to leave Tragador and enter Windvale. Once in Windvale, the players must find and kill Scrag, sparing as much of the population as possible. (Ideally, everyone) Once Scrag is dead, the occupying force will think that orcs from Brug's tribe were the ones who killed him (since the potions will have worn off) and the player will be more or less free to roam about the city to find Gerald and escape.&lt;br /&gt;
&lt;br /&gt;
Once they return to Tragador, they will enter the castle through a special entrance, reachable only by airship. Once inside, they will start fighting the occupying force from the airship. &lt;br /&gt;
&lt;br /&gt;
The adventurers left Immediately after the meeting. Five days later, they arrived at Windvale and are let in without trouble. Oddly, there were no small children and middle-aged people. Only twenty-something year old guards, guarding alongside the orcs, and enfeebled elders. It appears as though Scrag may have done away with all the &amp;quot;able-bodied&amp;quot; population at the time of the invasion and keeps all the children in a compound in order to indoctrinate them as they grow up.&lt;br /&gt;
&lt;br /&gt;
The party met with Gerald and Nathan at a bar. Nathan revealed that Gerald may have an airship, but Gerald did not confirm it. The party did learn that his granddaughter is being held captive in one of the concentration camps. Rescuing her would go a long way to acquiring passage on the airship.&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=CampaignWiki:Current_events&amp;diff=314</id>
		<title>CampaignWiki:Current events</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=CampaignWiki:Current_events&amp;diff=314"/>
				<updated>2011-01-27T14:02:59Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Next session: Pathfinder on Sunday the 29th of January? Will be in the evening - check your mail!&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Elbkhm&amp;diff=293</id>
		<title>Elbkhm</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Elbkhm&amp;diff=293"/>
				<updated>2011-01-19T12:44:48Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Elbkhm|Elric Blade / Knightmare&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mustard. A Bard.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The King of the Goblins.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Guardian of the Blind.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Scorpion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Captain Geography.]]&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Elbkhm&amp;diff=292</id>
		<title>Elbkhm</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Elbkhm&amp;diff=292"/>
				<updated>2011-01-19T12:43:35Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Elbkhm|Elric Blade / Knightmare&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mustard. A Bard.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The King of the Goblins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Guardian of the Blind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Scorpion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Geography.]]&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Elbkhm&amp;diff=291</id>
		<title>Elbkhm</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Elbkhm&amp;diff=291"/>
				<updated>2011-01-19T12:42:57Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Elbkhm|Elric Blade / Knightmare&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Mustard. A Bard.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The King of the Goblins.&lt;br /&gt;
&lt;br /&gt;
The Guardian of the Blind]]&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak&amp;diff=276</id>
		<title>Brak</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak&amp;diff=276"/>
				<updated>2011-01-13T19:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Nobody steals from The Dwarves of Farrok!&amp;quot;&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=275</id>
		<title>Obverse Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=275"/>
				<updated>2011-01-13T19:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign is being DM'd by Xjph in an original setting.  The system will be 3D tetrahedral matrix boogaloo (D&amp;amp;D4e).  The setting is incomplete.&lt;br /&gt;
==Campaign==&lt;br /&gt;
The campaign will begin with the player characters all involved, in one way or another, with trade between Virrir and the other Panterran nations.  They can be guards for merchant caravans, or merchants themselves, anything that would put them into a position of needing to travel in and out of Virrir.&lt;br /&gt;
On their most recent trip to Virrir an undisclosed &amp;quot;incident&amp;quot; of some sort took place within Virrir which has the nation on edge, and many people in the capital are beginning to refuse contact with outsiders.  The PCs will volunteer/be recruited to offer their services to the Virrir authorities to help hasten the resolution of this issue.&lt;br /&gt;
&lt;br /&gt;
Due to the difficulty of learning new languages in 4e, I may reconsider the panterran languages issue.  Burning a handful of skill points is one thing.  Having to burn feats is quite another.&lt;br /&gt;
&lt;br /&gt;
===Human Variants===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
While any published race/class is allowed it would be preferable to choose a race that has a background in this campaign world.  I will make an effort to incorporate any race that a person wants to play.  For purposes of the elves in Panterra consider the Vitha'dira to be 4e elves, while the Sindara are eladrin.&lt;br /&gt;
&lt;br /&gt;
[[Sora]] --&amp;gt; Dragonborn Fighter (Philippe)&lt;br /&gt;
&lt;br /&gt;
[[Brak]] --&amp;gt; Dwarf Barbarian (Mike)&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.&lt;br /&gt;
&lt;br /&gt;
The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.&lt;br /&gt;
&lt;br /&gt;
===Dramatis Personæ===&lt;br /&gt;
Helden Sonder – Leader of Antilla&lt;br /&gt;
&lt;br /&gt;
Rornia Sonder – Helden's wife&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tayle &amp;amp; Ginth Fatherin – Leaders of Regin (twins)&lt;br /&gt;
&lt;br /&gt;
Lord Father Pious Dominic IV – Head of all Churches of Virrir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Catherine Winsor – Queen of Thelland&lt;br /&gt;
&lt;br /&gt;
Anthony Winsor – Catherine's consort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Emperor Lieu Cao – Leader of Clixan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tyvenis Li'sinda – Leader of the Sindaran elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Valetri Li'vitha – Leader of the Vitha'diran elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rorin Aeducan - King of the Dwarves and Gnomes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Merec Thorvald - Leader of Haven&lt;br /&gt;
&lt;br /&gt;
===Panterran Nations===&lt;br /&gt;
====Humans====&lt;br /&gt;
The humans of Panterra are a widely varied race, often with as much conflict between each other as between other races.&lt;br /&gt;
=====[[Antilla]]=====&lt;br /&gt;
The Kingdom of Antilla rests in the north western corner of Panterra. It’s people are hardened, and often regarded by other nations as somewhat barbaric. They have a rich history of hunters and warriors, who are widely&lt;br /&gt;
renowned for their strength.&lt;br /&gt;
&lt;br /&gt;
=====[[Regin]]=====&lt;br /&gt;
Regin extends from the north eastern corner of Panterra to as far as the Selzin desert in the south. Reginites tend to stay to themselves, having a largely self sufficient agricultural economy. Widely regarded as being mysterious by outsides, they are known to have both exceptional skill at horsemanship, as well as horses of superior quality.&lt;br /&gt;
=====[[Virrir]]=====&lt;br /&gt;
The Holy Kingdom of Virrir lies directly south of Antilla, surrounding Mount Harmonia, which they regard as being the closet of all mortal locations to heaven. All of the good aligned gods are revered here, and the evil ones warned against. Regarded from the outside with a mixture of fear and respect, depending upon the personal inclinations of the outsider. An overwhelming proportion of the population are clerics or paladins.&lt;br /&gt;
=====[[Thelland]]=====&lt;br /&gt;
The land of Thelland is a beautiful country of rolling hills and shorelines. Its people are friendly and famous for being willing to rise to any challenge set upon them. Thought by some to be rather cocky. Thellish archers are renowned as the best in Panterra, rivaling even the elves.&lt;br /&gt;
&lt;br /&gt;
=====[[Clixan]]=====&lt;br /&gt;
While technically sharing a border with Thelland, Clixan is separated from the other countries of Panterra by a vast range of mountains call the Dragon’s Teeth by the Clixanese, and the Silver Spine by the other nations. Highly concerned with honor and personal dignity, they are considered something of an enigma by the other nations. Renowned for their swordsmanship and self discipline.&lt;br /&gt;
====Elves====&lt;br /&gt;
The Elves of Panterra are secretive and aloof, preferring to only contact other nations when they feel it is necessary.&lt;br /&gt;
&lt;br /&gt;
There are two nations of elves, the Sindaran elves, also known as high elves, who inhabit the subcontinent of Sindara, southwest of the Panterran continent, and the Vitha’dira, or wood elves, who live in the forested islands in the eastern sea. The two nations of elves rarely contact each other and very seldom see eye to eye.&lt;br /&gt;
=====[[Sindara]]=====&lt;br /&gt;
The Sindaran elves concern themselves mostly with furthering their own civilization while preserving the integrity of the world’s magic. They are known for their natural aptitude with both magic and swords.&lt;br /&gt;
=====[[Vitha’dira]]=====&lt;br /&gt;
The Vitha’diran elves care most of all for the preservation of nature, coexisting with their forested home rather than simply harvesting it for resources. Known largely for their skills with tracking and camouflage.&lt;br /&gt;
====Dwarves====&lt;br /&gt;
The Dwarves of Panterra live on the mountainous island of Farrok, situated in the northwestern seas. They have a great network of underground strongholds and mines, the barest fraction of which is visible on the surface. They are widely known as being the best smiths and craftspeople in the world, as well as stalwart (some say stubborn) combatants.&lt;br /&gt;
====Gnomes====&lt;br /&gt;
Panterran Gnomes are native to a rocky archipelago northeast of Farrok. They invest a great deal of time in attempting to invent devices to make their lives easier. Known for being somewhat eccentric, but generally very intelligent.&lt;br /&gt;
====Halflings====&lt;br /&gt;
It is generally accepted that halflings are native to the main continent of Panterra, however they have no established nation of their own, living nomadically in civilized lands as traders and entertainers. They are also known for their skills as scouts and thieves, causing many people to view them with suspicion.&lt;br /&gt;
====Haven====&lt;br /&gt;
Maintaining itself politically independent from the other nations is the magical city-state Haven. Situated on an island in the southern sea, it is a mecca for all those interested in the arcane arts. Historically known for refusing to involve itself in the conflicts of other nations, it is rumored that it only had to mobilize an army once, as an act of defense, and caused the almost instant capitulation of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
===Panterran Geology===&lt;br /&gt;
====Panterra====&lt;br /&gt;
The main continent of Panterra stretches from just short of the arctic to as far south as the sub-equatorial Great Sea, and maintains a width about a third of that, ballooning sharply in the south, resembling a large shoe. The western side of the continent is dominated by a great chain of mountains called the Silver Spine, starting at the northern shoreline and extending directly south all the way to the Great Sea. In the north the Silver Spine hugs the shoreline, creating great cliffs and fjords. As it extends south it gradually moves inland, when it reaches the Clixan peninsula it continues south, forming a natural barrier between the lands of Clixan and the rest of the continent. &lt;br /&gt;
&lt;br /&gt;
In the northeast the land consists of many gently rolling hills, slowly diminishing into plains halfway down the continent. The lands there are fertile, south of the permafrost, and home to much wildlife. Approaching the equator, the land turns to desert, and is sparsely inhabited, reverting to rolling, forested hills in the south.&lt;br /&gt;
&lt;br /&gt;
West of the Silver Spine on the Clixan peninsula is a series of wet plateaus, gradually descending to a great basin dominated by the Hin-Lijan delta.&lt;br /&gt;
&lt;br /&gt;
====Other Landmasses====&lt;br /&gt;
The main continent of Panterra is surrounded by a number of smaller landmasses on all sides, all widely varied in size and climate.&lt;br /&gt;
=====Sindara=====&lt;br /&gt;
A large island to the northwest of Panterra, Sindara is a large, lush landmass, dominated in the center by an enormous dormant volcano known as Kirras'lathal.&lt;br /&gt;
&lt;br /&gt;
=====Vitha'lagos=====&lt;br /&gt;
An archipelago located in the eastern sea, the islands vary greatly in size and are covered almost entirely in dense forests. Whether the origins of the forests are natural or the work of the Vitha'diran is a matter of debate.&lt;br /&gt;
=====Farrok=====&lt;br /&gt;
North of the Clixan peninsula is the mountainous island of Farrok. It starts west of Mt. Harmonia and stretches to the northwest, consisting of a single mountain chain riddles with a labyrinthine series or caves, both natural and artificial.&lt;br /&gt;
=====Faerin=====&lt;br /&gt;
Northeast of Farrok, just off the coast of Panterra, lies the Faerin archipelago. Composed of a series of rocky islands stretching to the north, it is believed to be an extension of the Silver Spine. The islands are interconnected with a series of tunnels and cave similar to those found on Farrok, leading to the belief that the two cave systems are interconnected.&lt;br /&gt;
===History===&lt;br /&gt;
The written history of Panterra extends for just over two thousand years, it is rumored that all records before this point were destroyed in a great cataclysm which very nearly wiped out all life on the continent. At this time, the human nations were simply a loose association of tribes and clans, each trying to make their own way in the world.&lt;br /&gt;
====Origins====&lt;br /&gt;
=====Antilla=====&lt;br /&gt;
The people of Antilla began as a clan of hunters and warriors, their survival in the mountainous northern regions of Panterra based almost solely on their ability to find game. The culture of the Antillans grew with a great emphasis on the ability of the men to hunt. Over time, they expanded and encountered other clans and tribes in the northwest. While quite a few of those tribes were willing to trade or join with the Antillans for their mutual benefit, many were not. The Antillan hunters found themselves pressed into the role of warrior, and began honing their skills in combat against people instead of beasts. When the&lt;br /&gt;
Antillans finally subdued those who opposed them in the west they found themselves blocked by a new challenge, the sea. Unable&lt;br /&gt;
to expand further in that direction, and without any other foes to fight, they began to head east, where the people of Regin would be&lt;br /&gt;
waiting for them.&lt;br /&gt;
=====Regin=====&lt;br /&gt;
Regin began when a nomadic tribe of plainsmen stumbled across a great lake in the eastern plains. Deciding that such a&lt;br /&gt;
proximity to a large body of fresh water would be beneficial, they began the construction of what would eventually be their capitol&lt;br /&gt;
city, Tiras. With such a large source of water and fertile land spreading out in all directions, the people of Tiras began to farm in&lt;br /&gt;
greater quantities and with larger variety than ever before. Even though they had settled in one place, the Reginites chose not to&lt;br /&gt;
neglect the horses that had served them so well in their nomadic life, and began the long term endeavor of breeding what they&lt;br /&gt;
considered the very best horses possible. Bred for strength, endurance, and intelligence, the Reginite horses became a rapid&lt;br /&gt;
vehicle for travel between to widely spaced settlements of what was becoming the Regin nation. Hesitant to leave the plains they&lt;br /&gt;
called home, they expanded to the foothills of the mountains to the west, and as far south as they could continue to grow crops.&lt;br /&gt;
=====Virrir=====&lt;br /&gt;
Caleb Virrir was a defeated man, having lost his home and family to a bandit raid on his village he wandered the&lt;br /&gt;
wilderness with no direction or cause. Eventually sighting a great mountain in the distance, he began making his way toward it,&lt;br /&gt;
drawn there by an unknown urge. Arriving at the base, his eyes were drawn to a light near the summit. Deciding that whatever the&lt;br /&gt;
source of that light was the reason he had been drawn here, he began to climb the mountain, unaided. Nearly falling to his death&lt;br /&gt;
several times, he eventually reached the top, tired and beaten. Standing before him was a man wearing light blue armor, radiating&lt;br /&gt;
the light seen from the base. This man told Caleb that he had been chosen to protect this mountain, for it was a holy place. Then&lt;br /&gt;
the man in blue touched Caleb on the shoulder and Caleb was filled with hope and determination. He had found a calling, and&lt;br /&gt;
would find others to join him. Journeying back out into the world he began to find others who would join him, preaching about the&lt;br /&gt;
great man who came to him and the nation they would create under the guidance of the gods.&lt;br /&gt;
=====Thelland=====&lt;br /&gt;
The southern hills of Panterra were home to many groups of hunters competing for the same game. These different&lt;br /&gt;
groups frequently were at odds with each other and fighting was common between them. After many years of this, the leader of&lt;br /&gt;
one group proposed an idea. Instead of fighting over what game there was, and wasting effort that would be better spent&lt;br /&gt;
elsewhere, he began attempting to consolidate the disparate tribes. Many of the smaller tribes were interested in this idea, and had&lt;br /&gt;
often worked together beforehand to protect themselves from the larger ones, but there were some of the larger tribes that would&lt;br /&gt;
not tolerate the idea. A great deal of fighting ensued, until after a decade of bloodshed, one of the small tribes developed a new&lt;br /&gt;
bow, put together from a composite of materials rather than carved from a single length of wood. The extra range afforded by this&lt;br /&gt;
design proved to be the advantage to finally win over the tribes opposing them.&lt;br /&gt;
=====Clixan=====&lt;br /&gt;
The people of Clixan maintain that they have no “origin” and that the Clixanese empire has always existed in some form&lt;br /&gt;
or other, and always will exist. According to Clixanese myth when the world was created on the back of a great dragon the gods&lt;br /&gt;
needed someone to watch over this world and ensure that the dragon's well being was looked after. This someone was Clixan&lt;br /&gt;
Lijang Winn, the first Clixanese emperor. To facilitate this task the gods gave the great dragon one cut, spilling 10,000 drops of its&lt;br /&gt;
blood. When these drops hit the ground they became the people of Clixan, and thus was the empire born.&lt;br /&gt;
=====Elves=====&lt;br /&gt;
The Sindaran and Vitha'diran elves were both originally the same race of elves, known as the Sintha'daran. The&lt;br /&gt;
beginnings of the Sintha'daran elves is unknown, and the elves themselves claim not to know anything beyond that they were&lt;br /&gt;
spawned by magic, and believe that they are magic's custodians. The schism between the Sindaran and Vitha'diran elves began&lt;br /&gt;
with a disagreement about how magic should be treated. Sindaras Klia'thel led a faction of elves who believed that as magic's&lt;br /&gt;
caretakers, they were entitled to it's use and free to experiment with it as they wish. Another group of elves, led by Vitha'di&lt;br /&gt;
Kalvaed, were of the opinion that magic was too dangerous a force to be toyed with unnecessarily, and should be restricted in it's&lt;br /&gt;
use, instead relying on the more natural forces of the world. Their differences could not be resolved and ultimately escalated into&lt;br /&gt;
civil war, ending only when a cataclysmic magical exchange between Sindaras and Vitha'di themselves layed waste to the elves&lt;br /&gt;
native home. Agreeing to put aside their differences temporarily, they set off across the ocean to find a new home, eventually&lt;br /&gt;
settling on islands opposite sides of the Panterran continent. After several millennia the fates of Sindaras and Vitha'di have been&lt;br /&gt;
forgotten, and the location of the original elven continent unknown.&lt;br /&gt;
&lt;br /&gt;
The elves arrived on Panterra some time after the Panterran cataclysm and consequently have no records of it or what may&lt;br /&gt;
have caused it. It has been suggested that the Panterran cataclysm and the battle between Sindaras and Vitha'di are one and the&lt;br /&gt;
same, however the elves insist that the Panterran cataclysm predated that and vehemently deny any responsibility.&lt;br /&gt;
=====Stonekin=====&lt;br /&gt;
Both the dwarves and gnomes of Panterra are assumed to share an ancient origin, and no evidence has ever been found to&lt;br /&gt;
refute this. It is often claimed by the dwarves that they evolved from the rocks themselves, while the gnomes resulted from a&lt;br /&gt;
similar process involving the crystal veins found among the stones the dwarves spawned from. This origin has given rise tot he name &amp;quot;Stonekin&amp;quot; to refer to both Dwarf and Gnome races. Whatever their origins, both the&lt;br /&gt;
dwarves and gnomes are very sturdy races, and prefer to live underground. The dwarves have built up a great underground empire&lt;br /&gt;
based around mining and working with the stones and metals they mine, while the gnomes make a prosperous living finding new&lt;br /&gt;
and innovative uses for the materials the dwarves mine, as well as creating machines to make the dwarves job easier.&lt;br /&gt;
===Language===&lt;br /&gt;
The five human nations of Panterra each speak their own language. While some similarities exist between them – all but&lt;br /&gt;
Clixan, for example, use the same alphabet – knowledge of one is not sufficient to give one a functional understanding of another (though simple and universal concepts can still be communicated).&lt;br /&gt;
To overcome this obstacle to trade, over time a “trade” language that makes heavy use of these common elements developed.&lt;br /&gt;
While it is easy to learn (class skill for all human characters) it lacks much of the depth of the more developed languages, making&lt;br /&gt;
anything beyond simple bartering or crude negotiation almost impossible.&lt;br /&gt;
&lt;br /&gt;
In a similar fashion the language used by the elves of Panterra has also diverged over time, though not to the same degree as that of the humans.  It is generally accepted that due to their longer lifespans the process of language development is much slower.  Nevertheless there are some slight differences between the languages used by the Sindaran and Vitha'diran elves.  These differences are not so large that they cannot understand each other, though it is immediately apparent to both speakers that they are talking to someone using a different dialect.  Normal conversation is possible without any issue, but communicating concepts which are unique or better developed in one culture my cause confusion for a listener from the other.&lt;br /&gt;
===Relations===&lt;br /&gt;
Despite the fact that the nations of the Panterran continent are all populated by humans, relations between them are not&lt;br /&gt;
always smooth. Of all the nations, only Regin and Thelland have a lasting history of peace between them. While outright war&lt;br /&gt;
between the others is very rare, small disagreements and skirmishes are common.&lt;br /&gt;
&lt;br /&gt;
The Antillan people in particular are known to be somewhat aggressive, and conflicts on the borders with Regin and Virrir&lt;br /&gt;
are known to occur regularly, though they are usually short lived. The Antillans have a healthy respect for the Dwarves, while&lt;br /&gt;
viewing the elven races with more than a little contempt.&lt;br /&gt;
&lt;br /&gt;
Reginites keep mostly to themselves, and with the exception of the Thellish tend to be somewhat cold to outsiders.&lt;br /&gt;
Despite this, there is a small yet highly lucrative trade in Reginite horses.&lt;br /&gt;
&lt;br /&gt;
The Thellish are largely friendly, much more inclined to trust than the other nations. Despite this difference in diplomatic&lt;br /&gt;
philosophy they are a staunch ally of the Reginite people.&lt;br /&gt;
&lt;br /&gt;
Relations between the Holy Kingdom of Virrir and the rest of the human nations are complicated.  Viewed as a mecca for almost all religions they are viewed in a mixed light by most all of the other people of Panterra, with individual opinion varying wildly even within small populations.  Virrir tends to be viewed with simultaneous suspicion and reverence by the governments of the other nations.  The Holy Kingdom itself has never made an offensive move, but fiercely defend their own borders with no tolerance for encroachment.&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
====Free Mercantile Union====&lt;br /&gt;
Across the nations of Panterra exists a great deal of trade. Initially there were many competing merchant guilds, all&lt;br /&gt;
carrying the same basic goods, as well as their own particular specialties. At first there was a great deal of conflict, and many&lt;br /&gt;
instances of outright combat between the guilds, but this proved to be unprofitable. After the guilds came to a grudging truce, they&lt;br /&gt;
began undercutting each others prices, while price gouging the goods that were specific to themselves. Unfortunately, this system&lt;br /&gt;
couldn't be maintained, as many staple goods dropped so greatly in price that the cost of transporting them was far greater then the&lt;br /&gt;
cost of the goods themselves. While this was a fantastic situation for the common person, it was a horrible state of affairs for any&lt;br /&gt;
merchant. Many of the guilds were forced to close their doors or merge with the larger guilds. At this point, the Halfling run Free&lt;br /&gt;
Traders Guild stepped forward with a proposal. That all the merchant guilds merge and begin sharing resources, thus removing all&lt;br /&gt;
price undercutting by ensuring that all members received fair share of applicable business. There was some initial bickering and&lt;br /&gt;
reluctance, but much support for the idea. The Gnomes in particular leaped at the chance to devise a set of rules and conditions for&lt;br /&gt;
the fair disbursement of business.&lt;br /&gt;
&lt;br /&gt;
The Mercantile Union, while the subject of some criticism, is widely regarded as a very fair group of traders, and are&lt;br /&gt;
almost always preferred for any trade, transport, or banking that needs to be done.&lt;br /&gt;
&lt;br /&gt;
One notable and unique service the Union provides is one of currency tendering. Cash can be left at any Union guild hall,&lt;br /&gt;
and with the proper papers, or “tender”, one can draw on the reserves of any Union guild hall to access the deposited money. All&lt;br /&gt;
Union businesses (and many non-union) will accept Union tender in place of cash, due to their reliable reputation and ease of&lt;br /&gt;
access.&lt;br /&gt;
====Order of the White Rose====&lt;br /&gt;
The Order of the White Rose is a knightly order formed three centuries ago by the princes of Regin and Thelland. The royal families of both countries found themselves with more children than could be reasonably distributed duties and lands. Ultimately, a prince from each country was left at loose ends. Left to their own devices they soon became trusted friends, and spent much time together in the borderlands of their respective nations. The time of peace they were enjoying could not last,&lt;br /&gt;
however, and their world was shattered when the monarchs of both lands were assassinated almost simultaneously. After this, all the heirs, save the two princes, were placed under tight guard. The two princes, still fearing for their own safety, began training in earnest to defend themselves, and more importantly, each other. The princes progress was fantastic, and many others began to train under them in the ways of fighting to protect. Unfortunately, over the next decade, the rest of the royal families weren't so lucky, and all but one heir was left on each side, as well as the two princes. The princes realized action needed to be taken, so they each swore an oath, promising to defend the remaining royals and preserve what little was left of their families. Each taking a retinue with them, they parted ways and headed for home, each to defend their sole living brother. The prince's skills proved to be fantastic, and each deflected several assassination attempts, and eventually uncovering the source of the attacks and dispatching a force to deal with the perpetrator. From then onward, the royal families of both Regin and Thelland have relied on what came to be known as the Order of the White Rose, so named for the prominent roses that grew on the borderlands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&lt;br /&gt;
We fight to protect what we love.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect our honour.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect our families,&amp;lt;br/&amp;gt;&lt;br /&gt;
Our land,&amp;lt;br/&amp;gt;&lt;br /&gt;
Our home.&amp;lt;br/&amp;gt;&lt;br /&gt;
Those who place their faith in us,&amp;lt;br/&amp;gt;&lt;br /&gt;
Who trust us,&amp;lt;br/&amp;gt;&lt;br /&gt;
Who fight with us.&amp;lt;br/&amp;gt;&lt;br /&gt;
They shall never fall.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect.&lt;br /&gt;
&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Knights of Harmonia====&lt;br /&gt;
The Knights of Harmonia are the defenders of the people and lands of Virrir. They are known in various circles as the&lt;br /&gt;
“Holy Knights” or the “Harmonian Elite”. Well known for the fervor with which they defend their charge, they are sometimes&lt;br /&gt;
viewed in a negative light by many who consider the Virrins to be an oppressive or fanatical people.&lt;br /&gt;
&lt;br /&gt;
The Knights themselves are charged with the duty of defending the people and lands of Virrir. They are strictly&lt;br /&gt;
hierarchical, accepting the orders of their commanders as holy writ.&lt;br /&gt;
====The Hidden Crescent====&lt;br /&gt;
Every society eventually finds a need for those who are willing to act outside the law, be it the simple gathering of&lt;br /&gt;
information theoretically forbidden, the acquisition of desired resources, or outright assassination. The Hidden Crescent is an&lt;br /&gt;
organization dedicated to work in the shadows, being unseen and unknown. Agents of the Crescent are both revered and feared for&lt;br /&gt;
their adeptness in their chosen field. While the existence of the Crescent is largely unrefuted, its members are highly secretive, and&lt;br /&gt;
often prefer to keep their identity as a member a secret. In any given city there will often be a small number of known contacts&lt;br /&gt;
who can be petitioned for help from the Crescent.&lt;br /&gt;
====Arcanist's Society====&lt;br /&gt;
Wizards, sorcerers, and other practitioners of the arcane arts, while stereotypically somewhat selfish and protective of&lt;br /&gt;
their power, are also smart enough to realize that knowledge shared is knowledge gained. The Arcanist's Society was founded with&lt;br /&gt;
the goal of furthering the study of magic and making it possible to accomplish much that could not be done alone. Members of the&lt;br /&gt;
society, in addition to helping each other, will very often sell their services to the general public. While expensive, these services&lt;br /&gt;
are greatly appreciated by those who can afford them.&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Brak&amp;diff=274</id>
		<title>Brak</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Brak&amp;diff=274"/>
				<updated>2011-01-13T18:59:42Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: Created page with &amp;quot;TBD&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TBD&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=273</id>
		<title>Obverse Worlds</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Obverse_Worlds&amp;diff=273"/>
				<updated>2011-01-13T18:59:19Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign is being DM'd by Xjph in an original setting.  The system will be 3D tetrahedral matrix boogaloo (D&amp;amp;D4e).  The setting is incomplete.&lt;br /&gt;
==Campaign==&lt;br /&gt;
The campaign will begin with the player characters all involved, in one way or another, with trade between Virrir and the other Panterran nations.  They can be guards for merchant caravans, or merchants themselves, anything that would put them into a position of needing to travel in and out of Virrir.&lt;br /&gt;
On their most recent trip to Virrir an undisclosed &amp;quot;incident&amp;quot; of some sort took place within Virrir which has the nation on edge, and many people in the capital are beginning to refuse contact with outsiders.  The PCs will volunteer/be recruited to offer their services to the Virrir authorities to help hasten the resolution of this issue.&lt;br /&gt;
&lt;br /&gt;
Due to the difficulty of learning new languages in 4e, I may reconsider the panterran languages issue.  Burning a handful of skill points is one thing.  Having to burn feats is quite another.&lt;br /&gt;
&lt;br /&gt;
===Human Variants===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
While any published race/class is allowed it would be preferable to choose a race that has a background in this campaign world.  I will make an effort to incorporate any race that a person wants to play.  For purposes of the elves in Panterra consider the Vitha'dira to be 4e elves, while the Sindara are eladrin.&lt;br /&gt;
&lt;br /&gt;
[[Sora]] --&amp;gt; Dragonborn Fighter&lt;br /&gt;
&lt;br /&gt;
[[Brak]] --&amp;gt; Dwarf Barbarian&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.&lt;br /&gt;
&lt;br /&gt;
The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.&lt;br /&gt;
&lt;br /&gt;
===Dramatis Personæ===&lt;br /&gt;
Helden Sonder – Leader of Antilla&lt;br /&gt;
&lt;br /&gt;
Rornia Sonder – Helden's wife&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tayle &amp;amp; Ginth Fatherin – Leaders of Regin (twins)&lt;br /&gt;
&lt;br /&gt;
Lord Father Pious Dominic IV – Head of all Churches of Virrir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Catherine Winsor – Queen of Thelland&lt;br /&gt;
&lt;br /&gt;
Anthony Winsor – Catherine's consort&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Emperor Lieu Cao – Leader of Clixan&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tyvenis Li'sinda – Leader of the Sindaran elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Valetri Li'vitha – Leader of the Vitha'diran elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rorin Aeducan - King of the Dwarves and Gnomes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Merec Thorvald - Leader of Haven&lt;br /&gt;
&lt;br /&gt;
===Panterran Nations===&lt;br /&gt;
====Humans====&lt;br /&gt;
The humans of Panterra are a widely varied race, often with as much conflict between each other as between other races.&lt;br /&gt;
=====[[Antilla]]=====&lt;br /&gt;
The Kingdom of Antilla rests in the north western corner of Panterra. It’s people are hardened, and often regarded by other nations as somewhat barbaric. They have a rich history of hunters and warriors, who are widely&lt;br /&gt;
renowned for their strength.&lt;br /&gt;
&lt;br /&gt;
=====[[Regin]]=====&lt;br /&gt;
Regin extends from the north eastern corner of Panterra to as far as the Selzin desert in the south. Reginites tend to stay to themselves, having a largely self sufficient agricultural economy. Widely regarded as being mysterious by outsides, they are known to have both exceptional skill at horsemanship, as well as horses of superior quality.&lt;br /&gt;
=====[[Virrir]]=====&lt;br /&gt;
The Holy Kingdom of Virrir lies directly south of Antilla, surrounding Mount Harmonia, which they regard as being the closet of all mortal locations to heaven. All of the good aligned gods are revered here, and the evil ones warned against. Regarded from the outside with a mixture of fear and respect, depending upon the personal inclinations of the outsider. An overwhelming proportion of the population are clerics or paladins.&lt;br /&gt;
=====[[Thelland]]=====&lt;br /&gt;
The land of Thelland is a beautiful country of rolling hills and shorelines. Its people are friendly and famous for being willing to rise to any challenge set upon them. Thought by some to be rather cocky. Thellish archers are renowned as the best in Panterra, rivaling even the elves.&lt;br /&gt;
&lt;br /&gt;
=====[[Clixan]]=====&lt;br /&gt;
While technically sharing a border with Thelland, Clixan is separated from the other countries of Panterra by a vast range of mountains call the Dragon’s Teeth by the Clixanese, and the Silver Spine by the other nations. Highly concerned with honor and personal dignity, they are considered something of an enigma by the other nations. Renowned for their swordsmanship and self discipline.&lt;br /&gt;
====Elves====&lt;br /&gt;
The Elves of Panterra are secretive and aloof, preferring to only contact other nations when they feel it is necessary.&lt;br /&gt;
&lt;br /&gt;
There are two nations of elves, the Sindaran elves, also known as high elves, who inhabit the subcontinent of Sindara, southwest of the Panterran continent, and the Vitha’dira, or wood elves, who live in the forested islands in the eastern sea. The two nations of elves rarely contact each other and very seldom see eye to eye.&lt;br /&gt;
=====[[Sindara]]=====&lt;br /&gt;
The Sindaran elves concern themselves mostly with furthering their own civilization while preserving the integrity of the world’s magic. They are known for their natural aptitude with both magic and swords.&lt;br /&gt;
=====[[Vitha’dira]]=====&lt;br /&gt;
The Vitha’diran elves care most of all for the preservation of nature, coexisting with their forested home rather than simply harvesting it for resources. Known largely for their skills with tracking and camouflage.&lt;br /&gt;
====Dwarves====&lt;br /&gt;
The Dwarves of Panterra live on the mountainous island of Farrok, situated in the northwestern seas. They have a great network of underground strongholds and mines, the barest fraction of which is visible on the surface. They are widely known as being the best smiths and craftspeople in the world, as well as stalwart (some say stubborn) combatants.&lt;br /&gt;
====Gnomes====&lt;br /&gt;
Panterran Gnomes are native to a rocky archipelago northeast of Farrok. They invest a great deal of time in attempting to invent devices to make their lives easier. Known for being somewhat eccentric, but generally very intelligent.&lt;br /&gt;
====Halflings====&lt;br /&gt;
It is generally accepted that halflings are native to the main continent of Panterra, however they have no established nation of their own, living nomadically in civilized lands as traders and entertainers. They are also known for their skills as scouts and thieves, causing many people to view them with suspicion.&lt;br /&gt;
====Haven====&lt;br /&gt;
Maintaining itself politically independent from the other nations is the magical city-state Haven. Situated on an island in the southern sea, it is a mecca for all those interested in the arcane arts. Historically known for refusing to involve itself in the conflicts of other nations, it is rumored that it only had to mobilize an army once, as an act of defense, and caused the almost instant capitulation of the opposing forces.&lt;br /&gt;
&lt;br /&gt;
===Panterran Geology===&lt;br /&gt;
====Panterra====&lt;br /&gt;
The main continent of Panterra stretches from just short of the arctic to as far south as the sub-equatorial Great Sea, and maintains a width about a third of that, ballooning sharply in the south, resembling a large shoe. The western side of the continent is dominated by a great chain of mountains called the Silver Spine, starting at the northern shoreline and extending directly south all the way to the Great Sea. In the north the Silver Spine hugs the shoreline, creating great cliffs and fjords. As it extends south it gradually moves inland, when it reaches the Clixan peninsula it continues south, forming a natural barrier between the lands of Clixan and the rest of the continent. &lt;br /&gt;
&lt;br /&gt;
In the northeast the land consists of many gently rolling hills, slowly diminishing into plains halfway down the continent. The lands there are fertile, south of the permafrost, and home to much wildlife. Approaching the equator, the land turns to desert, and is sparsely inhabited, reverting to rolling, forested hills in the south.&lt;br /&gt;
&lt;br /&gt;
West of the Silver Spine on the Clixan peninsula is a series of wet plateaus, gradually descending to a great basin dominated by the Hin-Lijan delta.&lt;br /&gt;
&lt;br /&gt;
====Other Landmasses====&lt;br /&gt;
The main continent of Panterra is surrounded by a number of smaller landmasses on all sides, all widely varied in size and climate.&lt;br /&gt;
=====Sindara=====&lt;br /&gt;
A large island to the northwest of Panterra, Sindara is a large, lush landmass, dominated in the center by an enormous dormant volcano known as Kirras'lathal.&lt;br /&gt;
&lt;br /&gt;
=====Vitha'lagos=====&lt;br /&gt;
An archipelago located in the eastern sea, the islands vary greatly in size and are covered almost entirely in dense forests. Whether the origins of the forests are natural or the work of the Vitha'diran is a matter of debate.&lt;br /&gt;
=====Farrok=====&lt;br /&gt;
North of the Clixan peninsula is the mountainous island of Farrok. It starts west of Mt. Harmonia and stretches to the northwest, consisting of a single mountain chain riddles with a labyrinthine series or caves, both natural and artificial.&lt;br /&gt;
=====Faerin=====&lt;br /&gt;
Northeast of Farrok, just off the coast of Panterra, lies the Faerin archipelago. Composed of a series of rocky islands stretching to the north, it is believed to be an extension of the Silver Spine. The islands are interconnected with a series of tunnels and cave similar to those found on Farrok, leading to the belief that the two cave systems are interconnected.&lt;br /&gt;
===History===&lt;br /&gt;
The written history of Panterra extends for just over two thousand years, it is rumored that all records before this point were destroyed in a great cataclysm which very nearly wiped out all life on the continent. At this time, the human nations were simply a loose association of tribes and clans, each trying to make their own way in the world.&lt;br /&gt;
====Origins====&lt;br /&gt;
=====Antilla=====&lt;br /&gt;
The people of Antilla began as a clan of hunters and warriors, their survival in the mountainous northern regions of Panterra based almost solely on their ability to find game. The culture of the Antillans grew with a great emphasis on the ability of the men to hunt. Over time, they expanded and encountered other clans and tribes in the northwest. While quite a few of those tribes were willing to trade or join with the Antillans for their mutual benefit, many were not. The Antillan hunters found themselves pressed into the role of warrior, and began honing their skills in combat against people instead of beasts. When the&lt;br /&gt;
Antillans finally subdued those who opposed them in the west they found themselves blocked by a new challenge, the sea. Unable&lt;br /&gt;
to expand further in that direction, and without any other foes to fight, they began to head east, where the people of Regin would be&lt;br /&gt;
waiting for them.&lt;br /&gt;
=====Regin=====&lt;br /&gt;
Regin began when a nomadic tribe of plainsmen stumbled across a great lake in the eastern plains. Deciding that such a&lt;br /&gt;
proximity to a large body of fresh water would be beneficial, they began the construction of what would eventually be their capitol&lt;br /&gt;
city, Tiras. With such a large source of water and fertile land spreading out in all directions, the people of Tiras began to farm in&lt;br /&gt;
greater quantities and with larger variety than ever before. Even though they had settled in one place, the Reginites chose not to&lt;br /&gt;
neglect the horses that had served them so well in their nomadic life, and began the long term endeavor of breeding what they&lt;br /&gt;
considered the very best horses possible. Bred for strength, endurance, and intelligence, the Reginite horses became a rapid&lt;br /&gt;
vehicle for travel between to widely spaced settlements of what was becoming the Regin nation. Hesitant to leave the plains they&lt;br /&gt;
called home, they expanded to the foothills of the mountains to the west, and as far south as they could continue to grow crops.&lt;br /&gt;
=====Virrir=====&lt;br /&gt;
Caleb Virrir was a defeated man, having lost his home and family to a bandit raid on his village he wandered the&lt;br /&gt;
wilderness with no direction or cause. Eventually sighting a great mountain in the distance, he began making his way toward it,&lt;br /&gt;
drawn there by an unknown urge. Arriving at the base, his eyes were drawn to a light near the summit. Deciding that whatever the&lt;br /&gt;
source of that light was the reason he had been drawn here, he began to climb the mountain, unaided. Nearly falling to his death&lt;br /&gt;
several times, he eventually reached the top, tired and beaten. Standing before him was a man wearing light blue armor, radiating&lt;br /&gt;
the light seen from the base. This man told Caleb that he had been chosen to protect this mountain, for it was a holy place. Then&lt;br /&gt;
the man in blue touched Caleb on the shoulder and Caleb was filled with hope and determination. He had found a calling, and&lt;br /&gt;
would find others to join him. Journeying back out into the world he began to find others who would join him, preaching about the&lt;br /&gt;
great man who came to him and the nation they would create under the guidance of the gods.&lt;br /&gt;
=====Thelland=====&lt;br /&gt;
The southern hills of Panterra were home to many groups of hunters competing for the same game. These different&lt;br /&gt;
groups frequently were at odds with each other and fighting was common between them. After many years of this, the leader of&lt;br /&gt;
one group proposed an idea. Instead of fighting over what game there was, and wasting effort that would be better spent&lt;br /&gt;
elsewhere, he began attempting to consolidate the disparate tribes. Many of the smaller tribes were interested in this idea, and had&lt;br /&gt;
often worked together beforehand to protect themselves from the larger ones, but there were some of the larger tribes that would&lt;br /&gt;
not tolerate the idea. A great deal of fighting ensued, until after a decade of bloodshed, one of the small tribes developed a new&lt;br /&gt;
bow, put together from a composite of materials rather than carved from a single length of wood. The extra range afforded by this&lt;br /&gt;
design proved to be the advantage to finally win over the tribes opposing them.&lt;br /&gt;
=====Clixan=====&lt;br /&gt;
The people of Clixan maintain that they have no “origin” and that the Clixanese empire has always existed in some form&lt;br /&gt;
or other, and always will exist. According to Clixanese myth when the world was created on the back of a great dragon the gods&lt;br /&gt;
needed someone to watch over this world and ensure that the dragon's well being was looked after. This someone was Clixan&lt;br /&gt;
Lijang Winn, the first Clixanese emperor. To facilitate this task the gods gave the great dragon one cut, spilling 10,000 drops of its&lt;br /&gt;
blood. When these drops hit the ground they became the people of Clixan, and thus was the empire born.&lt;br /&gt;
=====Elves=====&lt;br /&gt;
The Sindaran and Vitha'diran elves were both originally the same race of elves, known as the Sintha'daran. The&lt;br /&gt;
beginnings of the Sintha'daran elves is unknown, and the elves themselves claim not to know anything beyond that they were&lt;br /&gt;
spawned by magic, and believe that they are magic's custodians. The schism between the Sindaran and Vitha'diran elves began&lt;br /&gt;
with a disagreement about how magic should be treated. Sindaras Klia'thel led a faction of elves who believed that as magic's&lt;br /&gt;
caretakers, they were entitled to it's use and free to experiment with it as they wish. Another group of elves, led by Vitha'di&lt;br /&gt;
Kalvaed, were of the opinion that magic was too dangerous a force to be toyed with unnecessarily, and should be restricted in it's&lt;br /&gt;
use, instead relying on the more natural forces of the world. Their differences could not be resolved and ultimately escalated into&lt;br /&gt;
civil war, ending only when a cataclysmic magical exchange between Sindaras and Vitha'di themselves layed waste to the elves&lt;br /&gt;
native home. Agreeing to put aside their differences temporarily, they set off across the ocean to find a new home, eventually&lt;br /&gt;
settling on islands opposite sides of the Panterran continent. After several millennia the fates of Sindaras and Vitha'di have been&lt;br /&gt;
forgotten, and the location of the original elven continent unknown.&lt;br /&gt;
&lt;br /&gt;
The elves arrived on Panterra some time after the Panterran cataclysm and consequently have no records of it or what may&lt;br /&gt;
have caused it. It has been suggested that the Panterran cataclysm and the battle between Sindaras and Vitha'di are one and the&lt;br /&gt;
same, however the elves insist that the Panterran cataclysm predated that and vehemently deny any responsibility.&lt;br /&gt;
=====Stonekin=====&lt;br /&gt;
Both the dwarves and gnomes of Panterra are assumed to share an ancient origin, and no evidence has ever been found to&lt;br /&gt;
refute this. It is often claimed by the dwarves that they evolved from the rocks themselves, while the gnomes resulted from a&lt;br /&gt;
similar process involving the crystal veins found among the stones the dwarves spawned from. This origin has given rise tot he name &amp;quot;Stonekin&amp;quot; to refer to both Dwarf and Gnome races. Whatever their origins, both the&lt;br /&gt;
dwarves and gnomes are very sturdy races, and prefer to live underground. The dwarves have built up a great underground empire&lt;br /&gt;
based around mining and working with the stones and metals they mine, while the gnomes make a prosperous living finding new&lt;br /&gt;
and innovative uses for the materials the dwarves mine, as well as creating machines to make the dwarves job easier.&lt;br /&gt;
===Language===&lt;br /&gt;
The five human nations of Panterra each speak their own language. While some similarities exist between them – all but&lt;br /&gt;
Clixan, for example, use the same alphabet – knowledge of one is not sufficient to give one a functional understanding of another (though simple and universal concepts can still be communicated).&lt;br /&gt;
To overcome this obstacle to trade, over time a “trade” language that makes heavy use of these common elements developed.&lt;br /&gt;
While it is easy to learn (class skill for all human characters) it lacks much of the depth of the more developed languages, making&lt;br /&gt;
anything beyond simple bartering or crude negotiation almost impossible.&lt;br /&gt;
&lt;br /&gt;
In a similar fashion the language used by the elves of Panterra has also diverged over time, though not to the same degree as that of the humans.  It is generally accepted that due to their longer lifespans the process of language development is much slower.  Nevertheless there are some slight differences between the languages used by the Sindaran and Vitha'diran elves.  These differences are not so large that they cannot understand each other, though it is immediately apparent to both speakers that they are talking to someone using a different dialect.  Normal conversation is possible without any issue, but communicating concepts which are unique or better developed in one culture my cause confusion for a listener from the other.&lt;br /&gt;
===Relations===&lt;br /&gt;
Despite the fact that the nations of the Panterran continent are all populated by humans, relations between them are not&lt;br /&gt;
always smooth. Of all the nations, only Regin and Thelland have a lasting history of peace between them. While outright war&lt;br /&gt;
between the others is very rare, small disagreements and skirmishes are common.&lt;br /&gt;
&lt;br /&gt;
The Antillan people in particular are known to be somewhat aggressive, and conflicts on the borders with Regin and Virrir&lt;br /&gt;
are known to occur regularly, though they are usually short lived. The Antillans have a healthy respect for the Dwarves, while&lt;br /&gt;
viewing the elven races with more than a little contempt.&lt;br /&gt;
&lt;br /&gt;
Reginites keep mostly to themselves, and with the exception of the Thellish tend to be somewhat cold to outsiders.&lt;br /&gt;
Despite this, there is a small yet highly lucrative trade in Reginite horses.&lt;br /&gt;
&lt;br /&gt;
The Thellish are largely friendly, much more inclined to trust than the other nations. Despite this difference in diplomatic&lt;br /&gt;
philosophy they are a staunch ally of the Reginite people.&lt;br /&gt;
&lt;br /&gt;
Relations between the Holy Kingdom of Virrir and the rest of the human nations are complicated.  Viewed as a mecca for almost all religions they are viewed in a mixed light by most all of the other people of Panterra, with individual opinion varying wildly even within small populations.  Virrir tends to be viewed with simultaneous suspicion and reverence by the governments of the other nations.  The Holy Kingdom itself has never made an offensive move, but fiercely defend their own borders with no tolerance for encroachment.&lt;br /&gt;
&lt;br /&gt;
===Organizations===&lt;br /&gt;
====Free Mercantile Union====&lt;br /&gt;
Across the nations of Panterra exists a great deal of trade. Initially there were many competing merchant guilds, all&lt;br /&gt;
carrying the same basic goods, as well as their own particular specialties. At first there was a great deal of conflict, and many&lt;br /&gt;
instances of outright combat between the guilds, but this proved to be unprofitable. After the guilds came to a grudging truce, they&lt;br /&gt;
began undercutting each others prices, while price gouging the goods that were specific to themselves. Unfortunately, this system&lt;br /&gt;
couldn't be maintained, as many staple goods dropped so greatly in price that the cost of transporting them was far greater then the&lt;br /&gt;
cost of the goods themselves. While this was a fantastic situation for the common person, it was a horrible state of affairs for any&lt;br /&gt;
merchant. Many of the guilds were forced to close their doors or merge with the larger guilds. At this point, the Halfling run Free&lt;br /&gt;
Traders Guild stepped forward with a proposal. That all the merchant guilds merge and begin sharing resources, thus removing all&lt;br /&gt;
price undercutting by ensuring that all members received fair share of applicable business. There was some initial bickering and&lt;br /&gt;
reluctance, but much support for the idea. The Gnomes in particular leaped at the chance to devise a set of rules and conditions for&lt;br /&gt;
the fair disbursement of business.&lt;br /&gt;
&lt;br /&gt;
The Mercantile Union, while the subject of some criticism, is widely regarded as a very fair group of traders, and are&lt;br /&gt;
almost always preferred for any trade, transport, or banking that needs to be done.&lt;br /&gt;
&lt;br /&gt;
One notable and unique service the Union provides is one of currency tendering. Cash can be left at any Union guild hall,&lt;br /&gt;
and with the proper papers, or “tender”, one can draw on the reserves of any Union guild hall to access the deposited money. All&lt;br /&gt;
Union businesses (and many non-union) will accept Union tender in place of cash, due to their reliable reputation and ease of&lt;br /&gt;
access.&lt;br /&gt;
====Order of the White Rose====&lt;br /&gt;
The Order of the White Rose is a knightly order formed three centuries ago by the princes of Regin and Thelland. The royal families of both countries found themselves with more children than could be reasonably distributed duties and lands. Ultimately, a prince from each country was left at loose ends. Left to their own devices they soon became trusted friends, and spent much time together in the borderlands of their respective nations. The time of peace they were enjoying could not last,&lt;br /&gt;
however, and their world was shattered when the monarchs of both lands were assassinated almost simultaneously. After this, all the heirs, save the two princes, were placed under tight guard. The two princes, still fearing for their own safety, began training in earnest to defend themselves, and more importantly, each other. The princes progress was fantastic, and many others began to train under them in the ways of fighting to protect. Unfortunately, over the next decade, the rest of the royal families weren't so lucky, and all but one heir was left on each side, as well as the two princes. The princes realized action needed to be taken, so they each swore an oath, promising to defend the remaining royals and preserve what little was left of their families. Each taking a retinue with them, they parted ways and headed for home, each to defend their sole living brother. The prince's skills proved to be fantastic, and each deflected several assassination attempts, and eventually uncovering the source of the attacks and dispatching a force to deal with the perpetrator. From then onward, the royal families of both Regin and Thelland have relied on what came to be known as the Order of the White Rose, so named for the prominent roses that grew on the borderlands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&lt;br /&gt;
We fight to protect what we love.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect our honour.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect our families,&amp;lt;br/&amp;gt;&lt;br /&gt;
Our land,&amp;lt;br/&amp;gt;&lt;br /&gt;
Our home.&amp;lt;br/&amp;gt;&lt;br /&gt;
Those who place their faith in us,&amp;lt;br/&amp;gt;&lt;br /&gt;
Who trust us,&amp;lt;br/&amp;gt;&lt;br /&gt;
Who fight with us.&amp;lt;br/&amp;gt;&lt;br /&gt;
They shall never fall.&amp;lt;br/&amp;gt;&lt;br /&gt;
We fight to protect.&lt;br /&gt;
&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Knights of Harmonia====&lt;br /&gt;
The Knights of Harmonia are the defenders of the people and lands of Virrir. They are known in various circles as the&lt;br /&gt;
“Holy Knights” or the “Harmonian Elite”. Well known for the fervor with which they defend their charge, they are sometimes&lt;br /&gt;
viewed in a negative light by many who consider the Virrins to be an oppressive or fanatical people.&lt;br /&gt;
&lt;br /&gt;
The Knights themselves are charged with the duty of defending the people and lands of Virrir. They are strictly&lt;br /&gt;
hierarchical, accepting the orders of their commanders as holy writ.&lt;br /&gt;
====The Hidden Crescent====&lt;br /&gt;
Every society eventually finds a need for those who are willing to act outside the law, be it the simple gathering of&lt;br /&gt;
information theoretically forbidden, the acquisition of desired resources, or outright assassination. The Hidden Crescent is an&lt;br /&gt;
organization dedicated to work in the shadows, being unseen and unknown. Agents of the Crescent are both revered and feared for&lt;br /&gt;
their adeptness in their chosen field. While the existence of the Crescent is largely unrefuted, its members are highly secretive, and&lt;br /&gt;
often prefer to keep their identity as a member a secret. In any given city there will often be a small number of known contacts&lt;br /&gt;
who can be petitioned for help from the Crescent.&lt;br /&gt;
====Arcanist's Society====&lt;br /&gt;
Wizards, sorcerers, and other practitioners of the arcane arts, while stereotypically somewhat selfish and protective of&lt;br /&gt;
their power, are also smart enough to realize that knowledge shared is knowledge gained. The Arcanist's Society was founded with&lt;br /&gt;
the goal of furthering the study of magic and making it possible to accomplish much that could not be done alone. Members of the&lt;br /&gt;
society, in addition to helping each other, will very often sell their services to the general public. While expensive, these services&lt;br /&gt;
are greatly appreciated by those who can afford them.&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=237</id>
		<title>Welcome to Urph</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=237"/>
				<updated>2011-01-04T14:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Tragadine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've decided to compile some of the information for my campaign so that you can reference it, should you need it.&lt;br /&gt;
[[File:UrphMap.png|thumb|400px|Map of Urph!]]&lt;br /&gt;
=Characters=&lt;br /&gt;
=====[[Zark Ipzo]]=====&lt;br /&gt;
Githzerai avenger of Erathis&lt;br /&gt;
=====[[Arannis]]=====&lt;br /&gt;
Eladrin Psion&lt;br /&gt;
&lt;br /&gt;
=====[[Gorgon Graytusk]]=====&lt;br /&gt;
Half-orc fighter&lt;br /&gt;
&lt;br /&gt;
=====[[Bharash Redscale]]=====&lt;br /&gt;
Dragonborn Paladin&lt;br /&gt;
&lt;br /&gt;
=====[[Triton Vanmiel]]=====&lt;br /&gt;
Elven Ranger&lt;br /&gt;
=====[[Keyfe Runesight]]=====&lt;br /&gt;
Xjph's character, a Dwarven runepriest.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==The Holy Lands==&lt;br /&gt;
*Rules by a single Pope, and the 11 Templars &lt;br /&gt;
*Have a strong military along with 11 dreadnought class airships, each assigned to a Templar &lt;br /&gt;
*Ten years ago (1500) Durran (Half-Elf), the Pope at the time, died a seemingly natural death &lt;br /&gt;
*Bishop Samuel (Deva) was appointed as the new Pope.  Two weeks later is declared a crusade against the giants.&lt;br /&gt;
*All former contact with their long-time allies, Tragadine, was severed&lt;br /&gt;
&lt;br /&gt;
==Tragadine==&lt;br /&gt;
*An archipelago consisting of 5 islands, each having one major citiy.&lt;br /&gt;
*These islands are connected by large bridges.&lt;br /&gt;
*Ruled by a king, Francis the Third (Human)&lt;br /&gt;
*5 years after Samuel declared his crusade (1505), the cities of Tragadine were overtaken and the royal family slain by an alliance of orc and ogre tribes.  The cause of this is said to be because the general of the Tragadine army, Armil (Eladrin), took most of his forces on training exercises, leaving the cities defenseless.&lt;br /&gt;
*Entry or exit from the cities is limited and communication between them is prohibited.&lt;br /&gt;
*Tragador - the capital city and largest island located in the center of the archipelago.  The king resides here.&lt;br /&gt;
*Windvale - port town of Tragadine, this is where the airships from the Holy Lands used to dock when they arrived -Touten - a quaint rural, farming town which was known for it's hospitality.  A great place to visit for those wanting a break from the large city life.&lt;br /&gt;
*Redcliff - a mining town known for uncovering a few ruins of old cities &lt;br /&gt;
*Verhan - the oldest city of Tragadine and having a large population for a city of its size&lt;br /&gt;
&lt;br /&gt;
==The Giant Lands==&lt;br /&gt;
*Not visited since it is populated by giants, which are considered evil&lt;br /&gt;
&lt;br /&gt;
==The Dragon Lands==&lt;br /&gt;
*Land located North of Tragadine and Northeast of the Holy Lands.&lt;br /&gt;
*None that have ventured there have ever returned&lt;br /&gt;
&lt;br /&gt;
==The Savage Isles==&lt;br /&gt;
*Two islands found between Tragadine and the Dragon Lands &lt;br /&gt;
*Said to be host to powerful, primal, and savage tribes of varying races&lt;br /&gt;
&lt;br /&gt;
==Pirate's Den==&lt;br /&gt;
*A few islands placed south of the Holy Lands &lt;br /&gt;
*When the Holy Lands used to make trip to Tragadine, it was said that they were somtime attacked by pirates possessing small airships fitted for plundering&lt;br /&gt;
&lt;br /&gt;
==Isle of Lost Souls==&lt;br /&gt;
*Islands said to be overflowing in necrotic energies &lt;br /&gt;
*Was formally a focus of investigation by the Holy Lands under the rule of Pope Durran&lt;br /&gt;
&lt;br /&gt;
==Heartfell==&lt;br /&gt;
*A single, simple town landing southwest of the Isle of Lost Souls &lt;br /&gt;
*Technology and lifestyle fall somewhere in between those of Tragadine and the Savage Isles; not barabarians but not living in a world with airships &lt;br /&gt;
*Is said to be plagued with terrbile night hags.  Some say they even rule over this town&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;I have a map available for you to look at as we start, so don't worry about where the islands are relative to each other, you'll see it as we start.&lt;br /&gt;
The game starts 5 years after the occupation of Tragadine (1510), on Orangeman's Day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters of Notice as of 1510==&lt;br /&gt;
&lt;br /&gt;
===The Holy Lands===&lt;br /&gt;
&lt;br /&gt;
====Pope Samuel (Male, Deva)====&lt;br /&gt;
* The leader of the Holy Lands, the youngest pope in history (32)&lt;br /&gt;
&lt;br /&gt;
====Balasar of the Platinum Dragon (Male, Dragonborn)====&lt;br /&gt;
* Templar of Bahamut.  Known for his strong sense of justice and as a rare winged Dragonborn.  Takes after silver dragons &lt;br /&gt;
&lt;br /&gt;
====Gromel of the Goldion Hammer (Male, Dwarf)====&lt;br /&gt;
* Templar of Mordin.  This old dwarf is a living legend and a true hero.  Has a town named after him in the Holy Lands &lt;br /&gt;
&lt;br /&gt;
====Sarah of the Radiant Sun (Female, Human)====&lt;br /&gt;
* Templar of Pelor.  A fairly new edition to the templars.&lt;br /&gt;
&lt;br /&gt;
====Lucan of the Endless Tome (Male, Eladrin)====&lt;br /&gt;
* Templar of Corellion.  A master of magic, he and Gromel are the most senior members of the Templars and have become good friends &lt;br /&gt;
&lt;br /&gt;
====Wella of the Silent Night (Female, Halfling)====&lt;br /&gt;
* Templar of Sehanine. Known for not having much known about her.&lt;br /&gt;
&lt;br /&gt;
====Vimak of the Thunderous Spirit (Male, Goliath)====&lt;br /&gt;
* Templar of Kord.  A young Templar and a person of action, he  and Maxwell are aspiring to become great heroes like Gromel.&lt;br /&gt;
&lt;br /&gt;
====Maxwell of the Free Heart (Male, Human)====&lt;br /&gt;
* Templar of Avandra.  A youthful lad looking to prove he's capable of great deeds.  Easygoing and liked by many common-folk.&lt;br /&gt;
&lt;br /&gt;
====Atka of the Ancient Prophets (Female, Tiefling)====&lt;br /&gt;
* Templar of Ioun. Keeps to herself, watching for signs of prophecy.  Holds knowledge of the obscure.&lt;br /&gt;
&lt;br /&gt;
====Aurora of the Forgotten Winter (Female, Shifter)====&lt;br /&gt;
* Templar of the Raven Queen.  Master of death and magic, is considered the most frightening and unapproachable templar.&lt;br /&gt;
&lt;br /&gt;
====Calder of the Silvered Shield (Male, Half-Elf)====&lt;br /&gt;
* Templar of Erathis. Strategist of the Templars and brother of former Pope Durran.  Known for his strong sense of fellowship.&lt;br /&gt;
&lt;br /&gt;
====Erdan of the Serene Wilderness (Male, Elf)====&lt;br /&gt;
* Templar of Melora.  Known for not usually being around much as he's often sent to the Feywild.&lt;br /&gt;
&lt;br /&gt;
====Durran====&lt;br /&gt;
* Former Half-Elf Pope of the Holy Lands, deceased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tragadine===&lt;br /&gt;
&lt;br /&gt;
====Aramil (Male, Eladrin) First Appearance: Session One====&lt;br /&gt;
* General of the Tragadine army.  Most known as the cause of the current occupation of Tragadine by foolishly emptying the cities for a training exercise.  Currently works with the orcs as a sort of figurehead to fool the commoners into thinking that the people still hold some power over their cities.  He currently resides in Tragador.&lt;br /&gt;
&lt;br /&gt;
====Orson (Male, Humam)====&lt;br /&gt;
Prince and last surviving member of the Tragadine royal family. Maintains a magical dimension where he, Myron, Tim and (sometimes) the party resides. Promotes several questionable products including Blotto Bros wine which he claims is a &amp;quot;rich, full-bodied wine sensibly priced at a dollar a jug&amp;quot;.&lt;br /&gt;
http://www.youtube.com/watch?v=f3B3C5hR1lk&lt;br /&gt;
&lt;br /&gt;
====Tim (Male, Halfling?)====&lt;br /&gt;
&lt;br /&gt;
====Warryn Waltz (Male, Gnome)====&lt;br /&gt;
* Pre-occupation, he was considered the greatest entertainer Tragadine has ever seen.  He would usually tour the five cities, playing is popular ballads to the delight of noble and commoner alike.  His last stop as 5 years ago was in Touten, but hasn't been heard from since.&lt;br /&gt;
&lt;br /&gt;
====Orangeman====&lt;br /&gt;
* A human knight and great hero from Tragadine.  Exactly what he did and why he's a hero is unknown.  There has been a national holiday, Orangeman's Day, for as long as anyone can remember.&lt;br /&gt;
&lt;br /&gt;
====Myron (Male, Minotaur) First Appearance: Session Three====&lt;br /&gt;
* An accomplished alchemist, he kind a kind soul whose loves to experiment with new ingredients and discover new formulas.  He also dabbles in creating magic items.  If asked why he loves alchemy so much, he'd respond with &amp;quot;I like the smell of magic dust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Zachar (Male, Deva) First Appearance: Session Four====&lt;br /&gt;
* A stoic scholar, Zachar is a friend of Orison and holds rare and obscure knowledge.  It is rumored this knowledge comes from being able to see glimpses of his previous lives.  It is said that he is &amp;quot;good with a blade&amp;quot;, although very few people have ever seen him draw a weapon and may be a misconception about his overall character as not too many people know this deva very well.&lt;br /&gt;
&lt;br /&gt;
===Perrin Marshall (Male, Halfling) First Appearance:  Session One===&lt;br /&gt;
* A solider in the Tragadine Army and friend of Gorgon Greytusk. His light-hearted demeanor can be welcoming in these trying times as he tries to see the positive side of all things. He is a skilled carpenter, a trait passed down from his father, and collector of anything related to Organeman, items or information.  Despite his small stature, he is skilled with a blade and it is said that you don't want to get on his bad side, or you may loose you kneecaps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Bharash is very fond of Perrin, he finds the halfling's cheery nature, martial prowess, and surprising courage endearing and considers the halfling to be an excellent companion. So much so that he frequently allows the halfling to ride on his shoulders as they go about their business.&lt;br /&gt;
&lt;br /&gt;
===The Orc &amp;amp; Ogre Alliance===&lt;br /&gt;
&lt;br /&gt;
====Brug (Male, Orc) Frist Appearance: Session Two==== &lt;br /&gt;
* Leader of the Bloodrock tribe.  Became of the leader of this tribe by outsmarting the former leader in a duel with the former leader.  Usually wears a tattered red cloak and wields a greatspear&lt;br /&gt;
*Bharash holds some resentment towards Brug for his interference in the party's first mission. In particular he would like to kill his worgs and make them into a cloak.&lt;br /&gt;
&lt;br /&gt;
====Ootah (Female, Orc) First Appearance: Session Two====&lt;br /&gt;
* Leader of the Goretusk tribe.  A particularly ugly orc, Ootah became the leader of her tribe after proving with her archery skills, that she alone could feed the entire clan.  A well fed orc is a happy orc.  Never seen without her oversized greatbow.&lt;br /&gt;
&lt;br /&gt;
====Krusk (Male, Orc) First Appearance: Session One====&lt;br /&gt;
* Leader of the Grimaxe tribe.  His ruthless demeanor towards any who would oppose him instilled fear into the rest of his tribe.  This naturally progressed until he became the leader of his tribe.  Considered the number three in charge of the alliance, he usually hunts down those who he deems as a threat to the orcish rule.&lt;br /&gt;
* He is the tallest orc, which means his custom made executioner's axe is made that much more intimidating.&lt;br /&gt;
*Bharash holds a particular hatred of Krusk, seeing him as the cause of the invasion, the destruction of his clan, and the cause of the suffering he sees daily. He would dearly love to best the Orcish leader in single combat, but recognizes that he must gain more skill and power before he can face Krusk axe to axe.&lt;br /&gt;
&lt;br /&gt;
====Scrag (Male, Orc)====&lt;br /&gt;
* Leader of the Torneye tribe.  A Religious fanatic, his ability to convince the rest of his tribe that he preforms the god's will is why he is a leader.  Scrag is the smallest of the orc leaders which is fitting as the Torneye tribe has the least amount of members of the orc tribes.&lt;br /&gt;
&lt;br /&gt;
====Tarak (Male, Orc)====&lt;br /&gt;
* Learder of the Deathgrip tribe.  Tarak is the leader of the Orc/Ogre Alliance.  This was apparently accomplished by Tarak walking up to the ogre tribes and telling them to follow him or be destroyed. His combination of above-average orc intelligence, power and motivation is why he is the current King of Tragadine.  He is proficient with the spiked chain.&lt;br /&gt;
&lt;br /&gt;
====Darth (Male, Ogre)====&lt;br /&gt;
* Leader of the Dire Maul clan.  He is the second-in-command of the alliance.  Clad in black, he is the largest Ogre ever seen.  Also known for his uncharacteristically high intelligence, it is rumored that he is waiting to see how Tarak deals with this occupation and will strike him down from power when the moment is right.  He uses a triple headed flail.&lt;br /&gt;
&lt;br /&gt;
====Winston (Male, Ogre)==== &lt;br /&gt;
* Leader of the War Hulk clan.  At a young age, it is said that this ogre struck down a powerful warrior from the Savage Isles.  From that victory he took his victim's weapon (falchion) and his name (Winston).  Since then , he collects trophy's from any who he slays.&lt;br /&gt;
&lt;br /&gt;
====Orge (Male, Ogre)==== &lt;br /&gt;
* Leader of the Big Bludgeon clan.  Being slightly smarter and faster than his kin, Orge became the leader of his tribe.&lt;br /&gt;
Likes to bludgeon with his greatclub.&lt;br /&gt;
&lt;br /&gt;
====Uuug (Male, Ogre) First Appearance:  Session Three====&lt;br /&gt;
* Leader of the Smah Heads clan.  One half of a pair of ogre twins, he came from some other unknown tribe, smashed heads and became the leader of the tribe, while also renaming it.&lt;br /&gt;
&lt;br /&gt;
====Boog (Male, Ogre) First Appearance:  Session Three====&lt;br /&gt;
* Leader of the Hurtmore clan.  The second hald of the ogre twins, he went to a different tribe than his brother and took it over.  Both he and his brother use one half of a broken double sword which, judging by the size, was probably forged for a giant at first.&lt;br /&gt;
&lt;br /&gt;
==Your Characters and the start of the game==&lt;br /&gt;
&lt;br /&gt;
The game starts in the town of Tragador on Orangeman's Day.  The orcs and ogres have allowed celebration of this day, but usually only as a way to keep some of the commoner's complacent.  Usually around this time, a few extra hands are hired to &amp;quot;join the guard&amp;quot; for a day, which usually just means wearing a uniform and standing around.  For whatever reason, you have decided to do this today.  This is one of the few times your are allowed to be armed in the streets as a &amp;quot;few petty rabble&amp;quot; shouldn't be able to stir up too much trouble.&lt;br /&gt;
&lt;br /&gt;
A couple of rules and guidelines for your characters:&lt;br /&gt;
&lt;br /&gt;
* Play what class/race you want.  Don't worry about &amp;quot;we don't have a defender&amp;quot; sort of mentality as I won't go out of my way to punish you since you don't have a particular class/skill.&lt;br /&gt;
* Look over powers, feats, paragon paths, and epic destinies.  Please come to the table each night knowing what you'll want to take one level in advance.&lt;br /&gt;
* At the end of each session, I'd like to collect an up-to-date hard copy of  your character sheet so I can plan for future encounters.&lt;br /&gt;
* Ret-cons of characters will be available throughout heroic tier. Depending on the type of change and how long you played an old character, we can also write a character out of the party.&lt;br /&gt;
* Please play only if you want to play.  I will not take it personally should you read over some of this information and not be interested.  If you start playing and don't like how it's going and wish to stop playing, please let me know after a session, but hopefully before the next session so I may adjust encounters for next time.  It's not that I don't want to hang out, but if you're not interested in playing, that may tend to lead to distracting activities which may disrupt other who may be interested.&lt;br /&gt;
* I'd like to play with all players present.  Since there are reoccurring characters, and a progressive story (hopefully), then I'd like as many people there as possible.  Having a character &amp;quot;pokeballed&amp;quot; or even worse, killed, when a player is unavailable can be very discouraging.&lt;br /&gt;
* Send me your character's alignment.  His may be done privately or publicly, it doesn't matter to me.  This will help me understand where you want your character to go and so half-way through a session I'm not surprised by an &amp;quot;I eat that defenseless baby&amp;quot; sitiuations.&lt;br /&gt;
* Also, I'd like it if you could send my your preference for how you'd like magic items to be distributed with your character ideas.&lt;br /&gt;
For example: find &amp;quot;random&amp;quot; items, an item wish list, converting magic items to gold and you just buy what you want out of the gold...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think that's it for now.  If you have any other comments or questions, let me know.  I'll be ready to start the first session as soon as I see a your characters.&lt;br /&gt;
&lt;br /&gt;
=Campaign Log=&lt;br /&gt;
==Session One==&lt;br /&gt;
&amp;lt;p&amp;gt;The PCs are recruited as guards temporarily to help with maintaining the peace during Orangeman's Day and assigned together under the command of Gorgon Graytusk.  The celebrations themselves are mostly uneventful, but a group of orcs became surly after being pushed around by some larger ogres, and in turn began picking of some of the city's children.  The PCs, unable to tolerate this, intervened on the children's behalf and dispatched the orcs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the dust settled the PCs had a minor disagreement over what they should do next, with the group split between finishing their shift with the guard or leaving the scene and dissociating themselves as much as possible from the events.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This conflict came to an abrupt halt, however, when a small note with a key attached was spotted in the alley where the fight happened.  It was addressed to the PCs as a whole, and expressed pleasure at finding someone willing to fight the orcs, prompting us to use the attached key in &amp;quot;a home&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the celebrations ended the PCs met again and used they key, opening a portal into a dark area through which they stepped.  On the other side they found a boy who identified himself as Orson Welles, the last surviving member of Tragadine's royal family.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Orson revealed that he has been in contact with Aramil in an effort to begin building a foundation for a resistance against the occupation.  The PCs have been recruited due to their willingness to stand up to orc brutality.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Session Two==&lt;br /&gt;
&lt;br /&gt;
'''He was only a minion!'''&lt;br /&gt;
&lt;br /&gt;
Aramil asked the PCs to go to Touton to pick up a shipment of foodstuffs, to bring back to Tragadine. This would serve as a way for them to investigate a Fey-crossing along the way. They were to cross into the Feywild and look for a magical herb, which could potentially help Aramil develop some potions to aid in the fight against the orcish oppressors.&lt;br /&gt;
&lt;br /&gt;
The trip to the fey-crossing was uneventful. Upon entering the gate, the PCs discovered an elf who told them of the current military goings-on in the Feywild, namely with ravaging goblins having taken over the most direct path to the herbs the party was searching for.&lt;br /&gt;
&lt;br /&gt;
The elf agreed to escort the party through goblin territory. After several pitched battles, and the death of their elven minion, the PCs were forced to exit the Feywild to recover from their wounds. They continued their journey to Touton and were escorted back to Tragadine.&lt;br /&gt;
&lt;br /&gt;
Having failed their mission, the PCs spent the next few weeks in Tragadine, biding their time...&lt;br /&gt;
&lt;br /&gt;
==Session Three==&lt;br /&gt;
&lt;br /&gt;
'''Be very, very quiet...We're hunting for minotaurs!'''&lt;br /&gt;
&lt;br /&gt;
We went to Red Cliff to escort a group of carpenters who were ordered to repair Ug and Bug's mansion (ogre leaders of Red Cliff). Gorgon's halfling friend was part of the group since, in addition to being a competent soldier, he is also a skilled carpenter.&lt;br /&gt;
&lt;br /&gt;
We found that the people of Red Cliff are worse off that those of Tragador. These Orges are particularly brutish and terrible. &lt;br /&gt;
&lt;br /&gt;
Myron the minotaur was being held in a group of larger houses inhabited by Orcs. Recently, someone in Red Cliff had been brazen enough to sneak in there and steal from the Orcs. We did some investigating and found that a poor, scrawny teenager known as 'lucky' Tim is the thief. We befriended him and brought him to the house with Orson in exchange for info on how to sneak into the Orc houses to find Myron.&lt;br /&gt;
&lt;br /&gt;
We snuck in and fought some Orcs as we rescued Myron. He escaped through the portal to Orson and Tim and we made our way back into the main part of the Red Cliff with no pursuit. We found some treasure including Orangeman's first sword, a +2 Bastard Sword.&lt;br /&gt;
&lt;br /&gt;
==Session Four+Five==&lt;br /&gt;
&lt;br /&gt;
Deva -&amp;gt; potential ally -&amp;gt; cave -&amp;gt; undead -&amp;gt; historical book (very old, about a religious figure from The Holy Lands) -&amp;gt; back to Tragador -&amp;gt; getting ready for another trip to Touton. Please feel free to expand up this... :)&lt;br /&gt;
&lt;br /&gt;
==Session Six==&lt;br /&gt;
&lt;br /&gt;
The party has traveled to Touton again to aid in fighting spiders and ettercaps. Brug decided their help was not needed so the party was free to explore their other purpose in Touton. They found Warren and convinced him to meet with Orson. With Zachar's help, the party is now searching for a harp to give to Warren so that he can regain his confidence and perform again. Coincidentally, they are fighting spiders and ettercaps in a ruin near Touton...&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=236</id>
		<title>Welcome to Urph</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=236"/>
				<updated>2011-01-04T14:06:26Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Campaign Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've decided to compile some of the information for my campaign so that you can reference it, should you need it.&lt;br /&gt;
[[File:UrphMap.png|thumb|400px|Map of Urph!]]&lt;br /&gt;
=Characters=&lt;br /&gt;
=====[[Zark Ipzo]]=====&lt;br /&gt;
Githzerai avenger of Erathis&lt;br /&gt;
=====[[Arannis]]=====&lt;br /&gt;
Eladrin Psion&lt;br /&gt;
&lt;br /&gt;
=====[[Gorgon Graytusk]]=====&lt;br /&gt;
Half-orc fighter&lt;br /&gt;
&lt;br /&gt;
=====[[Bharash Redscale]]=====&lt;br /&gt;
Dragonborn Paladin&lt;br /&gt;
&lt;br /&gt;
=====[[Triton Vanmiel]]=====&lt;br /&gt;
Elven Ranger&lt;br /&gt;
=====[[Keyfe Runesight]]=====&lt;br /&gt;
Xjph's character, a Dwarven runepriest.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==The Holy Lands==&lt;br /&gt;
*Rules by a single Pope, and the 11 Templars &lt;br /&gt;
*Have a strong military along with 11 dreadnought class airships, each assigned to a Templar &lt;br /&gt;
*Ten years ago (1500) Durran (Half-Elf), the Pope at the time, died a seemingly natural death &lt;br /&gt;
*Bishop Samuel (Deva) was appointed as the new Pope.  Two weeks later is declared a crusade against the giants.&lt;br /&gt;
*All former contact with their long-time allies, Tragadine, was severed&lt;br /&gt;
&lt;br /&gt;
==Tragadine==&lt;br /&gt;
*An archipelago consisting of 5 islands, each having one major citiy.&lt;br /&gt;
*These islands are connected by large bridges.&lt;br /&gt;
*Ruled by a king, Francis the Third (Human)&lt;br /&gt;
*5 years after Samuel declared his crusade (1505), the cities of Tragadine were overtaken and the royal family slain by an alliance of orc and ogre tribes.  The cause of this is said to be because the general of the Tragadine army, Armil (Eladrin), took most of his forces on training exercises, leaving the cities defenseless.&lt;br /&gt;
*Entry or exit from the cities is limited and communication between them is prohibited.&lt;br /&gt;
*Tragador - the capital city and largest island located in the center of the archipelago.  The king resides here.&lt;br /&gt;
*Windvale - port town of Tragadine, this is where the airships from the Holy Lands used to dock when they arrived -Touten - a quaint rural, farming town which was known for it's hospitality.  A great place to visit for those wanting a break from the large city life.&lt;br /&gt;
*Redcliff - a mining town known for uncovering a few ruins of old cities &lt;br /&gt;
*Verhan - the oldest city of Tragadine and having a large population for a city of its size&lt;br /&gt;
&lt;br /&gt;
==The Giant Lands==&lt;br /&gt;
*Not visited since it is populated by giants, which are considered evil&lt;br /&gt;
&lt;br /&gt;
==The Dragon Lands==&lt;br /&gt;
*Land located North of Tragadine and Northeast of the Holy Lands.&lt;br /&gt;
*None that have ventured there have ever returned&lt;br /&gt;
&lt;br /&gt;
==The Savage Isles==&lt;br /&gt;
*Two islands found between Tragadine and the Dragon Lands &lt;br /&gt;
*Said to be host to powerful, primal, and savage tribes of varying races&lt;br /&gt;
&lt;br /&gt;
==Pirate's Den==&lt;br /&gt;
*A few islands placed south of the Holy Lands &lt;br /&gt;
*When the Holy Lands used to make trip to Tragadine, it was said that they were somtime attacked by pirates possessing small airships fitted for plundering&lt;br /&gt;
&lt;br /&gt;
==Isle of Lost Souls==&lt;br /&gt;
*Islands said to be overflowing in necrotic energies &lt;br /&gt;
*Was formally a focus of investigation by the Holy Lands under the rule of Pope Durran&lt;br /&gt;
&lt;br /&gt;
==Heartfell==&lt;br /&gt;
*A single, simple town landing southwest of the Isle of Lost Souls &lt;br /&gt;
*Technology and lifestyle fall somewhere in between those of Tragadine and the Savage Isles; not barabarians but not living in a world with airships &lt;br /&gt;
*Is said to be plagued with terrbile night hags.  Some say they even rule over this town&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;I have a map available for you to look at as we start, so don't worry about where the islands are relative to each other, you'll see it as we start.&lt;br /&gt;
The game starts 5 years after the occupation of Tragadine (1510), on Orangeman's Day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters of Notice as of 1510==&lt;br /&gt;
&lt;br /&gt;
===The Holy Lands===&lt;br /&gt;
&lt;br /&gt;
====Pope Samuel (Male, Deva)====&lt;br /&gt;
* The leader of the Holy Lands, the youngest pope in history (32)&lt;br /&gt;
&lt;br /&gt;
====Balasar of the Platinum Dragon (Male, Dragonborn)====&lt;br /&gt;
* Templar of Bahamut.  Known for his strong sense of justice and as a rare winged Dragonborn.  Takes after silver dragons &lt;br /&gt;
&lt;br /&gt;
====Gromel of the Goldion Hammer (Male, Dwarf)====&lt;br /&gt;
* Templar of Mordin.  This old dwarf is a living legend and a true hero.  Has a town named after him in the Holy Lands &lt;br /&gt;
&lt;br /&gt;
====Sarah of the Radiant Sun (Female, Human)====&lt;br /&gt;
* Templar of Pelor.  A fairly new edition to the templars.&lt;br /&gt;
&lt;br /&gt;
====Lucan of the Endless Tome (Male, Eladrin)====&lt;br /&gt;
* Templar of Corellion.  A master of magic, he and Gromel are the most senior members of the Templars and have become good friends &lt;br /&gt;
&lt;br /&gt;
====Wella of the Silent Night (Female, Halfling)====&lt;br /&gt;
* Templar of Sehanine. Known for not having much known about her.&lt;br /&gt;
&lt;br /&gt;
====Vimak of the Thunderous Spirit (Male, Goliath)====&lt;br /&gt;
* Templar of Kord.  A young Templar and a person of action, he  and Maxwell are aspiring to become great heroes like Gromel.&lt;br /&gt;
&lt;br /&gt;
====Maxwell of the Free Heart (Male, Human)====&lt;br /&gt;
* Templar of Avandra.  A youthful lad looking to prove he's capable of great deeds.  Easygoing and liked by many common-folk.&lt;br /&gt;
&lt;br /&gt;
====Atka of the Ancient Prophets (Female, Tiefling)====&lt;br /&gt;
* Templar of Ioun. Keeps to herself, watching for signs of prophecy.  Holds knowledge of the obscure.&lt;br /&gt;
&lt;br /&gt;
====Aurora of the Forgotten Winter (Female, Shifter)====&lt;br /&gt;
* Templar of the Raven Queen.  Master of death and magic, is considered the most frightening and unapproachable templar.&lt;br /&gt;
&lt;br /&gt;
====Calder of the Silvered Shield (Male, Half-Elf)====&lt;br /&gt;
* Templar of Erathis. Strategist of the Templars and brother of former Pope Durran.  Known for his strong sense of fellowship.&lt;br /&gt;
&lt;br /&gt;
====Erdan of the Serene Wilderness (Male, Elf)====&lt;br /&gt;
* Templar of Melora.  Known for not usually being around much as he's often sent to the Feywild.&lt;br /&gt;
&lt;br /&gt;
====Durran====&lt;br /&gt;
* Former Half-Elf Pope of the Holy Lands, deceased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tragadine===&lt;br /&gt;
&lt;br /&gt;
====Aramil (Male, Eladrin) First Appearance: Session One====&lt;br /&gt;
* General of the Tragadine army.  Most known as the cause of the current occupation of Tragadine by foolishly emptying the cities for a training exercise.  Currently works with the orcs as a sort of figurehead to fool the commoners into thinking that the people still hold some power over their cities.  He currently resides in Tragador.&lt;br /&gt;
&lt;br /&gt;
====Warryn Waltz (Male, Gnome)====&lt;br /&gt;
* Pre-occupation, he was considered the greatest entertainer Tragadine has ever seen.  He would usually tour the five cities, playing is popular ballads to the delight of noble and commoner alike.  His last stop as 5 years ago was in Touten, but hasn't been heard from since.&lt;br /&gt;
&lt;br /&gt;
====Orangeman====&lt;br /&gt;
* A human knight and great hero from Tragadine.  Exactly what he did and why he's a hero is unknown.  There has been a national holiday, Orangeman's Day, for as long as anyone can remember.&lt;br /&gt;
&lt;br /&gt;
====Myron (Male, Minotaur) First Appearance: Session Three====&lt;br /&gt;
* An accomplished alchemist, he kind a kind soul whose loves to experiment with new ingredients and discover new formulas.  He also dabbles in creating magic items.  If asked why he loves alchemy so much, he'd respond with &amp;quot;I like the smell of magic dust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Zachar (Male, Deva) First Appearance: Session Four====&lt;br /&gt;
* A stoic scholar, Zachar is a friend of Orison and holds rare and obscure knowledge.  It is rumored this knowledge comes from being able to see glimpses of his previous lives.  It is said that he is &amp;quot;good with a blade&amp;quot;, although very few people have ever seen him draw a weapon and may be a misconception about his overall character as not too many people know this deva very well.&lt;br /&gt;
&lt;br /&gt;
===Perrin Marshall (Male, Halfling) First Appearance:  Session One===&lt;br /&gt;
* A solider in the Tragadine Army and friend of Gorgon Greytusk. His light-hearted demeanor can be welcoming in these trying times as he tries to see the positive side of all things. He is a skilled carpenter, a trait passed down from his father, and collector of anything related to Organeman, items or information.  Despite his small stature, he is skilled with a blade and it is said that you don't want to get on his bad side, or you may loose you kneecaps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Bharash is very fond of Perrin, he finds the halfling's cheery nature, martial prowess, and surprising courage endearing and considers the halfling to be an excellent companion. So much so that he frequently allows the halfling to ride on his shoulders as they go about their business.&lt;br /&gt;
&lt;br /&gt;
===The Orc &amp;amp; Ogre Alliance===&lt;br /&gt;
&lt;br /&gt;
====Brug (Male, Orc) Frist Appearance: Session Two==== &lt;br /&gt;
* Leader of the Bloodrock tribe.  Became of the leader of this tribe by outsmarting the former leader in a duel with the former leader.  Usually wears a tattered red cloak and wields a greatspear&lt;br /&gt;
*Bharash holds some resentment towards Brug for his interference in the party's first mission. In particular he would like to kill his worgs and make them into a cloak.&lt;br /&gt;
&lt;br /&gt;
====Ootah (Female, Orc) First Appearance: Session Two====&lt;br /&gt;
* Leader of the Goretusk tribe.  A particularly ugly orc, Ootah became the leader of her tribe after proving with her archery skills, that she alone could feed the entire clan.  A well fed orc is a happy orc.  Never seen without her oversized greatbow.&lt;br /&gt;
&lt;br /&gt;
====Krusk (Male, Orc) First Appearance: Session One====&lt;br /&gt;
* Leader of the Grimaxe tribe.  His ruthless demeanor towards any who would oppose him instilled fear into the rest of his tribe.  This naturally progressed until he became the leader of his tribe.  Considered the number three in charge of the alliance, he usually hunts down those who he deems as a threat to the orcish rule.&lt;br /&gt;
* He is the tallest orc, which means his custom made executioner's axe is made that much more intimidating.&lt;br /&gt;
*Bharash holds a particular hatred of Krusk, seeing him as the cause of the invasion, the destruction of his clan, and the cause of the suffering he sees daily. He would dearly love to best the Orcish leader in single combat, but recognizes that he must gain more skill and power before he can face Krusk axe to axe.&lt;br /&gt;
&lt;br /&gt;
====Scrag (Male, Orc)====&lt;br /&gt;
* Leader of the Torneye tribe.  A Religious fanatic, his ability to convince the rest of his tribe that he preforms the god's will is why he is a leader.  Scrag is the smallest of the orc leaders which is fitting as the Torneye tribe has the least amount of members of the orc tribes.&lt;br /&gt;
&lt;br /&gt;
====Tarak (Male, Orc)====&lt;br /&gt;
* Learder of the Deathgrip tribe.  Tarak is the leader of the Orc/Ogre Alliance.  This was apparently accomplished by Tarak walking up to the ogre tribes and telling them to follow him or be destroyed. His combination of above-average orc intelligence, power and motivation is why he is the current King of Tragadine.  He is proficient with the spiked chain.&lt;br /&gt;
&lt;br /&gt;
====Darth (Male, Ogre)====&lt;br /&gt;
* Leader of the Dire Maul clan.  He is the second-in-command of the alliance.  Clad in black, he is the largest Ogre ever seen.  Also known for his uncharacteristically high intelligence, it is rumored that he is waiting to see how Tarak deals with this occupation and will strike him down from power when the moment is right.  He uses a triple headed flail.&lt;br /&gt;
&lt;br /&gt;
====Winston (Male, Ogre)==== &lt;br /&gt;
* Leader of the War Hulk clan.  At a young age, it is said that this ogre struck down a powerful warrior from the Savage Isles.  From that victory he took his victim's weapon (falchion) and his name (Winston).  Since then , he collects trophy's from any who he slays.&lt;br /&gt;
&lt;br /&gt;
====Orge (Male, Ogre)==== &lt;br /&gt;
* Leader of the Big Bludgeon clan.  Being slightly smarter and faster than his kin, Orge became the leader of his tribe.&lt;br /&gt;
Likes to bludgeon with his greatclub.&lt;br /&gt;
&lt;br /&gt;
====Uuug (Male, Ogre) First Appearance:  Session Three====&lt;br /&gt;
* Leader of the Smah Heads clan.  One half of a pair of ogre twins, he came from some other unknown tribe, smashed heads and became the leader of the tribe, while also renaming it.&lt;br /&gt;
&lt;br /&gt;
====Boog (Male, Ogre) First Appearance:  Session Three====&lt;br /&gt;
* Leader of the Hurtmore clan.  The second hald of the ogre twins, he went to a different tribe than his brother and took it over.  Both he and his brother use one half of a broken double sword which, judging by the size, was probably forged for a giant at first.&lt;br /&gt;
&lt;br /&gt;
==Your Characters and the start of the game==&lt;br /&gt;
&lt;br /&gt;
The game starts in the town of Tragador on Orangeman's Day.  The orcs and ogres have allowed celebration of this day, but usually only as a way to keep some of the commoner's complacent.  Usually around this time, a few extra hands are hired to &amp;quot;join the guard&amp;quot; for a day, which usually just means wearing a uniform and standing around.  For whatever reason, you have decided to do this today.  This is one of the few times your are allowed to be armed in the streets as a &amp;quot;few petty rabble&amp;quot; shouldn't be able to stir up too much trouble.&lt;br /&gt;
&lt;br /&gt;
A couple of rules and guidelines for your characters:&lt;br /&gt;
&lt;br /&gt;
* Play what class/race you want.  Don't worry about &amp;quot;we don't have a defender&amp;quot; sort of mentality as I won't go out of my way to punish you since you don't have a particular class/skill.&lt;br /&gt;
* Look over powers, feats, paragon paths, and epic destinies.  Please come to the table each night knowing what you'll want to take one level in advance.&lt;br /&gt;
* At the end of each session, I'd like to collect an up-to-date hard copy of  your character sheet so I can plan for future encounters.&lt;br /&gt;
* Ret-cons of characters will be available throughout heroic tier. Depending on the type of change and how long you played an old character, we can also write a character out of the party.&lt;br /&gt;
* Please play only if you want to play.  I will not take it personally should you read over some of this information and not be interested.  If you start playing and don't like how it's going and wish to stop playing, please let me know after a session, but hopefully before the next session so I may adjust encounters for next time.  It's not that I don't want to hang out, but if you're not interested in playing, that may tend to lead to distracting activities which may disrupt other who may be interested.&lt;br /&gt;
* I'd like to play with all players present.  Since there are reoccurring characters, and a progressive story (hopefully), then I'd like as many people there as possible.  Having a character &amp;quot;pokeballed&amp;quot; or even worse, killed, when a player is unavailable can be very discouraging.&lt;br /&gt;
* Send me your character's alignment.  His may be done privately or publicly, it doesn't matter to me.  This will help me understand where you want your character to go and so half-way through a session I'm not surprised by an &amp;quot;I eat that defenseless baby&amp;quot; sitiuations.&lt;br /&gt;
* Also, I'd like it if you could send my your preference for how you'd like magic items to be distributed with your character ideas.&lt;br /&gt;
For example: find &amp;quot;random&amp;quot; items, an item wish list, converting magic items to gold and you just buy what you want out of the gold...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think that's it for now.  If you have any other comments or questions, let me know.  I'll be ready to start the first session as soon as I see a your characters.&lt;br /&gt;
&lt;br /&gt;
=Campaign Log=&lt;br /&gt;
==Session One==&lt;br /&gt;
&amp;lt;p&amp;gt;The PCs are recruited as guards temporarily to help with maintaining the peace during Orangeman's Day and assigned together under the command of Gorgon Graytusk.  The celebrations themselves are mostly uneventful, but a group of orcs became surly after being pushed around by some larger ogres, and in turn began picking of some of the city's children.  The PCs, unable to tolerate this, intervened on the children's behalf and dispatched the orcs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the dust settled the PCs had a minor disagreement over what they should do next, with the group split between finishing their shift with the guard or leaving the scene and dissociating themselves as much as possible from the events.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This conflict came to an abrupt halt, however, when a small note with a key attached was spotted in the alley where the fight happened.  It was addressed to the PCs as a whole, and expressed pleasure at finding someone willing to fight the orcs, prompting us to use the attached key in &amp;quot;a home&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the celebrations ended the PCs met again and used they key, opening a portal into a dark area through which they stepped.  On the other side they found a boy who identified himself as Orson Welles, the last surviving member of Tragadine's royal family.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Orson revealed that he has been in contact with Aramil in an effort to begin building a foundation for a resistance against the occupation.  The PCs have been recruited due to their willingness to stand up to orc brutality.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Session Two==&lt;br /&gt;
&lt;br /&gt;
'''He was only a minion!'''&lt;br /&gt;
&lt;br /&gt;
Aramil asked the PCs to go to Touton to pick up a shipment of foodstuffs, to bring back to Tragadine. This would serve as a way for them to investigate a Fey-crossing along the way. They were to cross into the Feywild and look for a magical herb, which could potentially help Aramil develop some potions to aid in the fight against the orcish oppressors.&lt;br /&gt;
&lt;br /&gt;
The trip to the fey-crossing was uneventful. Upon entering the gate, the PCs discovered an elf who told them of the current military goings-on in the Feywild, namely with ravaging goblins having taken over the most direct path to the herbs the party was searching for.&lt;br /&gt;
&lt;br /&gt;
The elf agreed to escort the party through goblin territory. After several pitched battles, and the death of their elven minion, the PCs were forced to exit the Feywild to recover from their wounds. They continued their journey to Touton and were escorted back to Tragadine.&lt;br /&gt;
&lt;br /&gt;
Having failed their mission, the PCs spent the next few weeks in Tragadine, biding their time...&lt;br /&gt;
&lt;br /&gt;
==Session Three==&lt;br /&gt;
&lt;br /&gt;
'''Be very, very quiet...We're hunting for minotaurs!'''&lt;br /&gt;
&lt;br /&gt;
We went to Red Cliff to escort a group of carpenters who were ordered to repair Ug and Bug's mansion (ogre leaders of Red Cliff). Gorgon's halfling friend was part of the group since, in addition to being a competent soldier, he is also a skilled carpenter.&lt;br /&gt;
&lt;br /&gt;
We found that the people of Red Cliff are worse off that those of Tragador. These Orges are particularly brutish and terrible. &lt;br /&gt;
&lt;br /&gt;
Myron the minotaur was being held in a group of larger houses inhabited by Orcs. Recently, someone in Red Cliff had been brazen enough to sneak in there and steal from the Orcs. We did some investigating and found that a poor, scrawny teenager known as 'lucky' Tim is the thief. We befriended him and brought him to the house with Orson in exchange for info on how to sneak into the Orc houses to find Myron.&lt;br /&gt;
&lt;br /&gt;
We snuck in and fought some Orcs as we rescued Myron. He escaped through the portal to Orson and Tim and we made our way back into the main part of the Red Cliff with no pursuit. We found some treasure including Orangeman's first sword, a +2 Bastard Sword.&lt;br /&gt;
&lt;br /&gt;
==Session Four+Five==&lt;br /&gt;
&lt;br /&gt;
Deva -&amp;gt; potential ally -&amp;gt; cave -&amp;gt; undead -&amp;gt; historical book (very old, about a religious figure from The Holy Lands) -&amp;gt; back to Tragador -&amp;gt; getting ready for another trip to Touton. Please feel free to expand up this... :)&lt;br /&gt;
&lt;br /&gt;
==Session Six==&lt;br /&gt;
&lt;br /&gt;
The party has traveled to Touton again to aid in fighting spiders and ettercaps. Brug decided their help was not needed so the party was free to explore their other purpose in Touton. They found Warren and convinced him to meet with Orson. With Zachar's help, the party is now searching for a harp to give to Warren so that he can regain his confidence and perform again. Coincidentally, they are fighting spiders and ettercaps in a ruin near Touton...&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

	<entry>
		<id>https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=225</id>
		<title>Welcome to Urph</title>
		<link rel="alternate" type="text/html" href="https://www.rp-wiki.kitten-positions.net/index.php?title=Welcome_to_Urph&amp;diff=225"/>
				<updated>2010-12-16T18:21:35Z</updated>
		
		<summary type="html">&lt;p&gt;142.163.208.202: /* Campaign Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've decided to compile some of the information for my campaign so that you can reference it, should you need it.&lt;br /&gt;
[[File:UrphMap.png|thumb|400px|Map of Urph!]]&lt;br /&gt;
=Characters=&lt;br /&gt;
=====[[Zark Ipzo]]=====&lt;br /&gt;
Githzerai avenger of Erathis&lt;br /&gt;
=====[[Arannis]]=====&lt;br /&gt;
Eladrin Psion&lt;br /&gt;
&lt;br /&gt;
=====[[Gorgon Graytusk]]=====&lt;br /&gt;
Half-orc fighter&lt;br /&gt;
&lt;br /&gt;
=====[[Bharash Redscale]]=====&lt;br /&gt;
Dragonborn Paladin&lt;br /&gt;
&lt;br /&gt;
=====[[Triton Vanmiel]]=====&lt;br /&gt;
Elven Ranger&lt;br /&gt;
=====[[Keyfe Runesight]]=====&lt;br /&gt;
Xjph's character, a Dwarven runepriest.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==The Holy Lands==&lt;br /&gt;
*Rules by a single Pope, and the 11 Templars &lt;br /&gt;
*Have a strong military along with 11 dreadnought class airships, each assigned to a Templar &lt;br /&gt;
*Ten years ago (1500) Durran (Half-Elf), the Pope at the time, died a seemingly natural death &lt;br /&gt;
*Bishop Samuel (Deva) was appointed as the new Pope.  Two weeks later is declared a crusade against the giants.&lt;br /&gt;
*All former contact with their long-time allies, Tragadine, was severed&lt;br /&gt;
&lt;br /&gt;
==Tragadine==&lt;br /&gt;
*An archipelago consisting of 5 islands, each having one major citiy.&lt;br /&gt;
*These islands are connected by large bridges.&lt;br /&gt;
*Ruled by a king, Francis the Third (Human)&lt;br /&gt;
*5 years after Samuel declared his crusade (1505), the cities of Tragadine were overtaken and the royal family slain by an alliance of orc and ogre tribes.  The cause of this is said to be because the general of the Tragadine army, Armil (Eladrin), took most of his forces on training exercises, leaving the cities defenseless.&lt;br /&gt;
*Entry or exit from the cities is limited and communication between them is prohibited.&lt;br /&gt;
*Tragador - the capital city and largest island located in the center of the archipelago.  The king resides here.&lt;br /&gt;
*Windvale - port town of Tragadine, this is where the airships from the Holy Lands used to dock when they arrived -Touten - a quaint rural, farming town which was known for it's hospitality.  A great place to visit for those wanting a break from the large city life.&lt;br /&gt;
*Redcliff - a mining town known for uncovering a few ruins of old cities &lt;br /&gt;
*Verhan - the oldest city of Tragadine and having a large population for a city of its size&lt;br /&gt;
&lt;br /&gt;
==The Giant Lands==&lt;br /&gt;
*Not visited since it is populated by giants, which are considered evil&lt;br /&gt;
&lt;br /&gt;
==The Dragon Lands==&lt;br /&gt;
*Land located North of Tragadine and Northeast of the Holy Lands.&lt;br /&gt;
*None that have ventured there have ever returned&lt;br /&gt;
&lt;br /&gt;
==The Savage Isles==&lt;br /&gt;
*Two islands found between Tragadine and the Dragon Lands &lt;br /&gt;
*Said to be host to powerful, primal, and savage tribes of varying races&lt;br /&gt;
&lt;br /&gt;
==Pirate's Den==&lt;br /&gt;
*A few islands placed south of the Holy Lands &lt;br /&gt;
*When the Holy Lands used to make trip to Tragadine, it was said that they were somtime attacked by pirates possessing small airships fitted for plundering&lt;br /&gt;
&lt;br /&gt;
==Isle of Lost Souls==&lt;br /&gt;
*Islands said to be overflowing in necrotic energies &lt;br /&gt;
*Was formally a focus of investigation by the Holy Lands under the rule of Pope Durran&lt;br /&gt;
&lt;br /&gt;
==Heartfell==&lt;br /&gt;
*A single, simple town landing southwest of the Isle of Lost Souls &lt;br /&gt;
*Technology and lifestyle fall somewhere in between those of Tragadine and the Savage Isles; not barabarians but not living in a world with airships &lt;br /&gt;
*Is said to be plagued with terrbile night hags.  Some say they even rule over this town&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;I have a map available for you to look at as we start, so don't worry about where the islands are relative to each other, you'll see it as we start.&lt;br /&gt;
The game starts 5 years after the occupation of Tragadine (1510), on Orangeman's Day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters of Notice as of 1510==&lt;br /&gt;
&lt;br /&gt;
===The Holy Lands===&lt;br /&gt;
&lt;br /&gt;
====Pope Samuel (Male, Deva)====&lt;br /&gt;
* The leader of the Holy Lands, the youngest pope in history (32)&lt;br /&gt;
&lt;br /&gt;
====Balasar of the Platinum Dragon (Male, Dragonborn)====&lt;br /&gt;
* Templar of Bahamut.  Known for his strong sense of justice and as a rare winged Dragonborn.  Takes after silver dragons &lt;br /&gt;
&lt;br /&gt;
====Gromel of the Goldion Hammer (Male, Dwarf)====&lt;br /&gt;
* Templar of Mordin.  This old dwarf is a living legend and a true hero.  Has a town named after him in the Holy Lands &lt;br /&gt;
&lt;br /&gt;
====Sarah of the Radiant Sun (Female, Human)====&lt;br /&gt;
* Templar of Pelor.  A fairly new edition to the templars.&lt;br /&gt;
&lt;br /&gt;
====Lucan of the Endless Tome (Male, Eladrin)====&lt;br /&gt;
* Templar of Corellion.  A master of magic, he and Gromel are the most senior members of the Templars and have become good friends &lt;br /&gt;
&lt;br /&gt;
====Wella of the Silent Night (Female, Halfling)====&lt;br /&gt;
* Templar of Sehanine. Known for not having much known about her.&lt;br /&gt;
&lt;br /&gt;
====Vimak of the Thunderous Spirit (Male, Goliath)====&lt;br /&gt;
* Templar of Kord.  A young Templar and a person of action, he  and Maxwell are aspiring to become great heroes like Gromel.&lt;br /&gt;
&lt;br /&gt;
====Maxwell of the Free Heart (Male, Human)====&lt;br /&gt;
* Templar of Avandra.  A youthful lad looking to prove he's capable of great deeds.  Easygoing and liked by many common-folk.&lt;br /&gt;
&lt;br /&gt;
====Atka of the Ancient Prophets (Female, Tiefling)====&lt;br /&gt;
* Templar of Ioun. Keeps to herself, watching for signs of prophecy.  Holds knowledge of the obscure.&lt;br /&gt;
&lt;br /&gt;
====Aurora of the Forgetten Winter (Female, Shifter)====&lt;br /&gt;
* Templar of the Raven Queen.  Master of death and magic, is considered the most frightening and unapproachable templar.&lt;br /&gt;
&lt;br /&gt;
====Calder of the Silvered Shield (Male, Half-Elf)====&lt;br /&gt;
* Templar of Erathis. Strategist of the Templars and brother of former Pope Durran.  Known for his strong sense of fellowship.&lt;br /&gt;
&lt;br /&gt;
====Erdan of the Serene Wilderness (Male, Elf)====&lt;br /&gt;
* Templar of Melora.  Known for not usually being around much as he's often sent to the Feywild.&lt;br /&gt;
&lt;br /&gt;
====Durran====&lt;br /&gt;
* Former Half-Elf Pope of the Holy Lands, deceased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tragadine===&lt;br /&gt;
&lt;br /&gt;
====Aramil (Male, Eladrin)====&lt;br /&gt;
* General of the Tragadine army.  Most known as the cause of the current occupation of Tragadine by foolishly emptying the cities for a training exercise.  Currently works with the orcs as a sort of figurehead to fool the commoners into thinking that the people still hold some power over their cities.  He currently resides in Tragador.&lt;br /&gt;
&lt;br /&gt;
====Warryn Waltz (Male, Gnome)====&lt;br /&gt;
* Pre-occupation, he was considered the greatest entertainer Tragadine has ever seen.  He would usually tour the five cities, playing is popular ballads to the delight of noble and commoner alike.  His last stop as 5 years ago was in Touten, but hasn't been heard from since.&lt;br /&gt;
&lt;br /&gt;
====Orangeman====&lt;br /&gt;
* A human knight and great hero from Tragadine.  Exactly what he did and why he's a hero is unknown.  There has been a national holiday, Orangeman's Day, for as long as anyone can remember.&lt;br /&gt;
&lt;br /&gt;
===Perrin Marshall (Male, Halfling)===&lt;br /&gt;
* A solider in the Tragadine Army and friend of Gorgon Greytusk. His light-hearted demeanor can be welcoming in these trying times as he tries to see the positive side of all things. He is a skilled carpenter, a trait passed down from his father, and collector of anything related to Organeman, items or information.  Despite his small stature, he is skilled with a blade and it is said that you don't want to get on his bad side, or you may loose you kneecaps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Bharash is very fond of Perrin, he finds the halfling's cheery nature, martial prowess, and surprising courage endearing and considers the halfling to be an excellent companion. So much so that he frequently allows the halfling to ride on his shoulders as they go about their business.&lt;br /&gt;
&lt;br /&gt;
===The Orc &amp;amp; Ogre Alliance===&lt;br /&gt;
&lt;br /&gt;
====Brug (Male, Orc)==== &lt;br /&gt;
* Leader of the Bloodrock tribe.  Became of the leader of this tribe by outsmarting the former leader in a duel with the former leader.  Usually wears a tattered red cloak and wields a greatspear&lt;br /&gt;
*Bharash holds some resentment towards Brug for his interference in the party's first mission. In particular he would like to kill his worgs and make them into a cloak.&lt;br /&gt;
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====Ootah (Female, Orc)====&lt;br /&gt;
* Leader of the Goretusk tribe.  A particularly ugly orc, Ootah became the leader of her tribe after proving with her archery skills, that she alone could feed the entire clan.  A well fed orc is a happy orc.  Never seen without her oversized greatbow.&lt;br /&gt;
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====Krusk (Male, Orc)====&lt;br /&gt;
* Leader of the Grimaxe tribe.  His ruthless demeanor towards any who would oppose him instilled fear into the rest of his tribe.  This naturally progressed until he became the leader of his tribe.  Considered the number three in charge of the alliance, he usually hunts down those who he deems as a threat to the orcish rule.&lt;br /&gt;
* He is the tallest orc, which means his custom made executioner's axe is made that much more intimidating.&lt;br /&gt;
*Bharash holds a particular hatred of Krusk, seeing him as the cause of the invasion, the destruction of his clan, and the cause of the suffering he sees daily. He would dearly love to best the Orcish leader in single combat, but recognizes that he must gain more skill and power before he can face Krusk axe to axe.&lt;br /&gt;
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====Scrag (Male, Orc)====&lt;br /&gt;
* Leader of the Torneye tribe.  A Religious fanatic, his ability to convince the rest of his tribe that he preforms the god's will is why he is a leader.  Scrag is the smallest of the orc leaders which is fitting as the Torneye tribe has the least amount of members of the orc tribes.&lt;br /&gt;
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====Tarak (Male, Orc)====&lt;br /&gt;
* Learder of the Deathgrip tribe.  Tarak is the leader of the Orc/Ogre Alliance.  This was apparently accomplished by Tarak walking up to the ogre tribes and telling them to follow him or be destroyed. His combination of above-average orc intelligence, power and motivation is why he is the current King of Tragadine.  He is proficient with the spiked chain.&lt;br /&gt;
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====Darth (Male, Ogre)====&lt;br /&gt;
* Leader of the Dire Maul clan.  He is the second-in-command of the alliance.  Clad in black, he is the largest Ogre ever seen.  Also known for his uncharacteristically high intelligence, it is rumored that he is waiting to see how Tarak deals with this occupation and will strike him down from power when the moment is right.  He uses a triple headed flail.&lt;br /&gt;
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====Winston (Male, Ogre)==== &lt;br /&gt;
* Leader of the War Hulk clan.  At a young age, it is said that this ogre struck down a powerful warrior from the Savage Isles.  From that victory he took his victim's weapon (falchion) and his name (Winston).  Since then , he collects trophy's from any who he slays.&lt;br /&gt;
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====Orge (Male, Ogre)==== &lt;br /&gt;
* Leader of the Big Bludgeon clan.  Being slightly smarter and faster than his kin, Orge became the leader of his tribe.&lt;br /&gt;
Likes to bludgeon with his greatclub.&lt;br /&gt;
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====Uuug (Male, Ogre)====&lt;br /&gt;
* Leader of the Smah Heads clan.  One half of a pair of ogre twins, he came from some other unknown tribe, smashed heads and became the leader of the tribe, while also renaming it.&lt;br /&gt;
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====Boog (Male, Ogre)====&lt;br /&gt;
* Leader of the Hurtmore clan.  The second hald of the ogre twins, he went to a different tribe than his brother and took it over.  Both he and his brother use one half of a broken double sword which, judging by the size, was probably forged for a giant at first.&lt;br /&gt;
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==Your Characters and the start of the game==&lt;br /&gt;
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The game starts in the town of Tragador on Orangeman's Day.  The orcs and ogres have allowed celebration of this day, but usually only as a way to keep some of the commoner's complacent.  Usually around this time, a few extra hands are hired to &amp;quot;join the guard&amp;quot; for a day, which usually just means wearing a uniform and standing around.  For whatever reason, you have decided to do this today.  This is one of the few times your are allowed to be armed in the streets as a &amp;quot;few petty rabble&amp;quot; shouldn't be able to stir up too much trouble.&lt;br /&gt;
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A couple of rules and guidelines for your characters:&lt;br /&gt;
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* Play what class/race you want.  Don't worry about &amp;quot;we don't have a defender&amp;quot; sort of mentality as I won't go out of my way to punish you since you don't have a particular class/skill.&lt;br /&gt;
* Look over powers, feats, paragon paths, and epic destinies.  Please come to the table each night knowing what you'll want to take one level in advance.&lt;br /&gt;
* At the end of each session, I'd like to collect an up-to-date hard copy of  your character sheet so I can plan for future encounters.&lt;br /&gt;
* Ret-cons of characters will be available throughout heroic tier. Depending on the type of change and how long you played an old character, we can also write a character out of the party.&lt;br /&gt;
* Please play only if you want to play.  I will not take it personally should you read over some of this information and not be interested.  If you start playing and don't like how it's going and wish to stop playing, please let me know after a session, but hopefully before the next session so I may adjust encounters for next time.  It's not that I don't want to hang out, but if you're not interested in playing, that may tend to lead to distracting activities which may disrupt other who may be interested.&lt;br /&gt;
* I'd like to play with all players present.  Since there are reoccurring characters, and a progressive story (hopefully), then I'd like as many people there as possible.  Having a character &amp;quot;pokeballed&amp;quot; or even worse, killed, when a player is unavailable can be very discouraging.&lt;br /&gt;
* Send me your character's alignment.  His may be done privately or publicly, it doesn't matter to me.  This will help me understand where you want your character to go and so half-way through a session I'm not surprised by an &amp;quot;I eat that defenseless baby&amp;quot; sitiuations.&lt;br /&gt;
* Also, I'd like it if you could send my your preference for how you'd like magic items to be distributed with your character ideas.&lt;br /&gt;
For example: find &amp;quot;random&amp;quot; items, an item wish list, converting magic items to gold and you just buy what you want out of the gold...&lt;br /&gt;
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I think that's it for now.  If you have any other comments or questions, let me know.  I'll be ready to start the first session as soon as I see a your characters.&lt;br /&gt;
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=Campaign Log=&lt;br /&gt;
==Session One==&lt;br /&gt;
&amp;lt;p&amp;gt;The PCs are recruited as guards temporarily to help with maintaining the peace during Orangeman's Day and assigned together under the command of Gorgon Graytusk.  The celebrations themselves are mostly uneventful, but a group of orcs became surly after being pushed around by some larger ogres, and in turn began picking of some of the city's children.  The PCs, unable to tolerate this, intervened on the children's behalf and dispatched the orcs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the dust settled the PCs had a minor disagreement over what they should do next, with the group split between finishing their shift with the guard or leaving the scene and dissociating themselves as much as possible from the events.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This conflict came to an abrupt halt, however, when a small note with a key attached was spotted in the alley where the fight happened.  It was addressed to the PCs as a whole, and expressed pleasure at finding someone willing to fight the orcs, prompting us to use the attached key in &amp;quot;a home&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the celebrations ended the PCs met again and used they key, opening a portal into a dark area through which they stepped.  On the other side they found a boy who identified himself as Orson Welles, the last surviving member of Tragadine's royal family.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Orson revealed that he has been in contact with Aramil in an effort to begin building a foundation for a resistance against the occupation.  The PCs have been recruited due to their willingness to stand up to orc brutality.&amp;lt;/p&amp;gt;&lt;br /&gt;
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==Session Two==&lt;br /&gt;
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'''He was only a minion!'''&lt;br /&gt;
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Aramil asked the PCs to go to Touton to pick up a shipment of foodstuffs, to bring back to Tragadine. This would serve as a way for them to investigate a Fey-crossing along the way. They were to cross into the Feywild and look for a magical herb, which could potentially help Aramil develop some potions to aid in the fight against the orcish oppressors.&lt;br /&gt;
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The trip to the fey-crossing was uneventful. Upon entering the gate, the PCs discovered an elf who told them of the current military goings-on in the Feywild, namely with ravaging goblins having taken over the most direct path to the herbs the party was searching for.&lt;br /&gt;
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The elf agreed to escort the party through goblin territory. After several pitched battles, and the death of their elven minion, the PCs were forced to exit the Feywild to recover from their wounds. They continued their journey to Touton and were escorted back to Tragadine.&lt;br /&gt;
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Having failed their mission, the PCs spent the next few weeks in Tragadine, biding their time...&lt;br /&gt;
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==Session Three==&lt;br /&gt;
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'''Be very, very quiet...We're hunting for minotaurs!'''&lt;br /&gt;
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We went to Red Cliff to escort a group of carpenters who were ordered to repair Ug and Bug's mansion (ogre leaders of Red Cliff). Gorgon's halfling friend was part of the group since, in addition to being a competent soldier, he is also a skilled carpenter.&lt;br /&gt;
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We found that the people of Red Cliff are worse off that those of Tragador. These Orges are particularly brutish and terrible. &lt;br /&gt;
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Myron the minotaur was being held in a group of larger houses inhabited by Orcs. Recently, someone in Red Cliff had been brazen enough to sneak in there and steal from the Orcs. We did some investigating and found that a poor, scrawny teenager known as 'lucky' Tim is the thief. We befriended him and brought him to the house with Orson in exchange for info on how to sneak into the Orc houses to find Myron.&lt;br /&gt;
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We snuck in and fought some Orcs as we rescued Myron. He escaped through the portal to Orson and Tim and we made our way back into the main part of the Red Cliff with no pursuit. We found some treasure including Orangeman's first sword, a +2 Bastard Sword.&lt;br /&gt;
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==Session Four+Five==&lt;br /&gt;
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Deva -&amp;gt; potential ally -&amp;gt; cave -&amp;gt; undead -&amp;gt; historical book (very old, about religious figure from The Holy Lands) -&amp;gt; back to Tragador -&amp;gt; getting ready for another trip to Touton. Please feel free to expand up this... :)&lt;/div&gt;</summary>
		<author><name>142.163.208.202</name></author>	</entry>

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