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	<id>http://www.mythicadventures.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rdupont</id>
	<title>Mythic Adventures Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.mythicadventures.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rdupont"/>
	<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Special:Contributions/Rdupont"/>
	<updated>2026-04-18T13:38:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Gather_Pull_List&amp;diff=236</id>
		<title>Gather Pull List</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Gather_Pull_List&amp;diff=236"/>
		<updated>2022-12-21T13:23:42Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table displays all the available tags from the various gather skills.  This list does not include &amp;quot;monster only&amp;quot; drops.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abundant !! Common !! Uncommon !! Rare !! Exotic&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Mining &lt;br /&gt;
|-&lt;br /&gt;
| Lead Ore || Iron Ore || Lodestone || Adamantite Ore || Mithril Ore&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || Copper Ore || Silver Ore || Gold Ore || Platinum Ore&lt;br /&gt;
|-&lt;br /&gt;
| Coal || Powdered Flux || Anthracite || Cimmerian Crystal || Dawnstone&lt;br /&gt;
|-&lt;br /&gt;
| Garnet || Carnelian || Pink Tourmaline || Ruby || Star Ruby&lt;br /&gt;
|-&lt;br /&gt;
| Amber || Tiger&amp;#039;s Eye || Fire Agate || Ember Spinel || Infero Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Citrine || Golden Topaz || Chrysoberyl || Golden Sphene || Sunshard&lt;br /&gt;
|-&lt;br /&gt;
| Green Aventurine || Malachite || Green Tourmaline || Emerald || Wyrdstone&lt;br /&gt;
|-&lt;br /&gt;
| Blue Aventurine || Lapis Lazuli || Sky Turquoise || Sapphire || Star Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| Amethyst || Thulite || Peacock Topaz || Violet Spinel || Storm Opal&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Quartz || White Opal || Moonstone || Diamond || Heavenseye&lt;br /&gt;
|-&lt;br /&gt;
| Onyx || Obsidian || Jet || Black Tourmaline || Black Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Block of Sandstone || Block of Slate || Block of Basalt || Block of Granite || Block of Marble&lt;br /&gt;
|-&lt;br /&gt;
| Saltpeter || Brimstone Crystals || Stone Salt Crystals || Cinnabar || Quicksilver&lt;br /&gt;
|-&lt;br /&gt;
| Chalk || Iron Salt || Verdigris || Mica Flakes || Plumbago&lt;br /&gt;
|-&lt;br /&gt;
| Fool&amp;#039;s Gold || Phosphor || Magnesia || Bitumen || Calamine&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Forestry&lt;br /&gt;
|-&lt;br /&gt;
| Pine Branch || Oak Branch || Ash Branch || Walnut Branch || Mahogany Branch&lt;br /&gt;
|-&lt;br /&gt;
| Thin Leather Hide || Leather Hide || Thick Leather Hide || Scaly Hide || Armored Hide&lt;br /&gt;
|-&lt;br /&gt;
| Coarse Fur Pelt || Soft Fur Pelt || Fine Fur Pelt || Plush Fur Pelt || Luxurious Fur Pelt&lt;br /&gt;
|-&lt;br /&gt;
| Mystery Meat || Tough Wild Game || Boar Steak || Lean Venison || Succulent Snake Steak&lt;br /&gt;
|-&lt;br /&gt;
| Cattail Root || Wild Asparagus || Red Clover Leaves || Palm Heart || Lotus Pod&lt;br /&gt;
|-&lt;br /&gt;
| Acorns || Sandspur Seeds || Wild Rice || Hazelnuts || Amaranth Seeds&lt;br /&gt;
|-&lt;br /&gt;
| Meadow Garlic || Wild Grapes || Fireweed || Wood Sorrel || Rose Apple&lt;br /&gt;
|-&lt;br /&gt;
| Crushed Berries || Oak Gall || Pine Resin || Carmine Aphids || Black Walnut Husks&lt;br /&gt;
|-&lt;br /&gt;
| Water Hemlock || Scorpion Stingers || Deadly Nightshade || Deathcap Mushroom || Snake Venom&lt;br /&gt;
|-&lt;br /&gt;
| Crushed Animal Bones || Fern Frond || Ruby Spikemoss || Ogrestone Lichen || Purple Coneflower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Farming &lt;br /&gt;
|-&lt;br /&gt;
| Hulled Oats || Rye Seeds || Wheat Spikelets || Barley Spikelets || Fairfolk&amp;#039;s Spelt&lt;br /&gt;
|-&lt;br /&gt;
| Red Potato || Sweet Onion || White Turnip || Parsnip || Dragon Radish&lt;br /&gt;
|-&lt;br /&gt;
| Head of Cabbage || Black Beans || Head of Lettuce || Green Beans || Sea Beet Leaves&lt;br /&gt;
|-&lt;br /&gt;
| Quail Filet || Chicken Cutlet || Pork Loin || Lamb Chop || Beef Shank&lt;br /&gt;
|-&lt;br /&gt;
| Thin Leather Hide || Leather Hide || Thick Leather Hide || Scaly Hide || Armored Hide&lt;br /&gt;
|-&lt;br /&gt;
| Silversage || Feverfew Flowers || Saw Palmetto Fruit || Black Poppy Seeds || Foxglove&lt;br /&gt;
|-&lt;br /&gt;
| Dewberries || Bittercress || Hawberries || Persimmon || Passiflora&lt;br /&gt;
|-&lt;br /&gt;
| Blueberries || Blood Orange || Sour Cherries || Yellow Nectarine || Juicy Pear&lt;br /&gt;
|-&lt;br /&gt;
| Crabapple || Topaz Calvyrr Grapes || Dusky Calvyrr Grapes || Glowfire Mushroom || Fayvim Fig&lt;br /&gt;
|-&lt;br /&gt;
| || Bee Stings || Golden Honey || Beeswax || Gossamer Wing&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Fishing &lt;br /&gt;
|-&lt;br /&gt;
| Highfin Carp Filet || Spotted Sunfish Filet || Flathead Catfish Fillet || Shadow Bass Filet || Speckled Perch Filet&lt;br /&gt;
|-&lt;br /&gt;
| Striped Mullet Filet || Vermilion Snapper Filet || Blue Crab || Black Grouper Filet || Spiny Lobster&lt;br /&gt;
|-&lt;br /&gt;
| Silvery Scales || Nacre Slivers || Glittering Scales || Rock Snail Shells || Iridescent Scales&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Ents&amp;diff=235</id>
		<title>Pathway of the Ents</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Ents&amp;diff=235"/>
		<updated>2022-12-19T20:49:59Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Skill Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Greater Informational Lore: Nature&lt;br /&gt;
* Lesser Informational Lore: Ent&lt;br /&gt;
* Druid Arts&lt;br /&gt;
* Primary school of magic: Druid&lt;br /&gt;
* Ability to cast from memory at least 1 9th level druid spell.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
Must have had contact with an ent.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Field of Thorns - This skill allows any entangling spell cast from memory to be made into a 10 ft radius effect. The effect is from where the packet lands.  The caster must state &amp;quot;&amp;lt;spell verbal&amp;gt; 10 ft radius&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Survival: Woodlands&lt;br /&gt;
* Survival: Mountains&lt;br /&gt;
* Forestry 1&lt;br /&gt;
* Advanced Lore 1: Nature (combat, elude or magical)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have experienced being entangled.  The character must have restored (by oneself or with a Grove) a place of Power for nature.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Rooted - This ability grants immunity to entangling, knock back, and knock down spells, taglines, and effects.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 3 resists in addition to those granted by their Druid column&lt;br /&gt;
* Greater Informational Lore: Mythical Creatures&lt;br /&gt;
* Greater Informational Lore: Elemental Realms&lt;br /&gt;
* Forestry 5&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must become invested to a True Druid&amp;#039;s Grove (Mythal).  The character must become a warden or master of one of the elements within a True Druid Grove (Mythal)&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Eruption of Roots (1/day) - This ability causes the ground to erupt in roots which flail and smash anything in the area of effect.  This causes 100 points of Crushing damage in a 10 foot radius from where the casting packet lands.  The targets are also entangled for 10 minutes unless able to break free or are immune.&lt;br /&gt;
Breaking this ability requires a 10 count and a minimum of +10 strength.&lt;br /&gt;
The caster is never harmed by the roots, nor entangled, so they may center this effect on themselves.&lt;br /&gt;
Verbal: &amp;quot;Of roots deep, with the power of tland, hear me, as I am of nature too.  Bring forth your roots my brothers, let them feel the power of the ents.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Facebook_Groups&amp;diff=234</id>
		<title>Facebook Groups</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Facebook_Groups&amp;diff=234"/>
		<updated>2022-11-29T13:35:52Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are various Facebook Groups that have been set up to help facilitate communication between different in and out of play groups within Mythic Adventures.  These groups are semi-unofficial, as many are run by players to help one another, though most if not all do have presence from mythic staff.&lt;br /&gt;
&lt;br /&gt;
==Official Groups==&lt;br /&gt;
* [https://www.facebook.com/groups/1691262897787645 Official Facebook Group]&lt;br /&gt;
* [https://www.facebook.com/groups/433012775530310 Mythic Volunteering]&lt;br /&gt;
&lt;br /&gt;
==Racial Groups==&lt;br /&gt;
These groups all require approval from a racial marshal for access.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/145055982593875/ Ancient Races]&lt;br /&gt;
* [https://www.facebook.com/groups/1659938580963548/ Dwarven Clans]&lt;br /&gt;
* [https://www.facebook.com/groups/404124917139323 Ethereal Races]&lt;br /&gt;
* [https://www.facebook.com/groups/740963980018842 Elven Races]&lt;br /&gt;
* [https://www.facebook.com/groups/929732890430926 Eldar]&lt;br /&gt;
&lt;br /&gt;
==Profession Groups==&lt;br /&gt;
These groups require approval from a profession marshal for access.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/665656466923528/ Knights]&lt;br /&gt;
* [https://www.facebook.com/groups/160311531569985 Vagabonds]&lt;br /&gt;
&lt;br /&gt;
==Human Dutchies==&lt;br /&gt;
These groups require approval from a dutchy marshal for access.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/100217443947875 Aeldirmann]&lt;br /&gt;
* [https://www.facebook.com/groups/204240877005155 Berowick]&lt;br /&gt;
* [https://www.facebook.com/groups/1521374801271525/ Edomere]&lt;br /&gt;
* [https://www.facebook.com/groups/344368906948605 Queenslands]&lt;br /&gt;
* [https://www.facebook.com/groups/224612551282974/ Valenwood]&lt;br /&gt;
&lt;br /&gt;
==Prestige Groups==&lt;br /&gt;
These groups require approval from a prestige group head or other staff for access.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/2000242873520627 Academy Sorcerous]&lt;br /&gt;
* [https://www.facebook.com/groups/1755793074658884 Kingdom Military] (Garrison, Scouts, Blood Eagles, Golden Lions, Ethereal Guard)&lt;br /&gt;
* [https://www.facebook.com/groups/1880169888879781 Herbal College of Botanical Researchers]&lt;br /&gt;
* [https://www.facebook.com/groups/2525210131123414 Order of the Dragon]&lt;br /&gt;
&lt;br /&gt;
==In-Play Groups==&lt;br /&gt;
These groups often have their own approval process set up by the players.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/410186102747644 Bardic Guild]&lt;br /&gt;
* [https://www.facebook.com/groups/1964391790467166 Merchant&amp;#039;s Guild]&lt;br /&gt;
* [https://www.facebook.com/groups/mythicliferaft L.I.F.E. Raft]&lt;br /&gt;
* [https://www.facebook.com/groups/126725627996717 Rancher&amp;#039;s Guild]&lt;br /&gt;
&lt;br /&gt;
==Noble Houses==&lt;br /&gt;
These groups often have their own approval process set up by the players.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/1760710370832425/ House Dragoslaav]&lt;br /&gt;
* [https://www.facebook.com/groups/606532980139968/ House Inverso]&lt;br /&gt;
* [https://www.facebook.com/groups/705949432891766/ House Tyrannei]&lt;br /&gt;
* [https://www.facebook.com/groups/512364119388592 House Caecius]&lt;br /&gt;
* [https://www.facebook.com/groups/716671115063144 House Martarus]&lt;br /&gt;
* [https://www.facebook.com/groups/1591288257615906 House Mendenhall]&lt;br /&gt;
* [https://www.facebook.com/groups/701639323930417 Barony of Southenfold]&lt;br /&gt;
&lt;br /&gt;
==Skill/Craft Groups==&lt;br /&gt;
These groups often require staff or marshal approval based on some sort of skill.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/1745868382370752/ Divinations]&lt;br /&gt;
* [https://www.facebook.com/groups/197018734262053/ Heraldry]&lt;br /&gt;
* [https://www.facebook.com/groups/164990124054936/ Engineers]&lt;br /&gt;
* [https://www.facebook.com/groups/1785604841687034/ Scribes]&lt;br /&gt;
* [https://www.facebook.com/groups/347960075642277/ Surgeons]&lt;br /&gt;
* [https://www.facebook.com/groups/290985904748945/ Medical Associaton]&lt;br /&gt;
&lt;br /&gt;
==Magical Arts==&lt;br /&gt;
These groups often require staff or marshal approval based on some sort of skill.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/1249357645125704 Healer Arts]&lt;br /&gt;
* [https://www.facebook.com/groups/443433529334485 Druid Arts]&lt;br /&gt;
&lt;br /&gt;
==Lore Compediums==&lt;br /&gt;
These groups often require staff approval based on library confirmation of lore skill.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/1197812567083303 Undead Lore]&lt;br /&gt;
* [https://www.facebook.com/groups/406831440065578 Goblinoid Lore] (NOTE: Work In Progress, not open for public currently)&lt;br /&gt;
* [https://www.facebook.com/groups/197018734262053 College of Heraldry]&lt;br /&gt;
&lt;br /&gt;
==In Play Taverns==&lt;br /&gt;
These groups have an approval process from staff and marshals based on travel time and character actions.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/799147823907876 The Gilded Tea &amp;amp; Coffee House] - Located wharfside, Summer&amp;#039;s Light Bay, in Edomere&lt;br /&gt;
* [https://www.facebook.com/groups/1882075965257878 The Orc&amp;#039;s Head Inn] - Located near a major Military Command Post in Berowick&lt;br /&gt;
* [https://www.facebook.com/groups/799147823907876 Traveler&amp;#039;s Rest] - Located in the capital city of Summers Rest in the Queenslands&lt;br /&gt;
* [https://www.facebook.com/groups/2652599141692080 The Veiled Lady Inn &amp;amp; Tavern] - Located near the Valenwood Pass in Sudomir&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Facebook_Groups&amp;diff=233</id>
		<title>Facebook Groups</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Facebook_Groups&amp;diff=233"/>
		<updated>2022-11-29T13:35:39Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are various Facebook Groups that have been set up to help facilitate communication between different in and out of play groups within Mythic Adventures.  These groups are semi-unofficial, as many are run by players to help one another, though most if not all do have presence from mythic staff.&lt;br /&gt;
&lt;br /&gt;
==Official Groups==&lt;br /&gt;
[https://www.facebook.com/groups/1691262897787645 Official Facebook Group]&lt;br /&gt;
[https://www.facebook.com/groups/433012775530310 Mythic Volunteering]&lt;br /&gt;
&lt;br /&gt;
==Racial Groups==&lt;br /&gt;
These groups all require approval from a racial marshal for access.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/145055982593875/ Ancient Races]&lt;br /&gt;
* [https://www.facebook.com/groups/1659938580963548/ Dwarven Clans]&lt;br /&gt;
* [https://www.facebook.com/groups/404124917139323 Ethereal Races]&lt;br /&gt;
* [https://www.facebook.com/groups/740963980018842 Elven Races]&lt;br /&gt;
* [https://www.facebook.com/groups/929732890430926 Eldar]&lt;br /&gt;
&lt;br /&gt;
==Profession Groups==&lt;br /&gt;
These groups require approval from a profession marshal for access.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/665656466923528/ Knights]&lt;br /&gt;
* [https://www.facebook.com/groups/160311531569985 Vagabonds]&lt;br /&gt;
&lt;br /&gt;
==Human Dutchies==&lt;br /&gt;
These groups require approval from a dutchy marshal for access.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/100217443947875 Aeldirmann]&lt;br /&gt;
* [https://www.facebook.com/groups/204240877005155 Berowick]&lt;br /&gt;
* [https://www.facebook.com/groups/1521374801271525/ Edomere]&lt;br /&gt;
* [https://www.facebook.com/groups/344368906948605 Queenslands]&lt;br /&gt;
* [https://www.facebook.com/groups/224612551282974/ Valenwood]&lt;br /&gt;
&lt;br /&gt;
==Prestige Groups==&lt;br /&gt;
These groups require approval from a prestige group head or other staff for access.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/2000242873520627 Academy Sorcerous]&lt;br /&gt;
* [https://www.facebook.com/groups/1755793074658884 Kingdom Military] (Garrison, Scouts, Blood Eagles, Golden Lions, Ethereal Guard)&lt;br /&gt;
* [https://www.facebook.com/groups/1880169888879781 Herbal College of Botanical Researchers]&lt;br /&gt;
* [https://www.facebook.com/groups/2525210131123414 Order of the Dragon]&lt;br /&gt;
&lt;br /&gt;
==In-Play Groups==&lt;br /&gt;
These groups often have their own approval process set up by the players.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/410186102747644 Bardic Guild]&lt;br /&gt;
* [https://www.facebook.com/groups/1964391790467166 Merchant&amp;#039;s Guild]&lt;br /&gt;
* [https://www.facebook.com/groups/mythicliferaft L.I.F.E. Raft]&lt;br /&gt;
* [https://www.facebook.com/groups/126725627996717 Rancher&amp;#039;s Guild]&lt;br /&gt;
&lt;br /&gt;
==Noble Houses==&lt;br /&gt;
These groups often have their own approval process set up by the players.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/1760710370832425/ House Dragoslaav]&lt;br /&gt;
* [https://www.facebook.com/groups/606532980139968/ House Inverso]&lt;br /&gt;
* [https://www.facebook.com/groups/705949432891766/ House Tyrannei]&lt;br /&gt;
* [https://www.facebook.com/groups/512364119388592 House Caecius]&lt;br /&gt;
* [https://www.facebook.com/groups/716671115063144 House Martarus]&lt;br /&gt;
* [https://www.facebook.com/groups/1591288257615906 House Mendenhall]&lt;br /&gt;
* [https://www.facebook.com/groups/701639323930417 Barony of Southenfold]&lt;br /&gt;
&lt;br /&gt;
==Skill/Craft Groups==&lt;br /&gt;
These groups often require staff or marshal approval based on some sort of skill.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/1745868382370752/ Divinations]&lt;br /&gt;
* [https://www.facebook.com/groups/197018734262053/ Heraldry]&lt;br /&gt;
* [https://www.facebook.com/groups/164990124054936/ Engineers]&lt;br /&gt;
* [https://www.facebook.com/groups/1785604841687034/ Scribes]&lt;br /&gt;
* [https://www.facebook.com/groups/347960075642277/ Surgeons]&lt;br /&gt;
* [https://www.facebook.com/groups/290985904748945/ Medical Associaton]&lt;br /&gt;
&lt;br /&gt;
==Magical Arts==&lt;br /&gt;
These groups often require staff or marshal approval based on some sort of skill.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/1249357645125704 Healer Arts]&lt;br /&gt;
* [https://www.facebook.com/groups/443433529334485 Druid Arts]&lt;br /&gt;
&lt;br /&gt;
==Lore Compediums==&lt;br /&gt;
These groups often require staff approval based on library confirmation of lore skill.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/1197812567083303 Undead Lore]&lt;br /&gt;
* [https://www.facebook.com/groups/406831440065578 Goblinoid Lore] (NOTE: Work In Progress, not open for public currently)&lt;br /&gt;
* [https://www.facebook.com/groups/197018734262053 College of Heraldry]&lt;br /&gt;
&lt;br /&gt;
==In Play Taverns==&lt;br /&gt;
These groups have an approval process from staff and marshals based on travel time and character actions.&lt;br /&gt;
&lt;br /&gt;
* [https://www.facebook.com/groups/799147823907876 The Gilded Tea &amp;amp; Coffee House] - Located wharfside, Summer&amp;#039;s Light Bay, in Edomere&lt;br /&gt;
* [https://www.facebook.com/groups/1882075965257878 The Orc&amp;#039;s Head Inn] - Located near a major Military Command Post in Berowick&lt;br /&gt;
* [https://www.facebook.com/groups/799147823907876 Traveler&amp;#039;s Rest] - Located in the capital city of Summers Rest in the Queenslands&lt;br /&gt;
* [https://www.facebook.com/groups/2652599141692080 The Veiled Lady Inn &amp;amp; Tavern] - Located near the Valenwood Pass in Sudomir&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=232</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=232"/>
		<updated>2022-09-20T13:43:47Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Crushing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a crushing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a cleaving attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a puncturing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone.&lt;br /&gt;
&lt;br /&gt;
Darkness is a special case where it&amp;#039;s more akin to Light than the other elemental damages, however at this time there are no revealed special qualities to it like Light.  It is notable in that Resist Elemental will not apply to Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the petrification tagline that gets through your armor (i.e. it deals Body/HP damage), your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [[taglines#paralyze|paralyze]] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;br /&gt;
&lt;br /&gt;
===Pierce===&lt;br /&gt;
This tagline allows the attack to bypass any and all magical defenses on the target.  Examples include: Armor of the Spirit, Defense Against Magic, Ward, Barrier of Protection, as well as magic items that grant a defense such as a Parry pendant, or a shield enchanted to gift the Shield Block skill.  &lt;br /&gt;
&lt;br /&gt;
Avoidance magics that make a being not there, like displace, are not effected by the Pierce, because the packet misses the target.  The same goes for an item that might grant an evade or such.&lt;br /&gt;
&lt;br /&gt;
This only effects magic and not natural abilities.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Preproduction&amp;diff=231</id>
		<title>Preproduction</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Preproduction&amp;diff=231"/>
		<updated>2022-09-16T11:52:58Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Skill Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Production=&lt;br /&gt;
&lt;br /&gt;
Up to the Friday before the next 3-day event, players are allowed to send in Preproduction.  What does this mean?  Your preproduction email ensures quick and accurate experience with the Production table during event check-in.  We encourage that everyone who can to turn in a preproduction email, as it will reduce the time you have to spend in lines during check-in, even if you are only getting crown.&lt;br /&gt;
&lt;br /&gt;
Your preproduction email will include the following:&lt;br /&gt;
to: mythicadventuresproduction@gmail.com&lt;br /&gt;
body:&lt;br /&gt;
# Your name as listed with the Hero&amp;#039;s Library&lt;br /&gt;
# The character you will be playing at the event&lt;br /&gt;
# Do you have a season pass or golden ticket?&lt;br /&gt;
# Is your character a Noble or Cavalier?&lt;br /&gt;
# Is your character part of a prestige group, or do they have an item that changes aspects of your production and/or craft/gather skills?&lt;br /&gt;
# What you are doing with your gather and/or production skills if you have them.&lt;br /&gt;
&lt;br /&gt;
==Skill Information==&lt;br /&gt;
For a list of available tags, please visit [[Gather Pull List]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Farming, Fishing, Forestry &amp;amp; Mining&amp;lt;/strong&amp;gt;.&lt;br /&gt;
For these you can do one of the following.&lt;br /&gt;
# Straight Pull at your skill level, or combo equaling your level.  Ex: You have Mining Level 3, you can choose to take 1 Silver (Tier 3), or 1 Copper (Tier 2) and 1 Rough Amber (Tier 1), or 3 Coal (Tier 1)&lt;br /&gt;
# Gamble.  This gives you a chance to get more tags possibly at a higher level tier than your skill.  HOWEVER there is always a chance you will get nothing.  Also, when gambling, once you select a tag tier, all tags must come from the same tier.  You can not mix as you would in a straight pull.&lt;br /&gt;
# Crowns.  Money is always an option but you can not take tags for any skills from which you take crowns.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Merchant.&amp;lt;/strong&amp;gt;&lt;br /&gt;
You start with a default of 2 tags at your level of merchant, minus one, except when your merchant level is one, then you can choose only one tier one tag.  You are allowed to shift down a tier to a maximum of 5 tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Scavenging.&amp;lt;/strong&amp;gt;&lt;br /&gt;
Based on the level of the skill, your character is able to find random items from tags, magic scrolls, recipes, and other items.  There is a chance you will find nothing or the exact item for which you have been searching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Cooking, Ink-Making Sewing, and other Craft skills.&amp;lt;/strong&amp;gt;&lt;br /&gt;
You will earn crowns based on the level of the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Note:&amp;lt;/strong&amp;gt; there are currently some skills that fall into the above category that do a little more.  This includes, but is not limited to, divinations, teaching, animal husbandry, and others.  If you want to see if your craft skill has additional bonuses, please check with a member of the production team.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Tier Payouts.&amp;lt;/strong&amp;gt;&lt;br /&gt;
* Tier 1 - 02 Crowns&lt;br /&gt;
* Tier 2 - 05 Crowns&lt;br /&gt;
* Tier 3 - 09 Crowns&lt;br /&gt;
* Tier 4 - 14 Crowns&lt;br /&gt;
* Tier 5 - 20 Crowns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Tools&amp;lt;/strong&amp;gt;.&lt;br /&gt;
With a skill tool, you add one to the level of your skill up to level 5. &lt;br /&gt;
 &lt;br /&gt;
Tools cannot give you a pull above 5, however, with tools and a level 5 skill you can do multiple pulls, i.e. 5+1, or 3+3, etc.  You CAN choose to take crowns at a &amp;quot;Tier 6&amp;quot; level, and would give you 27 crowns.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Please include what type of production you are doing.  You WILL need your recipe with you when picking up.  If you are a new player or have recently been approved for a respec, please indicate this and we will work together to make sure you are set up correctly with your recipes.&lt;br /&gt;
&lt;br /&gt;
Indicate what item(s) you are making - PLEASE DO YOUR OWN MATH.&lt;br /&gt;
-What is the production/crown/tag cost&lt;br /&gt;
-Are you increasing the production cost to reduce the crown cost? (apprentice/journeyman/master only)&lt;br /&gt;
-Are you using tag or crown pulls to cover these costs?&lt;br /&gt;
&lt;br /&gt;
==Preproduction Bonus==&lt;br /&gt;
In addition to a faster check in process, characters with a production skill that send in a preproduction email will get a +10% bonus to your production points.  So if you are a Level 10 Journeyman Armorsmith, which typically gives you 20 production points, via a preproduction email would instead get 22 production points!&lt;br /&gt;
&lt;br /&gt;
==Sending in as a House or Group==&lt;br /&gt;
For groups/households wanting to send in PreProduction together you must do the following:&lt;br /&gt;
* Get the consent of the other players in your group&lt;br /&gt;
* In your subject line indicate you are sending for multiple people - i.e. House St. Joan multiple characters preproduction for September Event&lt;br /&gt;
* Keep each character separate - Do not lump all pulls and skills together - if I can’t clearly see a separation between characters I will not be able to do your group&amp;#039;s PreProduction.&lt;br /&gt;
&lt;br /&gt;
==Example Email==&lt;br /&gt;
Player: Jane Brown&amp;lt;br&amp;gt;&lt;br /&gt;
Character: Mary St. Joan &amp;lt;br&amp;gt;&lt;br /&gt;
Season Pass &amp;lt;br&amp;gt;&lt;br /&gt;
Noble &amp;lt;br&amp;gt;&lt;br /&gt;
No prestige group &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Mason Tools, will bring item sheet to verify&lt;br /&gt;
&lt;br /&gt;
Mining 4 - Gamble&lt;br /&gt;
In order of need Copper Ore(T2) 3, Quicksilver(T5) 1, Coal(T1) 4&lt;br /&gt;
&lt;br /&gt;
Farming 2 - 2 Hulled oats(T1)&lt;br /&gt;
&lt;br /&gt;
Fishing 3 - Gamble - Dealers Choice (this means the production team picks tags for you, it is always better for you to choose)&lt;br /&gt;
&lt;br /&gt;
Merchant 5 - Glowfire Mushroom(T4) 1, Fireweed(T3) 1, and Stone Salt(T3) 1&lt;br /&gt;
&lt;br /&gt;
Stone Mason 4 with tools&lt;br /&gt;
Divinations 1&lt;br /&gt;
Weaving 3&lt;br /&gt;
Cartography 2&lt;br /&gt;
&lt;br /&gt;
Production&lt;br /&gt;
Jewel Craft - Journeyman&lt;br /&gt;
&lt;br /&gt;
I will be making a ring of one spell 3 production points and 10 crowns and a ring of two spells 7 production points and 20 crowns.  &amp;lt;br&amp;gt;&lt;br /&gt;
I have 20 production points. &amp;lt;br&amp;gt;&lt;br /&gt;
The remaining 10 points I will be using to reduce the total crowns owed to 20 please use my crowns earned from craft skills to cover the cost.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Category:Primer&amp;diff=230</id>
		<title>Category:Primer</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Category:Primer&amp;diff=230"/>
		<updated>2022-09-11T00:41:46Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: Created page with &amp;quot;The assorted pages that include a racial or duchy primer.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The assorted pages that include a racial or duchy primer.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Valenwood&amp;diff=229</id>
		<title>Valenwood</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Valenwood&amp;diff=229"/>
		<updated>2022-09-10T22:43:27Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Colors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
[[Category: Kingdoms of Man]]&lt;br /&gt;
&lt;br /&gt;
A land of deep forest and tradition, Valenwood is the northern most duchy of the Free Kingdoms. The people, named the Valish, are hardworking and superstitious. They pride themselves on their unique culture and independence from the Kingdom at large. &lt;br /&gt;
&lt;br /&gt;
Civil discontent is on the rise in the duchy. Rampant banditry and high taxation have driven the commonfolk to the brink and war is rumored to be all but waging and no one has managed to escape the fallout. The nobles now move to quash or avert the violence, but many think it maybe too late and the first blood of what promises to be a terrible conflict is going to be split&lt;br /&gt;
&lt;br /&gt;
==Duke of Valenwood==&lt;br /&gt;
Duke Vlad Ravengain&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
Chestnut with a white raven&lt;br /&gt;
&lt;br /&gt;
==Makeup Requirements==&lt;br /&gt;
Humans are not required to wear make-up.&lt;br /&gt;
&lt;br /&gt;
Valish costuming is grounded in the styles of the Normans. Tunics and simple pants are the predominate style, cloaks and jerkins of simple make to ward off the worst of the chill that can settle in around winter. Nobles emulate this style with more emphasis fine fabrics, intricate trims, and the incorporation of fur. &lt;br /&gt;
&lt;br /&gt;
Metal is rare and often used as a sign of wealth, most common folk only having simple wood or clay jewelry while nobility will often wear showy and large pieces. &lt;br /&gt;
&lt;br /&gt;
Those who go armed (which is most of the populace) are armed with a number of weapons of well crafted, but simple designs. Armor is almost exclusively leather, with the most popular style being brigandine.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
Unlimited at this time.&lt;br /&gt;
&lt;br /&gt;
==Profession Information==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; None, individual houses may have restrictions&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Affinities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Skill Information==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus Craft:&amp;#039;&amp;#039;&amp;#039; Forestry&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Required for Nobles:&amp;#039;&amp;#039;&amp;#039; Cartwright&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Inherent Advantages:==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Starting Humans may buy the Nobility skill (only at character creation) if they wish.&lt;br /&gt;
&lt;br /&gt;
==Inherent Disadvantages:==&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Research&amp;diff=228</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Research&amp;diff=228"/>
		<updated>2022-09-10T18:13:48Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* How do you start Research? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Research=&lt;br /&gt;
&lt;br /&gt;
Research in Mythic Adventures if the process of introducing new recipes, spells, and rituals into the game.  Research allows a player to work towards crafting a new, unique item to add to the game&amp;#039;s existing assortment of spells and recipes.&lt;br /&gt;
&lt;br /&gt;
==What can be Researched?==&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&lt;br /&gt;
Any of the existing production skills in the game may have new recipes created.  These can be of the Apprentice, Journeyman, Master, or Grand Master level.  While new recipes will typically be crafted in the specific production the user is trained in, such as Weaponsmithing or Armorsmithing, a recipe may also be a &amp;quot;generalist&amp;quot; recipe, such as Blacksmithing or Herbalist.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
New spells may be introduced into any of the 8 existing spell arts (Healer, Hearth, Wrath, Druid, Necormancy, Celestial, Arcanist, &amp;amp; Elemental), at any spell level or even Ritual.  Typically the spell must be tuned to a specific art, though it is possible through multiple researchers or multiple research sessions to add additional arts to a given spell.&lt;br /&gt;
&lt;br /&gt;
==How to be &amp;quot;Eligible&amp;quot; for Research==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;thing&amp;quot; you are attempt to research must be something that your character is able to accomplish, at least upon time of completion of the research project.  For example, you cannot creature a 6th level Druid spell unless your character is able to cast 6th level druid spells.  You may start the research project prior to gaining your 6th level druid magic, but the project cannot be completed until you have attained this level.  &lt;br /&gt;
&lt;br /&gt;
Similarly, for production recipes, you must have the sufficient skill to create the new recipe.  So an Apprentice armorsmith cannot create a Master armorsmith recipe unless they have attained the rank of Master at completion.&lt;br /&gt;
&lt;br /&gt;
==How long does Research take?==&lt;br /&gt;
&lt;br /&gt;
The current &amp;quot;formula&amp;quot; for research completion is crafted upon 2 factors.  The first is the effort level of the &amp;quot;thing&amp;quot; being researched.  A 1st level spell takes far fewer resources than a 9th level, for example.  The second is a standard &amp;quot;research cycle&amp;quot;, which at current time is a single season.  The &amp;quot;effort level&amp;quot; then applies a certain &amp;quot;resource cost&amp;quot; across a single research cycle.  &lt;br /&gt;
&lt;br /&gt;
Using simplified numbers, let&amp;#039;s say that a 1st level spell requires 10 &amp;quot;resources&amp;quot; in order to complete in a single cycle.  It may be possible, then, to take 2 research cycles to accomplish the research for 5 &amp;quot;resources&amp;quot;.  It may also be possible to finish your research in less than a single cycle, but it&amp;#039;s not as simple as needing 20 &amp;quot;resources&amp;quot; instead of the standard 10.  It&amp;#039;s easier to replace resources with time, but it is harder to replace time with resources. It could potentially take 25 or 30 &amp;quot;resources&amp;quot; to complete the project in half the time, or even more.&lt;br /&gt;
&lt;br /&gt;
If you are not able to make it to a game after you have started research, it is assumed your character is still working on the research project.  Thus, you will not be penalized for missed games in the form of increased time to your standard research cycle.&lt;br /&gt;
&lt;br /&gt;
==How do you start Research?==&lt;br /&gt;
&lt;br /&gt;
It is often useful to begin a conversation with the staff member(s) in charge of research. They can help guide and direct you in figuring out what your research project could be, and give you ideas on whether what you wish to do is possible, or within the realm of whatever it is you seek to make.  However, the research staff will not ever give you 100% assurance if your project will or will not work.  However, you will always get *something* at the end of the research, it just may not be what you are looking for.  A conversation with the research staff helps you go in with managed expectations.&lt;br /&gt;
&lt;br /&gt;
The first step is to fill out the research form located at: https://docs.google.com/forms/d/e/1FAIpQLScy-POHhQmAXpaZRnwmCtDg4oHrbPejI_AZflLkxduv99m92g/viewform&lt;br /&gt;
&lt;br /&gt;
This form gives will signal to the staff members in charge of research that you are ready to start a project, and create the base formatting to allow the user&amp;#039;s progress to be tracked.  Inside the form you&amp;#039;ll lay out your base idea of research, a title for the research, as well as any items you have turned in (or planned to turn in), and any recipes of previous turn ins.&lt;br /&gt;
&lt;br /&gt;
It is usually requested that you fill out the research form prior to your first turn in to help staff have your progress tracker set up properly.&lt;br /&gt;
&lt;br /&gt;
Note: the provides a section for &amp;quot;turn in receipts&amp;quot;.  This is a special use case section for instances where a turn in happens prior to the form being filled out.  You do not need to use this unless instructed to by Research Staff.&lt;br /&gt;
&lt;br /&gt;
==Continuing Research &amp;amp; Resources==&lt;br /&gt;
&lt;br /&gt;
After you begin the process, it&amp;#039;s time to start tackling that formula.  The mystery of research is that the only people that know the formula, and thus what your &amp;quot;goal&amp;quot; is, are the research staff.  There may be skills and process to aid you in estimating your research progress or end goal, but at this stage, it&amp;#039;s up to you to begin to turn in resources.&lt;br /&gt;
&lt;br /&gt;
===What is a resource?=== &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s anything with some sort of in-game value.  This includes:&lt;br /&gt;
&lt;br /&gt;
* Crown&lt;br /&gt;
* Item Tags&lt;br /&gt;
* Existing Recipes or Spell Scrolls&lt;br /&gt;
* Experience Chits&lt;br /&gt;
* Research Tokens&lt;br /&gt;
* Production Points&lt;br /&gt;
&lt;br /&gt;
What this means is that you must turn in tangible, physical resources.  Going through role play and scenes to show your effort towards figuring out your research are great and are encouraged, and a small bonus may be applied at the research staff&amp;#039;s discretion, but it is not guaranteed.  &lt;br /&gt;
&lt;br /&gt;
===Turning In Resources===&lt;br /&gt;
&lt;br /&gt;
You turn in research either at the beginning or end of an event.  It is encouraged that you turn in at the beginning during the check in process, as this is often when the research staff has access to the tools to update your progress on hand.  Turning in at other times simply makes it more difficult by forcing staff to have to remember to update a system they do not currently have access to.  At the end of the day, it&amp;#039;s always a good idea to make the research staff&amp;#039;s lives easier.  They control the fate of your project!&lt;br /&gt;
&lt;br /&gt;
===How will you know when you&amp;#039;ve turned in enough resources?===&lt;br /&gt;
&lt;br /&gt;
While staff cannot tell you what your end goal is, they likely will not allow you to turn in more than they are looking for.  Typically if you have reached the &amp;quot;required resources&amp;quot; goal of your project the research staff will alert you that time is the final factor to consider.  You can at this point choose to try to continue to turn in resources with the goal of increasing the likelihood or strength of your research (perhaps creating a more powerful spell, or higher rank recipe), or try to complete your research before the end of the research cycle.  It is important to state these intentions to the research staff, lest they simply acquire your resources while you wait for the time factor to complete.&lt;br /&gt;
&lt;br /&gt;
==End of the Cycle==&lt;br /&gt;
&lt;br /&gt;
Should you reach the end of the research cycle without attaining your goal, fear not!  You can continue to turn in research, and it may get a little easier now that the factor of time is not holding you back.&lt;br /&gt;
&lt;br /&gt;
However, if you have reached the end of the cycle and have met the resource goal: congratulations!  Staff will work with you on any final pieces of the puzzle, and then present you with a completed spell or recipe.  In addition, you&amp;#039;ll be award experience for contributing to the growth of the game.&lt;br /&gt;
&lt;br /&gt;
===XP Rewards===&lt;br /&gt;
&lt;br /&gt;
* Apprentice Recipe: 50 experience&lt;br /&gt;
* Journeyman Recipe: 100 experience&lt;br /&gt;
* Master Recipe: 150 experience&lt;br /&gt;
* Grand Master Recipe: 200 experience.&lt;br /&gt;
* Spell: 25 experience per spell level&lt;br /&gt;
* Ritual: 50 experience per ritual level&lt;br /&gt;
&lt;br /&gt;
==Combined/Collaborative Research==&lt;br /&gt;
&lt;br /&gt;
While joint research projects are potentially possible, the specific logistics of it are still being worked on.  It is possible to join efforts between multiple players to craft a ritual, however at the end of the research cycle, only a single copy of a spell or recipe shall be created, not one for each contributing member.  These sorts of project will require a further discussion with research staff.&lt;br /&gt;
&lt;br /&gt;
==Multiple Projects==&lt;br /&gt;
&lt;br /&gt;
You can only be the lead on a single research project. However, you could help by mentoring or financing another research project created and headed by another player.  For all intents and purposes, this project will be &amp;quot;theirs&amp;quot;, but for role play and story you can &amp;quot;help out&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Preproduction&amp;diff=227</id>
		<title>Preproduction</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Preproduction&amp;diff=227"/>
		<updated>2022-09-07T12:02:17Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Production=&lt;br /&gt;
&lt;br /&gt;
Up to the Friday before the next 3-day event, players are allowed to send in Preproduction.  What does this mean?  Your preproduction email ensures quick and accurate experience with the Production table during event check-in.  We encourage that everyone who can to turn in a preproduction email, as it will reduce the time you have to spend in lines during check-in, even if you are only getting crown.&lt;br /&gt;
&lt;br /&gt;
Your preproduction email will include the following:&lt;br /&gt;
to: mythicadventuresproduction@gmail.com&lt;br /&gt;
body:&lt;br /&gt;
# Your name as listed with the Hero&amp;#039;s Library&lt;br /&gt;
# The character you will be playing at the event&lt;br /&gt;
# Do you have a season pass or golden ticket?&lt;br /&gt;
# Is your character a Noble or Cavalier?&lt;br /&gt;
# Is your character part of a prestige group, or do they have an item that changes aspects of your production and/or craft/gather skills?&lt;br /&gt;
# What you are doing with your gather and/or production skills if you have them.&lt;br /&gt;
&lt;br /&gt;
==Skill Information==&lt;br /&gt;
&amp;lt;strong&amp;gt;Farming, Fishing, Forestry &amp;amp; Mining&amp;lt;/strong&amp;gt;.&lt;br /&gt;
For these you can do one of the following.&lt;br /&gt;
# Straight Pull at your skill level, or combo equaling your level.  Ex: You have Mining Level 3, you can choose to take 1 Silver (Tier 3), or 1 Copper (Tier 2) and 1 Rough Amber (Tier 1), or 3 Coal (Tier 1)&lt;br /&gt;
# Gamble.  This gives you a chance to get more tags possibly at a higher level tier than your skill.  HOWEVER there is always a chance you will get nothing.  Also, when gambling, once you select a tag tier, all tags must come from the same tier.  You can not mix as you would in a straight pull.&lt;br /&gt;
# Crowns.  Money is always an option but you can not take tags for any skills from which you take crowns.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt; Merchant.&amp;lt;/strong&amp;gt;&lt;br /&gt;
You start with a default of 2 tags at your level of merchant, minus one, except when your merchant level is one, then you can choose only one tier one tag.  You are allowed to shift down a tier to a maximum of 5 tags.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Scavenging.&amp;lt;/strong&amp;gt;&lt;br /&gt;
Based on the level of the skill, your character is able to find random items from tags, magic scrolls, recipes, and other items.  There is a chance you will find nothing or the exact item for which you have been searching.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Cooking, Ink-Making Sewing, and other Craft skills.&amp;lt;/strong&amp;gt;&lt;br /&gt;
You will earn crowns based on the level of the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Note:&amp;lt;/strong&amp;gt; there are currently some skills that fall into the above category that do a little more.  This includes, but is not limited to, divinations, teaching, animal husbandry, and others.  If you want to see if your craft skill has additional bonuses, please check with a member of the production team.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Tier Payouts.&amp;lt;/strong&amp;gt;&lt;br /&gt;
* Tier 1 - 02 Crowns&lt;br /&gt;
* Tier 2 - 05 Crowns&lt;br /&gt;
* Tier 3 - 09 Crowns&lt;br /&gt;
* Tier 4 - 14 Crowns&lt;br /&gt;
* Tier 5 - 20 Crowns&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Skill Tools&amp;lt;/strong&amp;gt;.&lt;br /&gt;
With a skill tool, you add one to the level of your skill up to level 5. &lt;br /&gt;
 &lt;br /&gt;
Tools cannot give you a pull above 5, however, with tools and a level 5 skill you can do multiple pulls, i.e. 5+1, or 3+3, etc.  You CAN choose to take crowns at a &amp;quot;Tier 6&amp;quot; level, and would give you 27 crowns.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Please include what type of production you are doing.  You WILL need your recipe with you when picking up.  If you are a new player or have recently been approved for a respec, please indicate this and we will work together to make sure you are set up correctly with your recipes.&lt;br /&gt;
&lt;br /&gt;
Indicate what item(s) you are making - PLEASE DO YOUR OWN MATH.&lt;br /&gt;
-What is the production/crown/tag cost&lt;br /&gt;
-Are you increasing the production cost to reduce the crown cost? (apprentice/journeyman/master only)&lt;br /&gt;
-Are you using tag or crown pulls to cover these costs?&lt;br /&gt;
&lt;br /&gt;
==Preproduction Bonus==&lt;br /&gt;
In addition to a faster check in process, characters with a production skill that send in a preproduction email will get a +10% bonus to your production points.  So if you are a Level 10 Journeyman Armorsmith, which typically gives you 20 production points, via a preproduction email would instead get 22 production points!&lt;br /&gt;
&lt;br /&gt;
==Sending in as a House or Group==&lt;br /&gt;
For groups/households wanting to send in PreProduction together you must do the following:&lt;br /&gt;
* Get the consent of the other players in your group&lt;br /&gt;
* In your subject line indicate you are sending for multiple people - i.e. House St. Joan multiple characters preproduction for September Event&lt;br /&gt;
* Keep each character separate - Do not lump all pulls and skills together - if I can’t clearly see a separation between characters I will not be able to do your group&amp;#039;s PreProduction.&lt;br /&gt;
&lt;br /&gt;
==Example Email==&lt;br /&gt;
Player: Jane Brown&amp;lt;br&amp;gt;&lt;br /&gt;
Character: Mary St. Joan &amp;lt;br&amp;gt;&lt;br /&gt;
Season Pass &amp;lt;br&amp;gt;&lt;br /&gt;
Noble &amp;lt;br&amp;gt;&lt;br /&gt;
No prestige group &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Mason Tools, will bring item sheet to verify&lt;br /&gt;
&lt;br /&gt;
Mining 4 - Gamble&lt;br /&gt;
In order of need Copper Ore(T2) 3, Quicksilver(T5) 1, Coal(T1) 4&lt;br /&gt;
&lt;br /&gt;
Farming 2 - 2 Hulled oats(T1)&lt;br /&gt;
&lt;br /&gt;
Fishing 3 - Gamble - Dealers Choice (this means the production team picks tags for you, it is always better for you to choose)&lt;br /&gt;
&lt;br /&gt;
Merchant 5 - Glowfire Mushroom(T4) 1, Fireweed(T3) 1, and Stone Salt(T3) 1&lt;br /&gt;
&lt;br /&gt;
Stone Mason 4 with tools&lt;br /&gt;
Divinations 1&lt;br /&gt;
Weaving 3&lt;br /&gt;
Cartography 2&lt;br /&gt;
&lt;br /&gt;
Production&lt;br /&gt;
Jewel Craft - Journeyman&lt;br /&gt;
&lt;br /&gt;
I will be making a ring of one spell 3 production points and 10 crowns and a ring of two spells 7 production points and 20 crowns.  &amp;lt;br&amp;gt;&lt;br /&gt;
I have 20 production points. &amp;lt;br&amp;gt;&lt;br /&gt;
The remaining 10 points I will be using to reduce the total crowns owed to 20 please use my crowns earned from craft skills to cover the cost.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Siren%27s_Call&amp;diff=226</id>
		<title>Pathway of the Siren&#039;s Call</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Siren%27s_Call&amp;diff=226"/>
		<updated>2022-08-23T13:45:15Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Terrestrial Art (any)&lt;br /&gt;
* Ethereal Art (any)&lt;br /&gt;
* RP Skill: Musical Instrument (any)&lt;br /&gt;
* Craft Skill (any)&lt;br /&gt;
* Lesser Informational Lore: Fey&lt;br /&gt;
* Lesser Informational Lore: Spirit Beings&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have displayed a musical aptitude.  The character needs to have been the victim of a charming type magic or effect successfully.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Charm, Friendship,. and Calm spells can be made into 10 ft radius effects, determined at time of casting.  The verbal for the spell must be sung to use this ability.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* The ability to cast any 7th level terrestrial spell from memory&lt;br /&gt;
* Bravery&lt;br /&gt;
* Lesser Informational Lore: Abberations&lt;br /&gt;
* Craft 3 (any)&lt;br /&gt;
* RP: Swimming&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have successfully charmed another being.  The character must have been on a sailing voyage.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Song of Bidding - 5 points up to 5 times - This skill places a brief Domination level effect on the target, whose name must be known. This affect lasts until the dawn.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 1+ Song of Bidding&lt;br /&gt;
* RP: Navigation&lt;br /&gt;
* Survival: Oceans&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have formed a musical group. The character must have met a siren, slyph, or selkie and successfully impressed them with music.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Heart of the Sirens call - this ability grants immunity to all charm effects, both natural and malaise, from Calm to Domination.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Command&amp;diff=225</id>
		<title>Pathway of the Command</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Command&amp;diff=225"/>
		<updated>2022-07-12T17:33:11Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Leadership&lt;br /&gt;
* Iron Grasp&lt;br /&gt;
* Any 3 Informational Lores&lt;br /&gt;
* Weapon Skill (any)&lt;br /&gt;
* Any 2 magical arts&lt;br /&gt;
* Teaching 1+&lt;br /&gt;
* Fortify 2+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have lead troops under their leadership on a successful attack to victory.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Hope - This ability allows any spell or ability that removes fear into a 10 foot AOE, determined at time of casting.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Combat Lore 1 in any 3 different lore types&lt;br /&gt;
* Magical Lore I in any 3 different lore types&lt;br /&gt;
* Master Fortify I+&lt;br /&gt;
* Teaching 3+&lt;br /&gt;
* Fortify 3+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
Must have lead troops under their leadership skill to an attack that lead to defeat.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Cloak of Bravery - 5 points, up to 5 times.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 1+ Cloak of Bravery&lt;br /&gt;
* 3+ different Heraldry skills&lt;br /&gt;
* Teaching 5&lt;br /&gt;
* Mastery Fortify 3+&lt;br /&gt;
* Fortify 5+&lt;br /&gt;
* Divination 1+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have survived and lead troops under their leadership against a siege, to a successful defense.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Command - leadership effects are double for those under their command.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Printable_Documents&amp;diff=224</id>
		<title>Printable Documents</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Printable_Documents&amp;diff=224"/>
		<updated>2022-05-05T18:15:23Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Rulebook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following documents are good resources to have to be able to print out and bring to come.  Some are more useful than others in terms of frequent needs, but all are nice to have quick access to!&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
https://www.mythicadventures.org/rulebook&lt;br /&gt;
&lt;br /&gt;
==Teaching Certificates==&lt;br /&gt;
http://mythicadventures.org/storage/documents/teaching-certificates-x4.pdf&lt;br /&gt;
&lt;br /&gt;
==Guild Application==&lt;br /&gt;
http://mythicadventures.org/storage/documents/GUILD-APPLICATION.pdf&lt;br /&gt;
&lt;br /&gt;
==Mercenary Company Application==&lt;br /&gt;
http://mythicadventures.org/storage/documents/Mercenary-APPLICATION.pdf&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Gather_Pull_List&amp;diff=223</id>
		<title>Gather Pull List</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Gather_Pull_List&amp;diff=223"/>
		<updated>2022-05-05T14:11:36Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table displays all the available tags from the various gather skills.  This list does not include &amp;quot;monster only&amp;quot; drops.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abundant !! Common !! Uncommon !! Rare !! Exotic&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Mining &lt;br /&gt;
|-&lt;br /&gt;
| Lead Ore || Iron Ore || Lodestone || Adamantite Ore || Mithril Ore&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || Copper Ore || Silver Ore || Gold Ore || Platinum Ore&lt;br /&gt;
|-&lt;br /&gt;
| Coal || Powdered Flux || Anthracite || Cimmerian Crystal || Dawnstone&lt;br /&gt;
|-&lt;br /&gt;
| Garnet || Carnelian || Pink Tourmaline || Ruby || Star Ruby&lt;br /&gt;
|-&lt;br /&gt;
| Amber || Tiger&amp;#039;s Eye || Fire Agate || Ember Spinel || Infero Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Citrine || Golden Topaz || Chrysoberyl || Golden Sphene || Sunshard&lt;br /&gt;
|-&lt;br /&gt;
| Green Aventurine || Malachite || Green Tourmaline || Emerald || Wyrdstone&lt;br /&gt;
|-&lt;br /&gt;
| Blue Aventurine || Lapis Lazuli || Sky Turquoise || Sapphire || Star Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| Amethyst || Thulite || Peacock Topaz || Violet Spinel || Storm Opal&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Quartz || White Opal || Moonstone || Diamond || Heavenseye&lt;br /&gt;
|-&lt;br /&gt;
| Onyx || Obsidian || Jet || Black Tourmaline || Black Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Block of Sandstone || Block of Slate || Block of Basalt || Block of Granite || Block of Marble&lt;br /&gt;
|-&lt;br /&gt;
| Saltpeter || Brimstone Crystals || Stone Salt Crystals || Cinnabar || Quicksilver&lt;br /&gt;
|-&lt;br /&gt;
| Chalk || Iron Salt || Verdigris || Mica Flakes || Plumbago&lt;br /&gt;
|-&lt;br /&gt;
| Fool&amp;#039;s Gold || Phosphor || Magnesia || Bitumen || Calamine&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Forestry&lt;br /&gt;
|-&lt;br /&gt;
| Pine Branch || Oak Branch || Ash Branch || Walnut Branch || Mahogany Branch&lt;br /&gt;
|-&lt;br /&gt;
| Thin Leather Hide || Leather Hide || Thick Leather Hide || Scaly Hide || Armored Hide&lt;br /&gt;
|-&lt;br /&gt;
| Coarse Fur Pelt || Soft Fur Pelt || Fine Fur Pelt || Plush Fur Pelt || Luxurious Fur Pelt&lt;br /&gt;
|-&lt;br /&gt;
| Mystery Meat || Tough Wild Game || Boar Steak || Lean Venison || Succulent Snake Steak&lt;br /&gt;
|-&lt;br /&gt;
| Cattail Root || Wild Asparagus || Red Clover Leaves || Palm Heart || Lotus Pod&lt;br /&gt;
|-&lt;br /&gt;
| Acorns || Sandspur Seeds || Wild Rice || Hazelnuts || Amaranth Seeds&lt;br /&gt;
|-&lt;br /&gt;
| Meadow Garlic || Wild Grapes || Fireweed || Wood Sorrel || Rose Apple&lt;br /&gt;
|-&lt;br /&gt;
| Crushed Berries || Oak Gall || Pine Resin || Carmine Aphids || Black Walnut Husks&lt;br /&gt;
|-&lt;br /&gt;
| Water Hemlock || Scorpion Stingers || Deadly Nightshade || Deathcap Mushroom || Snake Venom&lt;br /&gt;
|-&lt;br /&gt;
| Crushed Animal Bones || Fern Frond || Ruby Spikemoss || Ogrestone Lichen || Purple Coneflower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Farming &lt;br /&gt;
|-&lt;br /&gt;
| Hulled Oats || Rye Seeds || Wheat Spikelets || Barley Spikelets || Fairfolk&amp;#039;s Spelt&lt;br /&gt;
|-&lt;br /&gt;
| Red Potato || Sweet Onion || White Turnip || Parsnip || Dragon Radish&lt;br /&gt;
|-&lt;br /&gt;
| Head of Cabbage || Black Beans || Head of Lettuce || Green Beans || Sea Beet Leaves&lt;br /&gt;
|-&lt;br /&gt;
| Quail Filet || Chicken Cutlet || Pork Loin || Lamb Chop || Beef Shank&lt;br /&gt;
|-&lt;br /&gt;
| Thin Leather Hide || Leather Hide || Thick Leather Hide || Scaly Hide || Armored Hide&lt;br /&gt;
|-&lt;br /&gt;
| Silversage || Feverfew Flowers || Saw Palmetto Fruit || Black Poppy Seeds || Foxglove&lt;br /&gt;
|-&lt;br /&gt;
| Dewberries || Bittercress || Hawberries || Persimmon || Passiflora&lt;br /&gt;
|-&lt;br /&gt;
| Blueberries || Blood Orange || Sour Cherries || Yellow Nectarine || Juicy Pear&lt;br /&gt;
|-&lt;br /&gt;
| Crabapple || Topaz Calvyrr Grapes || Dusky Calvyrr Grapes || Glowfire Mushroom || Fayvim Fig&lt;br /&gt;
|-&lt;br /&gt;
| Chitinous Husk || Bee Stings || Golden Honey || Beeswax || Gossamer Wing&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Fishing &lt;br /&gt;
|-&lt;br /&gt;
| Highfin Carp Filet || Spotted Sunfish Filet || Flathead Catfish Fillet || Shadow Bass Filet || Speckled Perch Filet&lt;br /&gt;
|-&lt;br /&gt;
| Striped Mullet Filet || Vermilion Snapper Filet || Blue Crab || Black Grouper Filet || Spiny Lobster&lt;br /&gt;
|-&lt;br /&gt;
| Silvery Scales || Nacre Slivers || Glittering Scales || Rock Snail Shells || Iridescent Scales&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Gather_Pull_List&amp;diff=222</id>
		<title>Gather Pull List</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Gather_Pull_List&amp;diff=222"/>
		<updated>2022-05-05T14:06:47Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table displays all the available tags from the various gather skills.  This list does not include &amp;quot;monster only&amp;quot; drops.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Abundant !! Common !! Uncommon !! Rare !! Exotic&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Mining &lt;br /&gt;
|-&lt;br /&gt;
| Lead Ore || Iron Ore || Lodestone || Adamantite Ore || Mithril Ore&lt;br /&gt;
|-&lt;br /&gt;
| Tin Ore || Copper Ore || Silver Ore || Gold Ore || Platinum Ore&lt;br /&gt;
|-&lt;br /&gt;
| Coal || Powdered Flux || Anthracite || Cimmerian Crystal || Dawnstone&lt;br /&gt;
|-&lt;br /&gt;
| Garnet || Carnelian || Pink Tourmaline || Ruby || Star Ruby&lt;br /&gt;
|-&lt;br /&gt;
| Amber || Tiger&amp;#039;s Eye || Fire Agate || Ember Spinel || Infero Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Citrine || Golden Topaz || Chrysoberyl || Golden Sphene || Sunshard&lt;br /&gt;
|-&lt;br /&gt;
| Green Aventurine || Malachite || Green Tourmaline || Emerald || Wyrdstone&lt;br /&gt;
|-&lt;br /&gt;
| Blue Aventurine || Lapis Lazuli || Sky Turquoise || Sapphire || Star Sapphire&lt;br /&gt;
|-&lt;br /&gt;
| Amethyst || Thulite || Peacock Topaz || Violet Spinel || Storm Opal&lt;br /&gt;
|-&lt;br /&gt;
| Quartz || White Opal || Moonstone || Diamond || Heavenseye&lt;br /&gt;
|-&lt;br /&gt;
| Onyx || Obsidian || Jet || Black Tourmaline || Black Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Block of Sandstone || Block of Slate || Block of Basalt || Block of Granite || Block of Marble&lt;br /&gt;
|-&lt;br /&gt;
| Saltpeter || Brimstone Crystals || Stone Salt Crystals || Cinnabar || Quicksilver&lt;br /&gt;
|-&lt;br /&gt;
| Chalk || Iron Salt || Verdigris || Mica Flakes || Plumbago&lt;br /&gt;
|-&lt;br /&gt;
| Fool&amp;#039;s Gold || Phosphor || Magnesia || Bitumen || Calamine&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Forestry&lt;br /&gt;
|-&lt;br /&gt;
| Pine Branch || Oak Branch || Ash Branch || Walnut Branch || Mahogany Branch&lt;br /&gt;
|-&lt;br /&gt;
| Thin Leather Hide || Leather Hide || Thick Leather Hide || Scaly Hide || Armored Hide&lt;br /&gt;
|-&lt;br /&gt;
| Coarse Fur Pelt || Soft Fur Pelt || Fine Fur Pelt || Plush Fur Pelt || Luxurious Fur Pelt&lt;br /&gt;
|-&lt;br /&gt;
| Mystery Meat || Tough Wild Game || Boar Steak || Lean Venison || Succulent Snake Steak&lt;br /&gt;
|-&lt;br /&gt;
| Cattail Root || Wild Asparagus || Red Clover Leaves || Palm Heart || Lotus Pod&lt;br /&gt;
|-&lt;br /&gt;
| Acorns || Sandspur Seeds || Wild Rice || Hazelnuts || Amaranth Seeds&lt;br /&gt;
|-&lt;br /&gt;
| Meadow Garlic || Wild Grapes || Fireweed || Wood Sorrel || Rose Apple&lt;br /&gt;
|-&lt;br /&gt;
| Crushed Berries || Oak Gall || Pine Resin || Carmine Aphids || Black Walnut Husks&lt;br /&gt;
|-&lt;br /&gt;
| Water Hemlock || Scorpion Stingers || Deadly Nightshade || Deathcap Mushroom || Snake Venom&lt;br /&gt;
|-&lt;br /&gt;
| Crushed Animal Bones || Fern Frond || Ruby Spikemoss || Ogrestone Lichen || Purple Coneflower&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;| Farming &lt;br /&gt;
|-&lt;br /&gt;
| Hulled Oats || Rye Seeds || Wheat Spikelets || Barley Spikelets || Fairfolk&amp;#039;s Spelt&lt;br /&gt;
|-&lt;br /&gt;
| Red Potato || Sweet Onion || White Turnip || Parsnip || Dragon Radish&lt;br /&gt;
|-&lt;br /&gt;
| Head of Cabbage || Black Beans || Head of Lettuce || Green Beans || Sea Beet Leaves&lt;br /&gt;
|-&lt;br /&gt;
| Quail Filet || Chicken Cutlet || Pork Loin || Lamb Chop || Beef Shank&lt;br /&gt;
|-&lt;br /&gt;
| Thin Leather Hide || Leather Hide || Thick Leather Hide || Scaly Hide || Armored Hide&lt;br /&gt;
|-&lt;br /&gt;
| Silversage || Feverfew Flowers || Saw Palmetto Fruit || Black Poppy Seeds || Foxglove&lt;br /&gt;
|-&lt;br /&gt;
| Dewberries || Bittercress || Hawberries || Persimmon || Passiflora&lt;br /&gt;
|-&lt;br /&gt;
| Blueberries || Blood Orange || Sour Cherries || Yellow Nectarine || Juicy Pear&lt;br /&gt;
|-&lt;br /&gt;
| Crabapple || Topaz Calvyrr Grapes || Dusky Calvyrr Grapes || Glowfire Mushroom || Fayvim Fig&lt;br /&gt;
|-&lt;br /&gt;
| Chitinous Husk || Bee Stings || Golden Honey || Beeswax || Gossamer Wing&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Fishing &lt;br /&gt;
|-&lt;br /&gt;
| Highfin Carp Filet || Spotted Sunfish Filet || Flathead Catfish Fillet || Shadow Bass Filet || Speckled Perch Filet&lt;br /&gt;
|-&lt;br /&gt;
| Striped Mullet Filet || Vermilion Snapper Filet || Blue Crab || Black Grouper Filet || Spiny Lobster&lt;br /&gt;
|-&lt;br /&gt;
| Silvery Scales || Nacre Slivers || Glittering Scales || Rock Snail Shells || Iridescent Scales&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Veil&amp;diff=221</id>
		<title>Pathway of the Veil</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Veil&amp;diff=221"/>
		<updated>2022-05-03T19:30:48Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Skill Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Greater Informational Lore - Veil Borders&lt;br /&gt;
* Greater Informational Lore - Planar&lt;br /&gt;
* Greater Informational Lore - Elemental Realms&lt;br /&gt;
* Terrestrial Art (any)&lt;br /&gt;
* Ethereal Art (any)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have experienced in play a tragic loss.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Veil Sight - This skill allows the user to stare into the Veil Borders. Any creature moving along the veil can be seen and can notice they are being watched. Phased creatures, such as undead, can be seen using this skill, but also the various spirits of the departed, the shepherds of the dead such as Hags and Valkyries, and even those whom travel those border dimensions.&lt;br /&gt;
Anytime the user encounters such a creature they must state &amp;quot;Veil Sight&amp;quot; loudly, such that the creature being watched is aware they can be seen.&lt;br /&gt;
Note: This skill is limited by actual line of sight, and cannot break Eludes or grant vision through objects.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 1+ Resist gained from knowledge of a school of magic (any)&lt;br /&gt;
* Ability to cast 5th level spells from a Terrestrial school of magic.&lt;br /&gt;
* Ability to cast 3rd level spells from a different school of magic.&lt;br /&gt;
* Advanced Lore 1: Veil (combat, elude or magical).&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
Must have traveled to any of the veil borders, such as the ethereal border, shadowlands, or another border.&lt;br /&gt;
Note: the character is not required to have survived the experience, just to have experienced on of the veil borders.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Veil Speak - This ability allows the character to speak with creatures that are on the veil borders that they can see with their Veil Sight.  They must first make the creature aware that they can both see them by stating &amp;quot;Veil Sight&amp;quot; as in the first Epic Ability of this pathway.  They must then make the target aware that they can converse by stating &amp;quot;Veil Speak&amp;quot; before starting any conversation.  Both the character and the being in one of the borders can hear each other normally.  &lt;br /&gt;
This does not infer any knowledge on either party of the languages being spoken, or any kindness, empathy, or friendship.  &lt;br /&gt;
This ability applies to all the same creatures as Veil Sight, even phased creatures and spirits of the dead.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 3+ resists gained from knowledge of a school of magic.&lt;br /&gt;
* Advanced Lore 3: Veil (combat, elude, or magical)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have successfully died and resurrected.  The character must have had a destruction high magic (epic magic) cast on them, such as a packet delivered Wrack the Spirit.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Veil strike - This ability allows the character to harm creatures on the veil border, such as those phased, or otherwise.  The creature must be able to be harmed.  All resistances, damage reductions, and other protections (such as silver to hit) still apply.  &lt;br /&gt;
The character must add the Veil Strike tagline to the attack.  For example: &amp;quot;Veil Strike, 20 magic&amp;quot; or &amp;quot;Veil Strike, &amp;lt;spell verbal&amp;gt;&amp;quot;.&lt;br /&gt;
The creature must have the ability to harm the character back to attack.  Though their defenses as mentioned previously remain intact.  For many creatures such as those phased, this will mean having to phase back in before they can attack, though they could also just try to flee.&lt;br /&gt;
This skill may be coupled with offensive attacks and spells which would cause some form of physical harm (hit point damage or destruction) to the creature attacked.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Critical_strike&amp;diff=220</id>
		<title>Critical strike</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Critical_strike&amp;diff=220"/>
		<updated>2022-04-06T15:34:24Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Skills]]&lt;br /&gt;
[[Category: Weapon Skills]]&lt;br /&gt;
Prerequisites: Weapon skill, Parry, Weapon Damage (one per+3 damage).&lt;br /&gt;
&lt;br /&gt;
The Critical Strike skill is a special attack skill, which allows the character to call a damaging attack which unless properly defended against will cause the defender to fall and be placed at the Critically Wounded status.&lt;br /&gt;
&lt;br /&gt;
To launch this attack, the character must say at minimum “Critical Strike” plus the weapon damage type, and if needed the hand which the strike is coming from. This attack is only good for the one (1) swing in which it is made.&lt;br /&gt;
&lt;br /&gt;
For example, it would be feasible to hear, “Critical Strike Magic, Right Hand” from a player using a magical weapon for the attack. The skill is used up whether it is successful or not at that time.&lt;br /&gt;
&lt;br /&gt;
The strike must land on the player and make contact with their person. If physically blocked by a weapon or shield the attack is used up with no effect. Also, there are spell shields which will defend against this attack, as well as any of the Parry, Block or Dodge skills.&lt;br /&gt;
&lt;br /&gt;
Some creatures and even some characters can develop a natural defense against this attack. These characters will take damage based on their Master Fortify skill.&lt;br /&gt;
&lt;br /&gt;
The player may purchase this skill once after gaining three (3) levels of the Weapon Damage skill and other prerequisites.&lt;br /&gt;
&lt;br /&gt;
They may then purchase this skill each time they gain an additional three (3) levels of the Weapon Damage skill. Thus, it is possible for a player with Weapon Damage +13 to have 4.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Critical_strike&amp;diff=219</id>
		<title>Critical strike</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Critical_strike&amp;diff=219"/>
		<updated>2022-04-06T15:34:14Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Skills]]&lt;br /&gt;
[[Category: Weapon Skills]]&lt;br /&gt;
&lt;br /&gt;
Prerequisites: Weapon skill, Parry, Weapon Damage (one per+3 damage).&lt;br /&gt;
&lt;br /&gt;
The Critical Strike skill is a special attack skill, which allows the character to call a damaging attack which unless properly defended against will cause the defender to fall and be placed at the Critically Wounded status.&lt;br /&gt;
&lt;br /&gt;
To launch this attack, the character must say at minimum “Critical Strike” plus the weapon damage type, and if needed the hand which the strike is coming from. This attack is only good for the one (1) swing in which it is made.&lt;br /&gt;
&lt;br /&gt;
For example, it would be feasible to hear, “Critical Strike Magic, Right Hand” from a player using a magical weapon for the attack. The skill is used up whether it is successful or not at that time.&lt;br /&gt;
&lt;br /&gt;
The strike must land on the player and make contact with their person. If physically blocked by a weapon or shield the attack is used up with no effect. Also, there are spell shields which will defend against this attack, as well as any of the Parry, Block or Dodge skills.&lt;br /&gt;
&lt;br /&gt;
Some creatures and even some characters can develop a natural defense against this attack. These characters will take damage based on their Master Fortify skill.&lt;br /&gt;
&lt;br /&gt;
The player may purchase this skill once after gaining three (3) levels of the Weapon Damage skill and other prerequisites.&lt;br /&gt;
&lt;br /&gt;
They may then purchase this skill each time they gain an additional three (3) levels of the Weapon Damage skill. Thus, it is possible for a player with Weapon Damage +13 to have 4.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=MediaWiki:Common.css&amp;diff=218</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=MediaWiki:Common.css&amp;diff=218"/>
		<updated>2022-04-06T15:30:55Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: Created page with &amp;quot;/* CSS placed here will be applied to all skins */ /* Infobox template style */ .infobox { 	border: 1px solid #a2a9b1; 	border-spacing: 3px; 	background-color: #f8f9fa; 	color...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
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		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=217</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=217"/>
		<updated>2022-04-06T00:16:41Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Elemental Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone.&lt;br /&gt;
&lt;br /&gt;
Darkness is a special case where it&amp;#039;s more akin to Light than the other elemental damages, however at this time there are no revealed special qualities to it like Light.  It is notable in that Resist Elemental will not apply to Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the petrification tagline that gets through your armor (i.e. it deals Body/HP damage), your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [[taglines#paralyze|paralyze]] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;br /&gt;
&lt;br /&gt;
===Pierce===&lt;br /&gt;
This tagline allows the attack to bypass any and all magical defenses on the target.  Examples include: Armor of the Spirit, Defense Against Magic, Ward, Barrier of Protection, as well as magic items that grant a defense such as a Parry pendant, or a shield enchanted to gift the Shield Block skill.  &lt;br /&gt;
&lt;br /&gt;
Avoidance magics that make a being not there, like displace, are not effected by the Pierce, because the packet misses the target.  The same goes for an item that might grant an evade or such.&lt;br /&gt;
&lt;br /&gt;
This only effects magic and not natural abilities.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Critical_strike&amp;diff=216</id>
		<title>Critical strike</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Critical_strike&amp;diff=216"/>
		<updated>2022-04-05T23:19:23Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: Created page with &amp;quot;Prerequisites: Weapon skill, Parry, Weapon Damage (one per+3 damage).  The Critical Strike skill is a special attack skill, which allows the character to call a damaging attac...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prerequisites: Weapon skill, Parry, Weapon Damage (one per+3 damage).&lt;br /&gt;
&lt;br /&gt;
The Critical Strike skill is a special attack skill, which allows the character to call a damaging attack which unless properly defended against will cause the defender to fall and be placed at the Critically Wounded status.&lt;br /&gt;
&lt;br /&gt;
To launch this attack, the character must say at minimum “Critical Strike” plus the weapon damage type, and if needed the hand which the strike is coming from. This attack is only good for the one (1) swing in which it is made.&lt;br /&gt;
&lt;br /&gt;
For example, it would be feasible to hear, “Critical Strike Magic, Right Hand” from a player using a magical weapon for the attack. The skill is used up whether it is successful or not at that time.&lt;br /&gt;
&lt;br /&gt;
The strike must land on the player and make contact with their person. If physically blocked by a weapon or shield the attack is used up with no effect. Also, there are spell shields which will defend against this attack, as well as any of the Parry, Block or Dodge skills.&lt;br /&gt;
&lt;br /&gt;
Some creatures and even some characters can develop a natural defense against this attack. These characters will take damage based on their Master Fortify skill.&lt;br /&gt;
&lt;br /&gt;
The player may purchase this skill once after gaining three (3) levels of the Weapon Damage skill and other prerequisites.&lt;br /&gt;
&lt;br /&gt;
They may then purchase this skill each time they gain an additional three (3) levels of the Weapon Damage skill. Thus, it is possible for a player with Weapon Damage +13 to have 4.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Dragon&amp;diff=215</id>
		<title>Pathway of the Dragon</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Dragon&amp;diff=215"/>
		<updated>2022-04-05T22:57:14Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Lesser Informational Lore: Dragon&lt;br /&gt;
* Weapon Master (any)&lt;br /&gt;
* 3+ Weapon Damage&lt;br /&gt;
* 1+ Parry&lt;br /&gt;
* 1+ Critical Strike&lt;br /&gt;
* Terrestrial Art (any)&lt;br /&gt;
* Ethereal Art (any)&lt;br /&gt;
* Spell column 5/4/3/2/1 (any) Minimum&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must be a member of a group associated with Dragons.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Claws Like Lances - This ability allows all lethal and deadly attacks, as well as 9th level deadly or damaging spells, to add the [[Taglines#Pierce|Pierce]] tagline, which bypasses spell shielding.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Shield Use (any)&lt;br /&gt;
* 1+ Shield Block&lt;br /&gt;
* Spell column 5/5/5/4/3/2/1 minimum.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have seen a dragon (any kind).&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Dragon Fire (as the spell) 3 points up to 5 times.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 1+ Dragon Fire ability&lt;br /&gt;
* Fortify 2+&lt;br /&gt;
Mastery Fortify 1+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have acquired a dragon scale in play and must consume such as part of gaining the final skill.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Scales of the Dragon - Harderd ability - This skill makes the users&amp;#039;s body resistant, like that of a dragon&amp;#039;s scales. This skill doubles the point value of the Fortify and Master Fortify skills.  It has no effect on the spell attacks or augmentation of other skills or abilities.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Epic_Ability_Lore_Master&amp;diff=214</id>
		<title>Epic Ability Lore Master</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Epic_Ability_Lore_Master&amp;diff=214"/>
		<updated>2022-04-05T22:56:56Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
This is a single Epic for those who have spent the time focused on knowledge and the various uses of Lores in the game. &lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Greater Lore (All)&lt;br /&gt;
* Heraldry (Any)&lt;br /&gt;
* Teaching 5&lt;br /&gt;
* Evaluate Item&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Fermenting&lt;br /&gt;
* At least 1 knowledge-based RP skill (such as Kingdom Law or Dwarven History)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
Must have sought out and also taught skills in history,  lore, and tactics. &lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
This epic provides the ability to roleplay that one knows the history or bits about an item presented.   They use may contact the staff to gain this knowledge when needed. &lt;br /&gt;
Example: This is Foe Striker, a famous Axe of the Dwarves,  unseen since the fall of the Kingdom of Alinoir.&lt;br /&gt;
&lt;br /&gt;
This Epic Ability also acts to further enhance the various advanced Lore Skills in the following manner: &lt;br /&gt;
&lt;br /&gt;
* Combat Lore: against the Lore type the Lore Master may add the [[Taglines#Massive|Massive]] Tagline to their melee attacks. &lt;br /&gt;
* Magical Lore: against the Lore type the Lore Master may add the [[Taglines#Pierce|Pierce]] Tagline to their spells. &lt;br /&gt;
* Avoidance (Elude) Lore: against the Lore type the Lore Master may use this skill as a Vanish, similar to the Rogue skill of the same name.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=213</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=213"/>
		<updated>2022-04-05T22:56:23Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Compel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone, Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the petrification tagline that gets through your armor (i.e. it deals Body/HP damage), your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [[taglines#paralyze|paralyze]] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;br /&gt;
&lt;br /&gt;
===Pierce===&lt;br /&gt;
This tagline allows the attack to bypass any and all magical defenses on the target.  Examples include: Armor of the Spirit, Defense Against Magic, Ward, Barrier of Protection, as well as magic items that grant a defense such as a Parry pendant, or a shield enchanted to gift the Shield Block skill.  &lt;br /&gt;
&lt;br /&gt;
Avoidance magics that make a being not there, like displace, are not effected by the Pierce, because the packet misses the target.  The same goes for an item that might grant an evade or such.&lt;br /&gt;
&lt;br /&gt;
This only effects magic and not natural abilities.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Phoenix&amp;diff=212</id>
		<title>Pathway of the Phoenix</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Phoenix&amp;diff=212"/>
		<updated>2022-04-05T22:49:03Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Greater Informational Lore: Mythical Creatures&lt;br /&gt;
* Weapon Skill (any)&lt;br /&gt;
* 2+ Weapon Damage&lt;br /&gt;
* Healer Arts&lt;br /&gt;
* Healer Spells 5/4/3/2/1 minimum&lt;br /&gt;
* Elemental Arts&lt;br /&gt;
* 1+ Resist Darkness&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
Must belong to or be closely associated with a group that involves a Phoenix.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Cleansing Flame - This ability allows you to add the [[Taglines#Light|Light]] tagline to any fire based attack or spell.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 1+ Parry&lt;br /&gt;
* Elemental Spells 5/4/3/2/1 minimum&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have interacted with a Phoenix.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Cheat Death - 5 points up to 5 times.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 1+ Cheat Death&lt;br /&gt;
* Fortify 2+&lt;br /&gt;
* Mastery Fortify 1+&lt;br /&gt;
* Riding: Airborn (any)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must ahve acquired a phoenix feather in play, and must consume such as part of gaining the final skill.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Incenerate - 1/day - This ability deals 250 points of Fiery (+Light) damage in a 10 foot radius, centered on the caster. Anything which falls to below zero hit points is turned to ash, and must resurrect if possible.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Endless&amp;diff=211</id>
		<title>Pathway of the Endless</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Endless&amp;diff=211"/>
		<updated>2022-04-05T22:24:02Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Fortify 3+&lt;br /&gt;
* Bravery&lt;br /&gt;
* Iron Grasp&lt;br /&gt;
* 2 different resists (any)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
Must be somehow closely associated /connected to a being that has attained functional immortality. The character must be known to be completely dedicated to a cause.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Unending - The character with the ability can not bleed to death and, unless killing blowed, will remain at the status they are reduced to with no count.  They may regenerate or heal normally.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Fortify 6+&lt;br /&gt;
* Master Fortify 2+&lt;br /&gt;
* Any 3 Informational Lores&lt;br /&gt;
* 3 different resists (any)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have resurrected.  The character must have defeated a being that was functionally immortal.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Instant Recovery, 5 points up to 5 times.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* 3 resists in any 3 types of resists&lt;br /&gt;
* Master Fortify 4+&lt;br /&gt;
* Any Ethereal Art&lt;br /&gt;
* Any Terrestrial Art&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Endless - This ability grants the user immunity to death effects and spells such as: Death, Condemn, Soul Destruction, the [[Taglines#Demise|Demise]] tagline, and so on.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Titan&amp;diff=210</id>
		<title>Pathway of the Titan</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Titan&amp;diff=210"/>
		<updated>2022-04-05T22:22:54Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Weapon Master (any)&lt;br /&gt;
* Shield Use (any)&lt;br /&gt;
* Weapon Damage 5+&lt;br /&gt;
* Critical Strike 1+&lt;br /&gt;
* Enhanced Strength 5+ (without magic items)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
A proven and continuous presence of being a character of power and whom comes at battle with confidence and strength.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Augment - Titanic Strike - This ability allows the character to add the [[Taglines#Massive|Massive]] tagline to any strike (critical strike, lethal strike, ferocious strike, etc).&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Critical Strike 2+&lt;br /&gt;
* Lethal Strike 1+&lt;br /&gt;
* Shield Base 1+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Titan Strength - 5 points up to 5 times - This ability as +1 additional strength to the character&amp;#039;s natural enhanced strength.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Critical Strike 3+&lt;br /&gt;
* Lethal Strike 2+&lt;br /&gt;
* Shield Bash 2+&lt;br /&gt;
* Titanic Strength 3+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Titanic Strike - This ability does 150 [[Taglines#Massive|Massive]] damage in a 10 foot radius from the user, plus a 10 foot knock back, 1/day.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Warlord&amp;diff=209</id>
		<title>Pathway of the Warlord</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Warlord&amp;diff=209"/>
		<updated>2022-04-05T22:22:19Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Weapon Master - All&lt;br /&gt;
* Weapon Damage +10 (or higher)&lt;br /&gt;
* Parry 2+&lt;br /&gt;
* Critical Strike 2+&lt;br /&gt;
* Riposte 2+&lt;br /&gt;
* Lethal Strike 2+&lt;br /&gt;
* Leadership&lt;br /&gt;
* Riding, Land Based (any)&lt;br /&gt;
* Iron Grasp&lt;br /&gt;
* Bravery&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have taken on a Leadership Role in battle, and lead their followers to a successful victory.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Unyielding - This ability allows the user to negate the [[Taglines#Massive|Massive]] tagline with the use of a Parry or a Riposte skill, regardless of the weapon used.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Shield Master - All&lt;br /&gt;
* Shield Block 2+&lt;br /&gt;
* Shield Bash 2+&lt;br /&gt;
* Resist (any) 3+&lt;br /&gt;
* Combat Lore 2 (any)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have lead troops and experienced defeat.  The character must have lead a successful retreat.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Massive Cleave - 5 points, may be purchased up to 5 times - This ability allows the use to purchase the Massive Cleave skill which strikes targets in a 10 foot radius around the user for their normal weapon damage with the [[Taglines#Massive|Massive]] tagline as well.  &lt;br /&gt;
For example, the user might state Massive Cleave 32 Massive 10 foot radius&amp;quot; and all in the area of effect would take the damage, unless they had a proper defense.&lt;br /&gt;
Note: Cleave and Massive Cleave can not be coupled with Specialty attacks which don&amp;#039;t do hit point damage.  For example, Cleaves can not be used with Critical Strike, Lethal Strike, Assassinate, and such.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Survival (any)&lt;br /&gt;
* Riding, Airborn (any)&lt;br /&gt;
* Combat Lore 3 (any)&lt;br /&gt;
* Heraldry 2+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have successfully died and resurrected.  The character must have bean an epic level (50+) being in single combat.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Massive Strikes - This ability allows the user to add the [[Taglines#Massive|Massive]] tagline to any of their specialty strikes (such as critical, ferocious, etc) regardless of the weapon used.  On top of the normal effects of Massive damage, this ability also counts as [[Taglines#Magic|Magic]] for the purpose of striking targets only effected by Magical weapons, regardless of if the weapon used is magical or not.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Warlord&amp;diff=208</id>
		<title>Pathway of the Warlord</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Warlord&amp;diff=208"/>
		<updated>2022-04-05T22:21:48Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Weapon Master - All&lt;br /&gt;
* Weapon Damage +10 (or higher)&lt;br /&gt;
* Parry 2+&lt;br /&gt;
* Critical Strike 2+&lt;br /&gt;
* Riposte 2+&lt;br /&gt;
* Lethal Strike 2+&lt;br /&gt;
* Leadership&lt;br /&gt;
* Riding, Land Based (any)&lt;br /&gt;
* Iron Grasp&lt;br /&gt;
* Bravery&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have taken on a Leadership Role in battle, and lead their followers to a successful victory.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Unyielding - This ability allows the user to negate the [[Taglines#Massive|Massive]] tagline with the use of a Parry or a Riposte skill, regardless of the weapon used.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Shield Master - All&lt;br /&gt;
* Shield Block 2+&lt;br /&gt;
* Shield Bash 2+&lt;br /&gt;
* Resist (any) 3+&lt;br /&gt;
* Combat Lore 2 (any)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have lead troops and experienced defeat.  The character must have lead a successful retreat.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Massive Cleave - 5 points, may be purchased up to 5 times - This ability allows the use to purchase the Massive Cleave skill which strikes targets in a 10 foot radius around the user for their normal weapon damage with the [[Taglines#Massive|Massive]] tagline as well.  &lt;br /&gt;
For example, the user might state Massive Cleave 32 Massive 10 foot radius&amp;quot; and all in the area of effect would take the damage, unless they had a proper defense.&lt;br /&gt;
Note: Cleave and Massive Cleave can not be coupled with Specialty attacks which don&amp;#039;t do hit point damage.  For example, Cleaves can not be used with Critical Strike, Lethal Strike, Assassinate, and such.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Survival (any)&lt;br /&gt;
* Riding, Airborn (any)&lt;br /&gt;
* Combat Lore 3 (any)&lt;br /&gt;
* Heraldry 2+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have successfully died and resurrected.  The character must have bean an epic level (50+) being in single combat.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Massive Strikes - This ability allows the user to add the Massive tagline to any of their specialty strikes (such as critical, ferocious, etc) regardless of the weapon used.  On top of the normal effects of Massive damage, this ability also counts as Magic for the purpose of striking targets only effected by Magical weapons, regardless of if the weapon used is magical or not.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Warlord&amp;diff=207</id>
		<title>Pathway of the Warlord</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Pathway_of_the_Warlord&amp;diff=207"/>
		<updated>2022-04-05T22:21:02Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
Like all Epic Pathways, the abilities must be learned in order, and all requirements met before the Epic Ability is granted.&lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Weapon Master - All&lt;br /&gt;
* Weapon Damage +10 (or higher)&lt;br /&gt;
* Parry 2+&lt;br /&gt;
* Critical Strike 2+&lt;br /&gt;
* Riposte 2+&lt;br /&gt;
* Lethal Strike 2+&lt;br /&gt;
* Leadership&lt;br /&gt;
* Riding, Land Based (any)&lt;br /&gt;
* Iron Grasp&lt;br /&gt;
* Bravery&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have taken on a Leadership Role in battle, and lead their followers to a successful victory.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Unyielding - This ability allows the user to negate the [[Taglines#Massive|Massive]] tagline with the use of a Parry or a Riposte skill, regardless of the weapon used.&lt;br /&gt;
&lt;br /&gt;
=2nd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Shield Master - All&lt;br /&gt;
* Shield Block 2+&lt;br /&gt;
* Shield Bash 2+&lt;br /&gt;
* Resist (any) 3+&lt;br /&gt;
* Combat Lore 2 (any)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have lead troops and experienced defeat.  The character must have lead a successful retreat.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Massive Cleave - 5 points, may be purchased up to 5 times - This ability allows the use to purchase the Massive Cleave skill which strikes targets in a 10 foot radius around the user for their normal weapon damage with the Massive tagline as well.  &lt;br /&gt;
For example, the user might state Massive Cleave 32 Massive 10 foot radius&amp;quot; and all in the area of effect would take the damage, unless they had a proper defense.&lt;br /&gt;
Note: Cleave and Massive Cleave can not be cuopled with Specialty attacks which don&amp;#039;t do hit point damage.  For example, Cleaves can not be used with Critical Strike, Leathal Strike, Assassinate, and such.&lt;br /&gt;
&lt;br /&gt;
=3rd Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Survival (any)&lt;br /&gt;
* Riding, Airborn (any)&lt;br /&gt;
* Combat Lore 3 (any)&lt;br /&gt;
* Heraldry 2+&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
The character must have successfully died and resurrected.  The character must have bean an epic level (50+) being in single combat.&lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
Massive Strikes - This ability allows the user to add the Massive tagline to any of their specialty strikes (such as critical, ferocious, etc) regardless of the weapon used.  On top of the normal effects of Massive damage, this ability also counts as Magic for the purpose of striking targets only effected by Magical weapons, regardless of if the weapon used is magical or not.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Epic_Ability_Lore_Master&amp;diff=206</id>
		<title>Epic Ability Lore Master</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Epic_Ability_Lore_Master&amp;diff=206"/>
		<updated>2022-04-05T22:20:30Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Ability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
This is a single Epic for those who have spent the time focused on knowledge and the various uses of Lores in the game. &lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Greater Lore (All)&lt;br /&gt;
* Heraldry (Any)&lt;br /&gt;
* Teaching 5&lt;br /&gt;
* Evaluate Item&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Fermenting&lt;br /&gt;
* At least 1 knowledge-based RP skill (such as Kingdom Law or Dwarven History)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
Must have sought out and also taught skills in history,  lore, and tactics. &lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
This epic provides the ability to roleplay that one knows the history or bits about an item presented.   They use may contact the staff to gain this knowledge when needed. &lt;br /&gt;
Example: This is Foe Striker, a famous Axe of the Dwarves,  unseen since the fall of the Kingdom of Alinoir.&lt;br /&gt;
&lt;br /&gt;
This Epic Ability also acts to further enhance the various advanced Lore Skills in the following manner: &lt;br /&gt;
&lt;br /&gt;
* Combat Lore: against the Lore type the Lore Master may add the [[Taglines#Massive|Massive]] Tagline to their melee attacks. &lt;br /&gt;
* Magical Lore: against the Lore type the Lore Master may add the Pierce Tagline to their spells. &lt;br /&gt;
* Avoidance (Elude) Lore: against the Lore type the Lore Master may use this skill as a Vanish, similar to the Rogue skill of the same name.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Category:Epic_Paths&amp;diff=205</id>
		<title>Category:Epic Paths</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Category:Epic_Paths&amp;diff=205"/>
		<updated>2022-04-05T13:46:52Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=204</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=204"/>
		<updated>2022-04-04T23:01:05Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Silver */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone, Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the petrification tagline that gets through your armor (i.e. it deals Body/HP damage), your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [[taglines#paralyze|paralyze]] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=203</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=203"/>
		<updated>2022-04-04T23:00:38Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Petrification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even have any damage be valid.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone, Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the petrification tagline that gets through your armor (i.e. it deals Body/HP damage), your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [[taglines#paralyze|paralyze]] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=202</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=202"/>
		<updated>2022-04-04T22:51:48Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Paralyze Gaze */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even have any damage be valid.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone, Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are truck by an attack with the petrification tagline, your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [[taglines#paralyze|paralyze]] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=201</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=201"/>
		<updated>2022-04-04T22:51:36Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Paralyze Gaze */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even have any damage be valid.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone, Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are truck by an attack with the petrification tagline, your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [[taglines#paralyze]] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=200</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=200"/>
		<updated>2022-04-04T22:51:18Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Paralyze Gaze */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even have any damage be valid.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone, Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are truck by an attack with the petrification tagline, your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [Taglines#paralyze] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=199</id>
		<title>Taglines</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Taglines&amp;diff=199"/>
		<updated>2022-04-04T16:21:05Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Level Drain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taglines=&lt;br /&gt;
&lt;br /&gt;
Taglines are status affects and abilities that accompany damage dealing strikes.  These can apply special affects, status affects, or triggered abilities upon dealing damage.  Damage types and taglines can be combined in a player&amp;#039;s tagline, such as a character with an enchanted axe may wish to call Cleaving Magic in the instances in which cleaving may allow the character to deal additional damage.  Weapons can have several different damage types depending on their use.&lt;br /&gt;
&lt;br /&gt;
Additional taglines beyond these may exist. If the player is unsure of the effects of a tagline, they should ask a marshal or staff member.&lt;br /&gt;
  &lt;br /&gt;
==Weapon Taglines==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
The simplest and most basic tagline is &amp;quot;Normal&amp;quot;, which signifies that your strike carries no specific variation to the strike.  All weapons can call the &amp;quot;Normal&amp;quot; tagline with their swing, though no spells or abilities carry the normal tagline.  This can be used any time the user is not concerned with the damage type of their attack.&lt;br /&gt;
&lt;br /&gt;
===Slashing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by swords and other bladed weapons. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Crushing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by hammers, maces, and clubs. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Cleaving===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by axes and their ilk. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Puncturing===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by arrows, bullets, and crossbow bolts. Some creatures may take more, or less, damage from a slashing attack.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons each are enchanted.  Some creatures may require this tagline to even be affected by the damage.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&lt;br /&gt;
This tagline is used by weapons which have had a silvering kit applied to it, or are specifically created with Silver or True Silver.  Some creatures may require this tagline to even have any damage be valid.&lt;br /&gt;
&lt;br /&gt;
==Special Taglines with Effects==&lt;br /&gt;
&lt;br /&gt;
===Entangle===&lt;br /&gt;
&lt;br /&gt;
An entangled character is held and cannot move, attack, or defend.  An entagled creature can break free with Enhanced Strength +1 on a ten (10) count, and on a five (5) count with Enhanced Strength +2.  An entangled character may not be killed if they are breaking free.  An entangled character may be cut out on a 10 count by another character.&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
&lt;br /&gt;
A diseased character may not have any visible effect, and the disease must be removed in some manner even if the damage it caused is healed.  They cannot run, nor can they attack; a diseased character may only defend. This effect must get through armor or to hit points and lasts 10 minutes until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Paralyze===&lt;br /&gt;
&lt;br /&gt;
A paralyzed character is unable to move under their own power and may either simply stand unmoving or fall to the ground, unable to move but conscious unless rendered otherwise. A character who is paralyzed may not defend themselves. This effect must get through armor to hit points and lasts for 10 minutes or until dispelled.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Poison tagline, you will be poisoned for 10 minutes (loosing 1 HP/minute). Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Fear tagline, you will be affected just like the Fear spell/effect for 10 minutes. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Terror===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Terror tagline, you will be paralyzed with fear for 10 minutes just as if you were affected by the Terror effect. Bravery negates. Resist Mind Effecting is the appropriate resist, per the description.&lt;br /&gt;
&lt;br /&gt;
===Weakness===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Weakness tagline, you will be affected just like the spell Curse of Weakness for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Nausea tagline, you will be nauseated for 10 minutes. Resist Toxin or Resist Metabolic are the appropriate resists, as per the description.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Curse tagline, you will be affected just like the spell Curse of Pain for 10 minutes. Resist Magic is the appropriate resist.&lt;br /&gt;
&lt;br /&gt;
===Elemental Damage===&lt;br /&gt;
&lt;br /&gt;
In addition to the normal damage dealt by the weapon, this swing may have an additional affect against certain creatures.  Elemental Damage includes: Fire, Ice, Lightning, Stone, Darkness.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
The Light tagline always counts as &amp;quot;magic&amp;quot; against creatures affected by it.  This tagline does double damage to some Undead, Demons, and other creatures of darkness, bypassing most DRs other than those specifically vs Light.&lt;br /&gt;
&lt;br /&gt;
===Body===&lt;br /&gt;
&lt;br /&gt;
The body tagline bypasses all armor and goes directly to a target&amp;#039;s hit points.  The damage will leave the target&amp;#039;s armor unaffected from the attack.  Shields may block and weapons may be used to parry this tagline, and it must land on the target to affect their hit points.&lt;br /&gt;
&lt;br /&gt;
===Massive===&lt;br /&gt;
&lt;br /&gt;
The massive tagline will bypass all defenses and cannot be blocked or parried normally. If an attack lands on the target or their items, such as a sword or shield, the damage is taken by the target.  It must go through a target&amp;#039;s armor before it affects their hit points.  The Massive tagline ignores a target&amp;#039;s Damage Reduction, bypassing it to do full damage.&lt;br /&gt;
&lt;br /&gt;
Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Life Drain===&lt;br /&gt;
&lt;br /&gt;
This attack is a rare tagline which bypasses armor and goes directly to hit points, like the Body tagline.  In addition, this attack drains the vitality of its target and transfers it to the attacker, effectively healing the attacker by the amount of damage to the target.  Certain skills such as Parry, Shield Block, and Shield Bash can be used to stop one swing of this tagline.&lt;br /&gt;
&lt;br /&gt;
===Demise===&lt;br /&gt;
&lt;br /&gt;
This tagline will do damage and is also a Deadly effect unless resisted or protected against.  Do not expect to see it on anything other than the most powerful of beings.  The Deadly effect must get through armor to hit points before taking effect.  &lt;br /&gt;
&lt;br /&gt;
Certain Skills such as Master Fortify will stop the attack from outright killing the target, though the tagline will add a damage equivalent to the most powerful of attacks, Deadly Attacks, to the damage swing.&lt;br /&gt;
&lt;br /&gt;
===Permanent Wound===&lt;br /&gt;
&lt;br /&gt;
If you take hit point damage from an attack with the Permanent Wound tagline, that damage cannot be magically healed for the remainder of the event, until resurrection, or certain ritual magics are cast to remove the effect – whichever comes first. Please note that this damage MAY be healed from regeneration granted by Fortify skills, or healing performed via Surgery.&lt;br /&gt;
&lt;br /&gt;
===Level Drain===&lt;br /&gt;
&lt;br /&gt;
If you are struck by an attack with the Level Drain tagline, you will be treated as if you have half your normal maximum hit points and will inflict half your normal maximum damage for ten minutes.&lt;br /&gt;
&lt;br /&gt;
===Petrification===&lt;br /&gt;
&lt;br /&gt;
If you are truck by an attack with the petrification tagline, your physical body has been turned into stone. In this state you are dead.  If you are some way &amp;quot;fixed&amp;quot; from the petrification state, you are still considered to be in the Dead state, and will need additional fixing.  &lt;br /&gt;
&lt;br /&gt;
If you are shattered while stone, such as the destroy item, shatter armor, or shatter item spell, you are immediately dusted and must resurrect, if capable, as if you had been disintegrated.&lt;br /&gt;
&lt;br /&gt;
===Paralyze Gaze===&lt;br /&gt;
This is an additional delivery method of the [[Taglines#paralyze]] status effect. There are 2 methods in which the Paralyze Gaze effect is delivered.  The first is via packet.  The second is similar to a Vampire&amp;#039;s dominate effect, which occurs on a 10 count of sustained eye contact.  &lt;br /&gt;
&lt;br /&gt;
The Paralyze effect from a Paralyze Gaze lasts for one minute...after the user has broken eye contact.  Fortify will reduce the timer as normal, but the timer will not begin until eye contact is complete.&lt;br /&gt;
&lt;br /&gt;
===Compel===&lt;br /&gt;
A fun new effect.  This is a mind effecting charm affect.  At this time, this effect will only come from a staff member.  &lt;br /&gt;
&lt;br /&gt;
This effect will force the target or targets of the effect to obey a command.  Examples of this may be &amp;quot;come to me&amp;quot;, &amp;quot;dance&amp;quot;, or &amp;quot;follow&amp;quot;.  This effect cannot compel a knight to break their oath.  &lt;br /&gt;
&lt;br /&gt;
This is a heavy role play effect and it is encouraged that all play along.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Epic_Ability_Lore_Master&amp;diff=198</id>
		<title>Epic Ability Lore Master</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Epic_Ability_Lore_Master&amp;diff=198"/>
		<updated>2022-03-26T16:41:17Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: Created page with &amp;quot;Category: Epic Paths  This is a single Epic for those who have spent the time focused on knowledge and the various uses of Lores in the game.   =1st Epic Ability= ==Skill...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Epic Paths]]&lt;br /&gt;
&lt;br /&gt;
This is a single Epic for those who have spent the time focused on knowledge and the various uses of Lores in the game. &lt;br /&gt;
&lt;br /&gt;
=1st Epic Ability=&lt;br /&gt;
==Skill Requirements==&lt;br /&gt;
* Greater Lore (All)&lt;br /&gt;
* Heraldry (Any)&lt;br /&gt;
* Teaching 5&lt;br /&gt;
* Evaluate Item&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Herbalism&lt;br /&gt;
* Fermenting&lt;br /&gt;
* At least 1 knowledge-based RP skill (such as Kingdom Law or Dwarven History)&lt;br /&gt;
&lt;br /&gt;
==Roleplay Requirements==&lt;br /&gt;
Must have sought out and also taught skills in history,  lore, and tactics. &lt;br /&gt;
&lt;br /&gt;
==Ability==&lt;br /&gt;
This epic provides the ability to roleplay that one knows the history or bits about an item presented.   They use may contact the staff to gain this knowledge when needed. &lt;br /&gt;
Example: This is Foe Striker, a famous Axe of the Dwarves,  unseen since the fall of the Kingdom of Alinoir.&lt;br /&gt;
&lt;br /&gt;
This Epic Ability also acts to further enhance the various advanced Lore Skills in the following manner: &lt;br /&gt;
&lt;br /&gt;
* Combat Lore: against the Lore type the Lore Master may add the Massive Tagline to their melee attacks. &lt;br /&gt;
* Magical Lore: against the Lore type the Lore Master may add the Pierce Tagline to their spells. &lt;br /&gt;
* Avoidance (Elude) Lore: against the Lore type the Lore Master may use this skill as a Vanish, similar to the Rogue skill of the same name.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Berowick&amp;diff=197</id>
		<title>Berowick</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Berowick&amp;diff=197"/>
		<updated>2022-03-17T15:44:38Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* More About Berowick */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
[[Category: Kingdoms of Man]]&lt;br /&gt;
[[Category: Primer]]&lt;br /&gt;
&lt;br /&gt;
Berowick was the third duchy founded after the Free Kingdom was established. They are a duchy of farmers first, and everything else second. They are exceedingly loyal to their Duchess and to their Queen, often taking a dim view of outsiders. &lt;br /&gt;
&lt;br /&gt;
They have more Shires than any other duchy. &lt;br /&gt;
&lt;br /&gt;
In general, Berowickians are home bodies with a deep love of hearth and home and consequently very protective of their loved ones and their land. &lt;br /&gt;
&lt;br /&gt;
It is the breadbasket of the kingdom, growing wheat, barley, and rye, as well as most of the vegetables and berries consumed by the kingdom. It is also known for its superior beers.&lt;br /&gt;
&lt;br /&gt;
==Duchess of Berowick==&lt;br /&gt;
Dutches Cynthia Valhelm&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
Pale gray with a blue gryphon &lt;br /&gt;
&lt;br /&gt;
==Makeup Requirements==&lt;br /&gt;
Humans are not required to wear make-up.&lt;br /&gt;
&lt;br /&gt;
Nobles are held to a higher standard of costuming than commoners, frequently appearing in some variation of their house colors. The fabrics will be of a higher quality and have more trim. New players coming in as nobles must have their costuming approved by the Berowick marshal. &lt;br /&gt;
&lt;br /&gt;
Sleeves and skirts/pants that can be hiked or tied are commonly seen in the peasant classes. Trumpet sleeves are fashionable for the noblewoman, and noblemen tend to wear sleeves that do not tie at the wrist and pants that do not tie at the ankle.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
Unlimited at this time.&lt;br /&gt;
&lt;br /&gt;
==Profession Information==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; None, individual houses may have restrictions&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Affinities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Skill Information==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus Craft:&amp;#039;&amp;#039;&amp;#039; Farming&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Required for Nobles:&amp;#039;&amp;#039;&amp;#039; Cartography&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Inherent Advantages:==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Starting Humans may buy the Nobility skill (only at character creation) if they wish.&lt;br /&gt;
&lt;br /&gt;
==Inherent Disadvantages:==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
&lt;br /&gt;
===About Berowick===&lt;br /&gt;
Wales is a huge influence.&lt;br /&gt;
&lt;br /&gt;
Berowick should be peaceful farmland with goodly lords and knights helping and protecting the land. It’s the bread basket of the kingdom, and has quite a few shires. It’s farmers never really deal with worse than highwaymen, and they may even know each other.&lt;br /&gt;
&lt;br /&gt;
No orcs (...usually).  Not much in the way of undead either.  Bandits and highwaymen though are a problem.&lt;br /&gt;
&lt;br /&gt;
Traders from other dukedoms and the Farseni and the Elves all trade with Berowick. They grow wheat, rye, barley, and all the veggies. No real fruit trees other than citrus. No apples.&lt;br /&gt;
&lt;br /&gt;
Weather wise Berowick is similar to Sarasota. &lt;br /&gt;
&lt;br /&gt;
===Common Slang Terms===&lt;br /&gt;
Annwyl means dear, friend, precious, loved one. F’anwylyd means my dearest and fy annwyl un means my dearest one. &lt;br /&gt;
&lt;br /&gt;
Geneth means girl and fy ngeneth i means my girl. &lt;br /&gt;
&lt;br /&gt;
Gwas means boy and fy ngwas i means my boy. &lt;br /&gt;
&lt;br /&gt;
====Phrases ====&lt;br /&gt;
Mae Fe’n lladd gwair means He’s killing time. Literally he’s mowing hay. &lt;br /&gt;
&lt;br /&gt;
Segurdod yw clod y cledd means Power is best when it’s not used. Literally a sword’s credit is it’s idleness. &lt;br /&gt;
&lt;br /&gt;
Bore da is good morning. &lt;br /&gt;
&lt;br /&gt;
Prynhawn da is good afternoon. &lt;br /&gt;
&lt;br /&gt;
Noswaith dda is good evening. &lt;br /&gt;
&lt;br /&gt;
Nos da is good night. &lt;br /&gt;
&lt;br /&gt;
Thank you is Diolch and you’re welcome is Croeso.&lt;br /&gt;
&lt;br /&gt;
===More About Berowick===&lt;br /&gt;
Berowick was the third duchy to be settled after the found of the Kingdom. It is bordered by the Queenslands to the north and Edomire to the south. It has gentle sloping hillsides, slow and wide rivers, and beautiful beaches along the coast with two major sheltered ports.&lt;br /&gt;
&lt;br /&gt;
There are more farmers and merchants than politicians located in Berowick, and it’s blessed with a long growing season and abundant rain and warm weather.&lt;br /&gt;
&lt;br /&gt;
It’s just above the tropics, so it tends to be warm and temperatures rarely get below freezing even in the harshest winters. You will find oranges, lemons, and limes growing, but not apples, pears, cherries, or other fruit trees that require cooler weather to produce. Wines are produced in Berowick, mostly dark reds and burgundies, but they are best known for their beers. Some of the best breweries in the kingdom are located in Berowick.&lt;br /&gt;
&lt;br /&gt;
If the people of Aeldirmann are described as fat, happy, and always ready for an adventure, the people of Berowick can be described as fat, happy, and always ready to read about those adventures. They are contented with their lot. They trust their duchess to be kind and fair, their nobles not to overburden them, and the Queen’s Army to work well with the Duchess’ militia to on the rare occasion when the army’s assistance is needed.&lt;br /&gt;
&lt;br /&gt;
Berowick tends to take care of itself, thank you, and will request help only if needed. &lt;br /&gt;
&lt;br /&gt;
Like in every duchy throughout the Kingdom, the land is dotted with fey ruins. Unlike the Queenslands, the ruins and abandoned building have been left alone. They serve as reminders of the treaties made by their ancestors, and as landmarks along the trails.&lt;br /&gt;
&lt;br /&gt;
While Berowick is composed mostly of Kingdom Humans, there are several Shires as well. There is even a small enclave of dwarves, and because of their location along the trade route to the Queenslands, both the Farseni and the Fey can be seen passing though.&lt;br /&gt;
&lt;br /&gt;
The Elves of Eternal Springs and River’s Heart have Homely Houses on the northwestern and western borders and are quite active.&lt;br /&gt;
&lt;br /&gt;
Berowickians are largely matriarchal and inheritance passes along the female line, unless there are no female heirs.&lt;br /&gt;
&lt;br /&gt;
For example, Duchess Valhelm has three daughters and two sons. Although the two sons were born first, the eldest daughter will inherit after her.&lt;br /&gt;
&lt;br /&gt;
Marriage, especially among the nobility, is seen as a contract between the two families involved. Two forms of legal marriage exist: a formal arrangement with the consent of the families, and an elopement without the consent of the families.&lt;br /&gt;
&lt;br /&gt;
The first is the most common. The mothers or female guardians of the individuals arrange the marriage, and a dower is paid by both families the morning after the consummation of the marriage, and this becomes communal property during the marriage. If the marriage ends before seven years, this initial payment is given to the person of lower rank. If it ends after seven years, the communal property is divided half and half.&lt;br /&gt;
&lt;br /&gt;
The second legal form of marriage is the elopement. This form of marriage is arranged by the individuals involved without the consent of their families. No dower is paid, so they start married life without it. The families can dissolve the marriage, if the families find the couple before the marriage is consummated. This, I imagine, is rare. If the marriage ends before seven years, any communal property is divided equally among the families. If the marriage ends after seven years, any communal property is divided equally among the individuals. Both types of marriage require at least two witnesses “in good standing” to confirm that the marriage took place.&lt;br /&gt;
&lt;br /&gt;
Children of nobles and commoners start their schooling around age six and finish around age fourteen/fifteen at which point they start their apprenticeships. Bastard children of the nobility are sent away to another House, sometimes in another Duchy, when their schooling is finished around age fourteen. They become wards of that House until they reach the age of adulthood for that duchy, at which point they become a retainer of that House. This prevents bastards from trying to claim a title, and helps secure the legitimate line of succession.&lt;br /&gt;
&lt;br /&gt;
Bigamy, adultery, necromancy, marrying using a false name, and abuse are all grounds for divorce in which the offending partner would not receive any of the communal property. &lt;br /&gt;
&lt;br /&gt;
Custody of the children is generally given to the mother, unless it can be proven that she is unable to care for them. &lt;br /&gt;
&lt;br /&gt;
Being a land of farmers, they celebrate the Blessings of the Seeds in April with great fanfare. Although each house is a bit different, this is considered a lucky time for marriages and children conceived during this period are considered to be blessed or lucky. This is also an auspicious time for new beginnings and business ventures.&lt;br /&gt;
&lt;br /&gt;
All celebrate the birthday of their Duchess and of their Queen as well. &lt;br /&gt;
&lt;br /&gt;
Each Earless and Earl, Baroness and Baron, Countess and Count take an active and benign role in the governing of their lands. They want what is best for Berowick and for the well-being and benefit of their people.&lt;br /&gt;
&lt;br /&gt;
Part of every harvest and flock is taxed to the local House so that if a drought or blight occurs, the Earl or Earless can still provide for their people. &lt;br /&gt;
&lt;br /&gt;
The Earless and her immediate family have manor where she lives, which will almost always have strong walls and a large courtyard, where much of the local population can house in times of danger. When Berowick was first founded, it often held the entirety of the people living on that house’s lands, but as Berowick’s population has grown and spread through out it’s alloted space, this is no longer true. It is part of the Earl’s responsibility to store enough food, water and other necessities (obtained through taxes) to care for the house when the need arises.&lt;br /&gt;
&lt;br /&gt;
There is only a small standing military within each Earldom and each house can call up additional fighters. When this is done, almost all ablebodied men and women will volunteer for service. It is usually a case of choosing who to accept rather than worrying about not having enough. The Earless is responsible for provisioning this force, although many items and services are donated or sold at near cost by their people. This volunteer force has rarely been unitlized through the years, and not in recent memory. The Earl’s guards are usually enough to handle the bandits, if the locals can’t handle it themselves.&lt;br /&gt;
&lt;br /&gt;
Also, each house specializes in a certain type of crop or herd. Many other crops may be grown / herds raised. But each house is recognized as producing the best of one in particular, and this is usually sought by both the other houses, and the other Duchies of the kingdom (for example, one house may specialize in beer, another in wine, another in cattle, etc, and recognized as producing the best available of that specialty).&lt;br /&gt;
&lt;br /&gt;
Each equinox, every House has a great fair, where many of the commoners and retainers will gather. During this fair, there are games of skill and games of chance, as well as contests to be recognized as the best in their field (best of each type of craftsman, best crop, best finished foodstuffs, etc). This is also one greatest opportunities for the young people of different villages to meet; it often triggers many arranged marriages by the parents, as well as many elopements in the weeks after the fair. &lt;br /&gt;
&lt;br /&gt;
Once a year on the Summer Solstice, the Duchy has a Great Fair which draws people from all of the houses. At this Great Fair, the winners in many of the categories of the individual House fairs compete for the best in the Duchy. There are also contests of strength and military prowess, among others. Frequently, winners of these games are accepted into the Duchess’ personal guard, or offered other positions as members in the Duchess’s household. And of course, with so many people coming together from different houses, it is one of the most popular times of the year for arranged marriages among the ruling and merchant classes. A surge in elopements happen as well, but actually not as many as during the House Fairs.&lt;br /&gt;
&lt;br /&gt;
The House fairs and especially the Great Fair is also when many merchants come from different lands outside of the Duchy to arrange for contracts of different products for trade (mostly raw food, finished foodstuffs and finished drinks).&lt;br /&gt;
&lt;br /&gt;
The most common profession is farmer, then shepherd, followed by food crafters such as bakers, brewers, vintners, etc. As each house needs to be somewhat independent during times of hardship, any profession can be found, but outside of relating to food, one of the most common is probably smith, although most ores are imported.&lt;br /&gt;
&lt;br /&gt;
One of the most popular dishes is Shepherd’s pie, since the ingredients are all readily available to all of the houses (some type of meat, some types of vegetables, and usually potato or a similar starch). Each house has a different recipe that is most common among their people.&lt;br /&gt;
Berowick was recently invaded by orcs and much of the eastern border with the elves has been occupied. Much of the Queen’s Garrison is camped along the battlefield, sandwiching the orcs between the elves and the river. It is an ongoing battlefield.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Berowick&amp;diff=196</id>
		<title>Berowick</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Berowick&amp;diff=196"/>
		<updated>2022-03-17T15:42:10Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
[[Category: Kingdoms of Man]]&lt;br /&gt;
[[Category: Primer]]&lt;br /&gt;
&lt;br /&gt;
Berowick was the third duchy founded after the Free Kingdom was established. They are a duchy of farmers first, and everything else second. They are exceedingly loyal to their Duchess and to their Queen, often taking a dim view of outsiders. &lt;br /&gt;
&lt;br /&gt;
They have more Shires than any other duchy. &lt;br /&gt;
&lt;br /&gt;
In general, Berowickians are home bodies with a deep love of hearth and home and consequently very protective of their loved ones and their land. &lt;br /&gt;
&lt;br /&gt;
It is the breadbasket of the kingdom, growing wheat, barley, and rye, as well as most of the vegetables and berries consumed by the kingdom. It is also known for its superior beers.&lt;br /&gt;
&lt;br /&gt;
==Duchess of Berowick==&lt;br /&gt;
Dutches Cynthia Valhelm&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
Pale gray with a blue gryphon &lt;br /&gt;
&lt;br /&gt;
==Makeup Requirements==&lt;br /&gt;
Humans are not required to wear make-up.&lt;br /&gt;
&lt;br /&gt;
Nobles are held to a higher standard of costuming than commoners, frequently appearing in some variation of their house colors. The fabrics will be of a higher quality and have more trim. New players coming in as nobles must have their costuming approved by the Berowick marshal. &lt;br /&gt;
&lt;br /&gt;
Sleeves and skirts/pants that can be hiked or tied are commonly seen in the peasant classes. Trumpet sleeves are fashionable for the noblewoman, and noblemen tend to wear sleeves that do not tie at the wrist and pants that do not tie at the ankle.&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
Unlimited at this time.&lt;br /&gt;
&lt;br /&gt;
==Profession Information==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; None, individual houses may have restrictions&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Affinities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Skill Information==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus Craft:&amp;#039;&amp;#039;&amp;#039; Farming&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Required for Nobles:&amp;#039;&amp;#039;&amp;#039; Cartography&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Inherent Advantages:==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Starting Humans may buy the Nobility skill (only at character creation) if they wish.&lt;br /&gt;
&lt;br /&gt;
==Inherent Disadvantages:==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
&lt;br /&gt;
===About Berowick===&lt;br /&gt;
Wales is a huge influence.&lt;br /&gt;
&lt;br /&gt;
Berowick should be peaceful farmland with goodly lords and knights helping and protecting the land. It’s the bread basket of the kingdom, and has quite a few shires. It’s farmers never really deal with worse than highwaymen, and they may even know each other.&lt;br /&gt;
&lt;br /&gt;
No orcs (...usually).  Not much in the way of undead either.  Bandits and highwaymen though are a problem.&lt;br /&gt;
&lt;br /&gt;
Traders from other dukedoms and the Farseni and the Elves all trade with Berowick. They grow wheat, rye, barley, and all the veggies. No real fruit trees other than citrus. No apples.&lt;br /&gt;
&lt;br /&gt;
Weather wise Berowick is similar to Sarasota. &lt;br /&gt;
&lt;br /&gt;
===Common Slang Terms===&lt;br /&gt;
Annwyl means dear, friend, precious, loved one. F’anwylyd means my dearest and fy annwyl un means my dearest one. &lt;br /&gt;
&lt;br /&gt;
Geneth means girl and fy ngeneth i means my girl. &lt;br /&gt;
&lt;br /&gt;
Gwas means boy and fy ngwas i means my boy. &lt;br /&gt;
&lt;br /&gt;
====Phrases ====&lt;br /&gt;
Mae Fe’n lladd gwair means He’s killing time. Literally he’s mowing hay. &lt;br /&gt;
&lt;br /&gt;
Segurdod yw clod y cledd means Power is best when it’s not used. Literally a sword’s credit is it’s idleness. &lt;br /&gt;
&lt;br /&gt;
Bore da is good morning. &lt;br /&gt;
&lt;br /&gt;
Prynhawn da is good afternoon. &lt;br /&gt;
&lt;br /&gt;
Noswaith dda is good evening. &lt;br /&gt;
&lt;br /&gt;
Nos da is good night. &lt;br /&gt;
&lt;br /&gt;
Thank you is Diolch and you’re welcome is Croeso.&lt;br /&gt;
&lt;br /&gt;
===More About Berowick===&lt;br /&gt;
Berowick was the third duchy to be settled after the found of the Kingdom. It is bordered by the Queenslands to the north and Edomire to the south. It has gentle sloping hillsides, slow and wide rivers, and beautiful beaches along the coast with two major sheltered ports.&lt;br /&gt;
&lt;br /&gt;
There are more farmers and merchants than politicians located in Berowick, and it’s blessed with a long growing season and abundant rain and warm weather.&lt;br /&gt;
&lt;br /&gt;
It’s just above the tropics, so it tends to be warm and temperatures rarely get below freezing even in the harshest winters. You will find oranges, lemons, and limes growing, but not apples, pears, cherries, or other fruit trees that require cooler weather to produce. Wines are produced in Berowick, mostly dark reds and burgundies, but they are best known for their beers. Some of the best breweries in the kingdom are located in Berowick.&lt;br /&gt;
&lt;br /&gt;
If the people of Aeldirmann are described as fat, happy, and always ready for an adventure, the people of Berowick can be described as fat, happy, and always ready to read about those adventures. They are contented with their lot. They trust their duchess to be kind and fair, their nobles not to overburden them, and the Queen’s Army to work well with the Duchess’ militia to on the rare occasion when the army’s assistance is needed.&lt;br /&gt;
&lt;br /&gt;
Berowick tends to take care of itself, thank you, and will request help only if needed. &lt;br /&gt;
&lt;br /&gt;
Like in every duchy throughout the Kingdom, the land is dotted with fey ruins. Unlike the Queenslands, the ruins and abandoned building have been left alone. They serve as reminders of the treaties made by their ancestors, and as landmarks along the trails.&lt;br /&gt;
&lt;br /&gt;
While Berowick is composed mostly of Kingdom Humans, there are several Shires as well. There is even a small enclave of dwarves, and because of their location along the trade route to the Queenslands, both the Farseni and the Fey can be seen passing though.&lt;br /&gt;
&lt;br /&gt;
The Elves of Eternal Springs and River’s Heart have Homely Houses on the northwestern and western borders and are quite active.&lt;br /&gt;
&lt;br /&gt;
Berowickians are largely matriarchal and inheritance passes along the female line, unless there are no female heirs.&lt;br /&gt;
&lt;br /&gt;
For example, Duchess Valhelm has three daughters and two sons. Although the two sons were born first, the eldest daughter will inherit after her.&lt;br /&gt;
&lt;br /&gt;
Marriage, especially among the nobility, is seen as a contract between the two families involved. Two forms of legal marriage exist: a formal arrangement with the consent of the families, and an elopement without the consent of the families.&lt;br /&gt;
&lt;br /&gt;
The first is the most common. The mothers or female guardians of the individuals arrange the marriage, and a dower is paid by both families the morning after the consummation of the marriage, and this becomes communal property during the marriage. If the marriage ends before seven years, this initial payment is given to the person of lower rank. If it ends after seven years, the communal property is divided half and half.&lt;br /&gt;
&lt;br /&gt;
The second legal form of marriage is the elopement. This form of marriage is arranged by the individuals involved without the consent of their families. No dower is paid, so they start married life without it. The families can dissolve the marriage, if the families find the couple before the marriage is consummated. This, I imagine, is rare. If the marriage ends before seven years, any communal property is divided equally among the families. If the marriage ends after seven years, any communal property is divided equally among the individuals. Both types of marriage require at least two witnesses “in good standing” to confirm that the marriage took place.&lt;br /&gt;
&lt;br /&gt;
Children of nobles and commoners start their schooling around age six and finish around age fourteen/fifteen at which point they start their apprenticeships. Bastard children of the nobility are sent away to another House, sometimes in another Duchy, when their schooling is finished around age fourteen. They become wards of that House until they reach the age of adulthood for that duchy, at which point they become a retainer of that House. This prevents bastards from trying to claim a title, and helps secure the legitimate line of succession.&lt;br /&gt;
&lt;br /&gt;
Bigamy, adultery, necromancy, marrying using a false name, and abuse are all grounds for divorce in which the offending partner would not receive any of the communal property. &lt;br /&gt;
&lt;br /&gt;
Custody of the children is generally given to the mother, unless it can be proven that she is unable to care for them. &lt;br /&gt;
&lt;br /&gt;
Being a land of farmers, they celebrate the Blessings of the Seeds in April with great fanfare. Although each house is a bit different, this is considered a lucky time for marriages and children conceived during this period are considered to be blessed or lucky. This is also an auspicious time for new beginnings and business ventures.&lt;br /&gt;
&lt;br /&gt;
All celebrate the birthday of their Duchess and of their Queen as well. &lt;br /&gt;
&lt;br /&gt;
Each Earless and Earl, Baroness and Baron, Countess and Count take an active and benign role in the governing of their lands. They want what is best for Berowick and for the well-being and benefit of their people.&lt;br /&gt;
&lt;br /&gt;
Part of every harvest and flock is taxed to the local House so that if a drought or blight occurs, the Earl or Earless can still provide for their people. &lt;br /&gt;
&lt;br /&gt;
The Earless and her immediate family have manor where she lives, which will almost always have strong walls and a large courtyard, where much of the local population can house in times of danger. When Berowick was first founded, it often held the entirety of the people living on that house’s lands, but as Berowick’s population has grown and spread through out it’s alloted space, this is no longer true. It is part of the Earl’s responsibility to store enough food, water and other necessities (obtained through taxes) to care for the house when the need arises.&lt;br /&gt;
&lt;br /&gt;
There is only a small standing military within each Earldom and each house can call up additional fighters. When this is done, almost all ablebodied men and women will volunteer for service. It is usually a case of choosing who to accept rather than worrying about not having enough. The Earless is responsible for provisioning this force, although many items and services are donated or sold at near cost by their people. This volunteer force has rarely been unitlized through the years, and not in recent memory. The Earl’s guards are usually enough to handle the bandits, if the locals can’t handle it themselves.&lt;br /&gt;
&lt;br /&gt;
Also, each house specializes in a certain type of crop or herd. Many other crops may be grown / herds raised. But each house is recognized as producing the best of one in particular, and this is usually sought by both the other houses, and the other Duchies of the kingdom (for example, one house may specialize in beer, another in wine, another in cattle, etc, and recognized as producing the best available of that specialty).&lt;br /&gt;
&lt;br /&gt;
Each equinox, every House has a great fair, where many of the commoners and retainers will gather. During this fair, there are games of skill and games of chance, as well as contests to be recognized as the best in their field (best of each type of craftsman, best crop, best finished foodstuffs, etc). This is also one greatest opportunities for the young people of different villages to meet; it often triggers many arranged marriages by the parents, as well as many elopements in the weeks after the fair. &lt;br /&gt;
&lt;br /&gt;
Once a year on the Summer Solstice, the Duchy has a Great Fair which draws people from all of the houses. At this Great Fair, the winners in many of the categories of the individual House fairs compete for the best in the Duchy. There are also contests of strength and military prowess, among others. Frequently, winners of these games are accepted into the Duchess’ personal guard, or offered other positions as members in the Duchess’s household. And of course, with so many people coming together from different houses, it is one of the most popular times of the year for arranged marriages among the ruling and merchant classes. A surge in elopements happen as well, but actually not as many as during the House Fairs.&lt;br /&gt;
&lt;br /&gt;
The House fairs and especially the Great Fair is also when many merchants come from different lands outside of the Duchy to arrange for contracts of different products for trade (mostly raw food, finished foodstuffs and finished drinks).&lt;br /&gt;
&lt;br /&gt;
The most common profession is farmer, then shepherd, followed by food crafters such as bakers, brewers, vintners, etc. As each house needs to be somewhat independent during times of hardship, any profession can be found, but outside of relating to food, one of the most common is probably smith, although most ores are imported.&lt;br /&gt;
&lt;br /&gt;
One of the most popular dishes is Shepherd’s pie, since the ingredients are all readily available to all of the houses (some type of meat, some types of vegetables, and usually potato or a similar starch). Each house has a different recipe that is most common among their people.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Eldar&amp;diff=195</id>
		<title>Eldar</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Eldar&amp;diff=195"/>
		<updated>2022-03-16T21:01:29Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* The Eldaran (Unseelie Court Fey) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
[[Category: Ancients]]&lt;br /&gt;
[[Category: Primer]]&lt;br /&gt;
&lt;br /&gt;
The Eldar were formed by the original Spark. Some say they are the most civilized of all the peoples of the world, others the most feral, like a captive but still wild animal.&lt;br /&gt;
A dying race with perhaps only a thousand or less survivors left, they are often seen as dark, tragic in nature and a haunting race of people. A race that has survived a war of genocide and knows that their days are numbered regardless. For one day, there will be no more Eldar in the world.&lt;br /&gt;
&lt;br /&gt;
All Eldar are extremely long lived, they have been known to live for thousands of years. The Eldar, are now commonly broken into the Eldarine and Eldaran, but not to the survivors of this race. They only refer to others as the Eldar, never by the distinction of Eldarine and Eldaran.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: All Players wishing to start an Eldar must have achieved enough experience to be at minimum Level 15 before creating one of these beings. See a Marshall or Staff on the ways this can be achieved. You must have a Marshall’s approval to play any Eldar.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==The Eldarine==&lt;br /&gt;
History has always suggested that the Eldarine are close relatives to the Elves, they are one of the Ancient Races,&lt;br /&gt;
called the “Eldar” before the sundering some six centuries ago. &lt;br /&gt;
&lt;br /&gt;
Many academics suspect that the Eldar are closer to the original Spark that all life shares.&lt;br /&gt;
&lt;br /&gt;
The Eldarine were once creatures of light. Lovers of art, quick with a quip, and light of heart, these champion-poets are now often as skilled with an ink quill as with a rapier. &lt;br /&gt;
No longer, now they bear a great burden of heart. Though they are still fond of adventure, it now has a reason. You will always find an Eldarine in search for a cure for their blighted brothers and sisters, though they secretly fear there is none to be found.&lt;br /&gt;
&lt;br /&gt;
===Makeup Requirements===&lt;br /&gt;
Eldarine are required to wear pointed ears. These must be longer than those of an Elf being at least 3 inches long. They may be curved or leaf like as well.&lt;br /&gt;
An Eldarine also must have something off about their look. Sometimes they have strange colored eyes, or tattoos around their eyes. They often also have horns, or even thorns. These may be of latex, sculpting clay, or foam. &lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
3 Eldarine are allowed for each 100 players in the game.&lt;br /&gt;
&lt;br /&gt;
===Profession Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Sentinels &amp;amp; Cavaliers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; Mauraders, Knight of Darkness, &amp;amp; Tinkerer&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Healing &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; Necromancy &amp;amp; Charm Magic&lt;br /&gt;
&lt;br /&gt;
===Affinities===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Rapier &amp;amp; Main Gauche, Hand Crossbow &amp;#039;&amp;#039;(DR with Main Gauche off hand)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; Healing &amp;amp; Druid&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; Scribe&lt;br /&gt;
&lt;br /&gt;
===Skill Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; Resist Mind Effecting &amp;amp; Resist Metabolic,&lt;br /&gt;
Break Charm &amp;amp; Dominion&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; Weapon Master Eldar (One handed&lt;br /&gt;
Blades, Cross Bows &amp;amp; Spear) &amp;#039;&amp;#039;must use Rapier &amp;amp; Main Gauche combo for DR&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Inherent Advantages:===&lt;br /&gt;
This race has some command over mind controlling magics. Thus, they may purchase the Break Charm &amp;amp; Domination&lt;br /&gt;
skill. Seelie court fey may purchase the Resist Mind Effecting skill and Resist Metabolic skill five (5) times each as well. Because of the wars they fought, the Eldarine are all skilled warriors. Thus, they may purchase any Weapon skill for -1 skill point. Because of their warrior natures, they may purchase Offensive Combat skills for –1 skill point. (i.e. Weapon Damages, Parry, Critical Strike, Riposte &amp;amp; Lethal Strike)&lt;br /&gt;
&lt;br /&gt;
Creatures of light from birth, they may also purchase Greater Lore: Nature, Druid Arts, and Healing Arts skills for –1 (one)&lt;br /&gt;
skill points each. Starting Seelie Court fey may buy the Nobility skill if they wish.&lt;br /&gt;
&lt;br /&gt;
===Inherent Disadvantages:===&lt;br /&gt;
The Eldarine do have some limits to the choice of combat arms. Two-Handed Cleaving, Two-Handed Blunt, and Two Handed Master skills are unavailable to this race. &lt;br /&gt;
&lt;br /&gt;
It is unknown why all Eldarine despise Necromancy and charming magic or effects so much, but they will NEVER use either.&lt;br /&gt;
&lt;br /&gt;
==The Eldaran==&lt;br /&gt;
Fully a third of the Eldar choose to corrupt themselves to combat this enemy. These Eldar were twisted into dark reflections of the light and renamed themselves the Eldaran. &lt;br /&gt;
&lt;br /&gt;
There is a blackness pulsing through their very bodies, and visible are the scars and the dark heart that beats inside, giving life to these twisted beings. &lt;br /&gt;
&lt;br /&gt;
Sages agree the Eldaran are dark, but are they truly inherently evil? Can a creature infused with this type of corruption be good? It is agreed that they became these monsters to defend their light brethren willingly and with the knowledge there would be no cure for their actions. Now it is as if they are the mirror antithesis of the Eldarine from which they were spawned.&lt;br /&gt;
&lt;br /&gt;
===Makeup Requirements===&lt;br /&gt;
Eldaran are required to wear pointed ears. These must be longer than those of an Elf being at least 3 inches long. They may be curved or leaf like as well. &lt;br /&gt;
&lt;br /&gt;
An Eldaran also must have something off about their look. &lt;br /&gt;
&lt;br /&gt;
Sometimes they have strange colored eyes, or tattoos around their eyes. They often also have blackened horns. These may be of latex, sculpting clay, or foam. They may look like antlers or ram’s horns or whatever natural horns the player wishes. Consult a Race Marshall for tips on making your horns. &lt;br /&gt;
&lt;br /&gt;
Unseelie court fey are required to use make up and have gray to black markings around their eyes to represent the darkness that flows through their veins, they sometimes continue these marks over the whole body as dark veins to show the darkness that corrupts their very beings.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
3 Eldarine are allowed for each 100 players in the game.&lt;br /&gt;
&lt;br /&gt;
===Profession Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Warrior, Cavalier, Knight of Strife &amp;amp; Duelist&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; Mauraders, Knight of Valor, Knight of Darkness, Ranger, All Crafters, Magi &amp;amp; Artificer&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Wrath&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; Healer &amp;amp; Charm Magic&lt;br /&gt;
&lt;br /&gt;
===Affinities===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Rapier &amp;amp; Main Gauche, Hand Crossbow &amp;#039;&amp;#039;(DR with Main Gauche off hand)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; Wrath &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; Alchemy&lt;br /&gt;
&lt;br /&gt;
===Skill Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; Resist Mind Effecting &amp;amp; Resist Metabolic,&lt;br /&gt;
Break Charm &amp;amp; Dominion&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; Weapon Master Eldar (One handed&lt;br /&gt;
Blades, Cross Bows &amp;amp; Spear) &amp;#039;&amp;#039;must use Rapier &amp;amp; Main Gauche combo for DR&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Inherent Advantages:===&lt;br /&gt;
Because the Eldaran are essentially corrupted Eldar they may purchase the Break Charm and Domination skill. &lt;br /&gt;
&lt;br /&gt;
Eldaran may purchase the Resist Mind Effecting skill &amp;amp; the Resist Metabolic skill up to five (5) times each. &lt;br /&gt;
&lt;br /&gt;
The Eldaran are all skilled warriors. Thus, they may purchase any Weapon skill for -1 (minus one) skill point. Because of their warrior natures, they may purchase offensive Combat skills for –1 skill point. (i.e. Weapon Damages, Parry, Critical Strike, Riposte &amp;amp; Lethal Strike) &lt;br /&gt;
&lt;br /&gt;
Starting Eldaran may buy the Nobility skill if they wish.&lt;br /&gt;
&lt;br /&gt;
===Inherent Disadvantages:===&lt;br /&gt;
The Eldaran do have limits to the choice of combat arms. Two-Handed Cleaving, Two-Handed Blunt, and Two-Handed Master skills are unavailable. &lt;br /&gt;
&lt;br /&gt;
Eldaran are permanently corrupted, and this corruption cannot be cleansed or removed by any known means. There is rumored to be a ritual magic that can restore these creatures to their former state, but no one claims to have witnessed it. &lt;br /&gt;
&lt;br /&gt;
As creatures touched by the very forces of corruption any curative magic or effect or magic with the Light tagline effect. cast on a Eldaran will harm them. Any Darkness spell such as an Inflict type spell, will do nothing to them. The magics that can heal an Eldaran are only Heal, Cause &amp;amp; Corruption spells and effects. &lt;br /&gt;
&lt;br /&gt;
Life, Death, and Revive spells and the like all work on Eldaran as they would any other creature. &lt;br /&gt;
&lt;br /&gt;
Unlike their Seelie brothers and sisters, the Eldaran have no problem with using Corruption magic or effects; in fact, they seem to have been indoctrinated and bred for them. &lt;br /&gt;
&lt;br /&gt;
It is unknown why all Eldaran despise charming magic or effects so much, but they will NEVER use them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;**** Note: You must have a Marshall’s approval to play any Eldar. ****&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
This primer is the foundation for playing a member of the Eldar race in the Mythic Adventures universe, and it is designed to help you with the first steps of bringing your character to life. For a more in-depth look behind the mystery that is the Eldar, please have your character approved by the Eldar Race Marshall and ask for our Eldar Lore Packet.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
The Eldar are an ancient, feral, Fey race of warriors and artists, created by the Spark to be the reshapers of the world. There are two subgroups within the Eldar: the Eldarine (an Eldar who still has their connection to the Spark), and the Eldaran (an Eldar that has gone through the process of corruption). Because the Eldar race is near extinction, only 3 Eldarine and 3 Eldaran may exist per 100 active players. In addition, a player must also have accumulated enough experience to start their Eldar at a minimum of level 15.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
The Eldar naming conventions are similar to the Elven ones. Eldar names can have elements of French or Italian names, and/or their names may have elements taken from any of Tolkien’s Elvish languages, though Noldorin is the traditional tongue of the Eldar. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Standard naming format:&amp;#039;&amp;#039;&amp;#039; (First Name) (Last Name/House Name) &lt;br /&gt;
&lt;br /&gt;
Noble Eldar will introduce themselves with their full titles only for high formal occasions or at great need. Title format: Lord/Lady (First Name) of the (Season) Court, (Title) of House (House Name), (Additional titles/honorifics as indicated).&lt;br /&gt;
&lt;br /&gt;
===Plant and Predactor Aspects===&lt;br /&gt;
Each Eldar has one predatory animal aspect and one plant aspect that is associated with their Court’s season in some way. These aspects should be alluded to in the Eldar’s appearance, garb, and mannerisms. The Eldar are not truly anthropomorphized, but gentle nods are expected, such as fangs, horns, sharpened nails, or plants growing out of their bodies. Please note, we are not presently accepting aquatic-themed Eldar.&lt;br /&gt;
&lt;br /&gt;
===Age===&lt;br /&gt;
The Eldar are one of the oldest living races. To calculate your character’s age, take your real age (with an optional +10 years) and multiply that number by 13. Eldar have a slow maturation rate and don’t reach their adulthood until they’ve reached their late 100s.&lt;br /&gt;
&lt;br /&gt;
===Place of Residence===&lt;br /&gt;
The place where an Eldar resides is often dependent on where they or their family sought refuge after the Dredd War. Some hail from the Summer Court, where the Kingdom Humans now reside. Others remain more isolated with the Eldar who live in the surviving Winter Court. Most of the remaining Eldar took up residence in the homes of the Elves, thankful to their cousins for shelter, yet saddened that they had to leave their own lands.&lt;br /&gt;
&lt;br /&gt;
===The Courts===&lt;br /&gt;
Eldar society is made up of four Courts, each one corresponding to one of the four seasons. Before the Dredd war, each Court had four Noble Houses, with one House designated as the Warden for each Court. However, the Autumn and Spring Court lands were destroyed in a great disaster during the Dredd war, and both are now uninhabitable wastelands, their few survivors displaced refugees. Now only the Winter and Summer Court lands are still standing, and even they have lost some of their noble Houses. Basic information about the Courts and Noble Houses can be found below, and suggested color palettes for each Court can be found at the end of this document.&lt;br /&gt;
&lt;br /&gt;
====Spring====&lt;br /&gt;
The destroyed southernmost land. Themes for this Court include new beginnings and rebirth.&lt;br /&gt;
&lt;br /&gt;
House Khalindri: Warden of Spring ● New moon ● Predator: Horned viper ● Plant: Rose.  &lt;br /&gt;
&lt;br /&gt;
House E’veandorn (extinct) ● Waxing moon ● Predator: Badger ● Plant: Apple tree.  &lt;br /&gt;
&lt;br /&gt;
House Felsoran (extinct) ● Full moon ● Predator: Praying mantis ● Plant: Daffodil.  &lt;br /&gt;
&lt;br /&gt;
House Sor’Enrus ● Waning moon ● Predator: Crested goshawk ● Plant: Cherry tree.&lt;br /&gt;
&lt;br /&gt;
====Summer====&lt;br /&gt;
The largest and western-most land. Themes for this Court include the celebration of life.&lt;br /&gt;
&lt;br /&gt;
House Symbel: Warden of Summer ● Waxing moon ● Predator: Lion ● Plant: Oak tree&lt;br /&gt;
&lt;br /&gt;
House Iysaeria ● Full moon ● Predator: Monitor lizard ● Plant: Pink dahlia&lt;br /&gt;
&lt;br /&gt;
House Naeith (extinct) ● Waning moon ● Predator: Eagle ● Plant: White yarrow&lt;br /&gt;
&lt;br /&gt;
House U’sa ● New moon ● Predator: Orb weaver spider ● Plant: Birch tree&lt;br /&gt;
&lt;br /&gt;
====Autumn====&lt;br /&gt;
The destroyed northernmost land. Themes for this Court include memory and the passage of time.&lt;br /&gt;
&lt;br /&gt;
House Tath’ren: Warden of Autumn(extinct) ● Waning moon ● Predator: Dragonfly ● Plant:Weeping willow&lt;br /&gt;
&lt;br /&gt;
House Niryadee (extinct) ● New moon ● Predator: Lynx ● Plant: Goldenrod&lt;br /&gt;
&lt;br /&gt;
House Marx’uil (disbanded) ● Waxing moon ● Predator: Autumn adder ● Plant: Hawthorn tree&lt;br /&gt;
&lt;br /&gt;
House Aba’nin ● Full Moon ● Predator: Kestrel ● Plant: Dewberry vines&lt;br /&gt;
&lt;br /&gt;
====Winter====&lt;br /&gt;
The smallest and eastern-most land. Themes for this Court include perseverance through hardship.&lt;br /&gt;
&lt;br /&gt;
House Con’DeBreche: Warden of Winter ● Full moon ● Predator: Gray wolf ● Plant: White ash tree&lt;br /&gt;
&lt;br /&gt;
House Enin’dae ● Waning moon ● Predator: Barn owl ● Plant: Winter aconite&lt;br /&gt;
&lt;br /&gt;
House Denurann (extinct) ● New moon ● Predator: Centipede ● Plant: Magnolia tree&lt;br /&gt;
&lt;br /&gt;
House Iefyr (extinct) ● Waxing moon ● Predator: Salamander ● Plant: Holly&lt;br /&gt;
&lt;br /&gt;
===The History of the Eldar===&lt;br /&gt;
The History of the Eldar The Eldar are the beings that are closest to the original Spark of Life, their history reaching back even further than the elves’. The Spark made them the reshapers of the world, to work within nature and guide its shape, not not to consume it. Eldar formed the first civilizations, and their culture became the guide that other races would eventually follow. They were creaters, poets, and warriors, their culture a living balance of grace and ferocity. Along with the Trolls that joined their Houses, the Eldar thrived and lived for centuries as the pinnacle of civilization. It was once thought that the Courts of the Eldar would be forever, since the Eldar themselves seemed to never age. Unfortunately, this dream shattered into pieces over 600 years ago when the Darkness made itself known. &lt;br /&gt;
&lt;br /&gt;
====The Dredd War:====&lt;br /&gt;
Strange creatures known as Dredd spelled the downfall of the Eldar, forms of shadow and nothingness born from the void and veil. The Dredd were a dark, corrupted power, hungering for nothing but the destruction of all that came from the Spark. Due to the light of the Spark coursing through their veins, the Dredd hunted and massacred Eldar across the entirety of the Feylands. At great cost, the Eldar led countless battles to repel the invaders, but to little avail. It wasn’t until the Eldar found a way to corrupt themselves with that same darkness that the tides of war turned, but doing so created a rift in the once-great people. The Eldar who took on the corruption were renamed the Eldaran. The Eldar who chose not to corrupt themselves were called the Eldarine, and for a long while they shunned their Eldaran brethren. What was once a race living in harmony was now divided. However, the sacrifice made by the corrupted Eldar began to turn the tides of war, and the Eldaran were able to chase the Dredd back into the veil. All told, the Dredd War lasted for centuries and nearly annihilated the Fey race as a whole. &lt;br /&gt;
&lt;br /&gt;
====Aftermath of the Dredd War:====&lt;br /&gt;
Once the war was finally over and their enemies were defeated, the few remaining Eldar sought refuge with the Elves. Their lands destroyed and barely a 10th of their population left alive, the once-beautiful civilization of the Eldar was beyond repair. As time passed, the rift between Eldarine and Eldaran healed. The Eldar realized that, with so few of their people left, they cannot afford to be divided, and they will never again choose to classify themselves into Eldarine and Eldaran. Since then, many Eldar began to travel the world. A hunt for a cure to the corruption plaguing the Eldaran was started, but to this day the search has been unsuccessful. In the back of their minds, most Eldar believe that a method to reverse the corruption does not truly exist. Still, they search for a cure and prepare themselves again to face the Darkness that had once fled. For the Dredd had been defeated by the Eldaran’s voyage into the veil, but they had not been destroyed. The Eldar know that, one day, the Veil will tear and the Dredd will return, and they will have to fight once again for survival. &lt;br /&gt;
&lt;br /&gt;
For younger races, however, stories of the Eldar pass into legends, the legends fade into children&amp;#039;s bedtime stories. Now, the rest of the world disregards the tales of the Eldar as ramblings of a lost era.&lt;br /&gt;
&lt;br /&gt;
===Playing an Eldar===&lt;br /&gt;
The Eldar are Fey beings, and as such each Eldar may have specific habits and mannerisms from folklore such as wanting to know everyone’s full name, never (technically) lying, always requiring a gift in exchange for another, disliking iron, etc. Often, an Eldar also has some sort of crafting or artistic interest, such as music, jewelcrafting, drawing, etc. &lt;br /&gt;
&lt;br /&gt;
Because Necromancy is an abomination against nature, all Eldar have a strong hatred of it, and none would ever resort to using necromantic powers. As a race, the Eldar also never use charm magics, since doing so would infringe upon another’s free will. However, because they value free will so greatly, the Eldar have learned to break even the strongest of charms, dominations, and mental or metabolic effects.&lt;br /&gt;
&lt;br /&gt;
Due to their feral nature, most Eldar are very skilled hunters or warriors, and they tend to use a one-handed blade, hand crossbow, short spear, or bow. The only arms an Eldar cannot wield are two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
====Flaws of the Eldar====&lt;br /&gt;
Because of their age and longevity, an Eldar will see the younger races as similar to children, and they are more likely to take the words of a younger race as naiveté. The Eldar have a hard time connecting to younger races, as they see the lives of humans and the like as incredibly fleeting. Under no circumstances would an Eldar conscript themselves to the service of a human-lead group, including a human Noble house. &lt;br /&gt;
&lt;br /&gt;
Since the Eldar who survived the Dredd War experienced great pain, suffering, and loss during that time, it is rare to see an Eldar of that age with a completely unscathed psyche. It would not be uncommon for an Eldar to have some form of PTSD, or an Eldar born after the Dredd War to have signs of generational trauma. However, we ask that any player wishing to explore themes of mental illness or trauma do so respectfully, researching the desired symptoms beyond simple stereotypes. If you have questions about the appropriateness of your idea, please reach out to the Eldar Race Marshal.&lt;br /&gt;
&lt;br /&gt;
====Costuming====&lt;br /&gt;
As Eldar are the beings closest to the Spark, their veins are more prominent and magical in nature - this can be achieved by painting on veins around your eyes and other exposed areas with eyeshadow, liner, or other makeup. All Eldar have long, sloping ears (see Aradoni’s Moon Elf ears as a reference). The Eldar are also more feral than the other races, and their bestial characteristics can be achieved with sharp teeth (vampire fangs), filed nails (stiletto fake nails), horns (attached with Spirit Gum or hidden headbands), and/or colored contacts. Noble Eldar will have more animalistic or nature-based physical attributes than “common” Eldar. &lt;br /&gt;
&lt;br /&gt;
An Eldar’s style of clothing depends on many different factors, such as their profession, their house, and their court. Eldarine may be found wearing clothing more similar to Elven styles, with a heavier focus on robes and flowing garments. The Eldaran, on the other hand, will dress for battle, and may wear clothes more set on sharper edges and attire that come to a point. While not limited to specific colours, an Eldarine may be found wearing clothes of brighter, more saturated colours of their associated house or Court. The Eldaran, on the other hand, may wear darker tones that are associated with their house or Court. Examples of Eldar aesthetics can be found in the following pinterest board, or by asking the Eldar race marshal. &lt;br /&gt;
&lt;br /&gt;
https://pin.it/6H0nveX &lt;br /&gt;
&lt;br /&gt;
All Eldar wear at least one scarf.&lt;br /&gt;
&lt;br /&gt;
====Distinguishing the Eldarine and Eldaran====&lt;br /&gt;
Eldarine (Ell-dar-een): An Eldarine may choose to have horns of bone or plant material, and their veins may be drawn in gold, silver, or copper, often using metallics or glitter. The preferred professions of the Eldarine are Vagabonds and Cavaliers, and an Eldarine would never be a Marauder or Knight of Entropy. As creatures of light from birth, along with their strong connection to the Spark, an Eldarine is likely to be very knowledgeable about Nature. They are often known to be healers, and as such are often well-versed in the Healing or Druidic Arts. Additionally, Eldarine are also sometimes found to be great Scribes. An Eldarine may be capable of using Wrath Arts, for they too have the drive for war, though not as strong as their Eldaran brothers and sisters. It is not uncommon for an Eldarine to be proficient with a Rapier &amp;amp; Main Gauche or a hand crossbow. &lt;br /&gt;
&lt;br /&gt;
Eldaran (Ell-dar-rahn): An Eldaran may also choose to have horns, but if they do, the horns must be dark in color. Unlike the Eldarine, the Eldaran’s veins must be matte (no glitter). An Eldaran’s veins are drawn in deep purple or dark grey, to signify the corruption they endured. This corruption is permanent and cannot be cleansed or removed by any known means. Because of this corruption, any curative magic, effect, or magic of “Light” cast on an Eldaran will harm them. On the other hand, any Darkness spell such as an Infliction will do nothing to them. The only magic that can heal an Eldaran are Heal, Cause, and Corruption spells and effects. Life, Death, Revive spells, etc, all work on Eldaran normally. The preferred professions for the Eldaran are Warriors, Cavaliers, Knights of Strife, and Duelists. An Eldaran would never become a Marauder, Knight of Valor, Knight of Entropy, Ranger, Magi, Artificer, or any crafter class. &lt;br /&gt;
&lt;br /&gt;
Their preferred magic is the Wrath Arts, and their forbidden magic is that of the Healing Arts. Like the Eldarine, the Eldaran abhor Charm Spells and never use them. The Eldaran are also proficient in the Rapier &amp;amp; Main Gauche and hand crossbow. Seeing as the Eldaran are more inclined towards combat and war, they are also commonly found to use the bow. They may be known to be talented Alchemists.&lt;br /&gt;
&lt;br /&gt;
===The Eldar Lore Packet===&lt;br /&gt;
More details about the above and other topics can be found within the Eldar lore packet. Some examples of the packet’s contents include: a timeline of the Eldar and their involvement in major events, the connection between Eldar and Trolls, additional information about the Eldar Courts, details on noble Houses prior to the Dredd War, an in-depth discussion of customs within Eldar civilization, the different cultures of the Eldarine and Eldaran, and a geological map of the Courts before the Dredd War. If you wish to delve deeper, contact the Eldar Race Marshal.&lt;br /&gt;
&lt;br /&gt;
===Color Palettes by Court===&lt;br /&gt;
Below are some recommended color palettes for each of the four Courts. In general, the Eldarine will wear the brighter colors of each palette, while the Eldaran will stick to more muted versions. Keep in mind that these are indicative colors, but they are not to be considered the complete range of possible choices. For instance, an Eldaran of any court is likely to wear black leathers, etc.&lt;br /&gt;
&lt;br /&gt;
http://mythicadventures.org/storage/wiki-files/eldar-colors.png&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Eldar&amp;diff=194</id>
		<title>Eldar</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Eldar&amp;diff=194"/>
		<updated>2022-03-16T21:01:21Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* The Eldarine (Seelie Court Fey) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
[[Category: Ancients]]&lt;br /&gt;
[[Category: Primer]]&lt;br /&gt;
&lt;br /&gt;
The Eldar were formed by the original Spark. Some say they are the most civilized of all the peoples of the world, others the most feral, like a captive but still wild animal.&lt;br /&gt;
A dying race with perhaps only a thousand or less survivors left, they are often seen as dark, tragic in nature and a haunting race of people. A race that has survived a war of genocide and knows that their days are numbered regardless. For one day, there will be no more Eldar in the world.&lt;br /&gt;
&lt;br /&gt;
All Eldar are extremely long lived, they have been known to live for thousands of years. The Eldar, are now commonly broken into the Eldarine and Eldaran, but not to the survivors of this race. They only refer to others as the Eldar, never by the distinction of Eldarine and Eldaran.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: All Players wishing to start an Eldar must have achieved enough experience to be at minimum Level 15 before creating one of these beings. See a Marshall or Staff on the ways this can be achieved. You must have a Marshall’s approval to play any Eldar.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==The Eldarine==&lt;br /&gt;
History has always suggested that the Eldarine are close relatives to the Elves, they are one of the Ancient Races,&lt;br /&gt;
called the “Eldar” before the sundering some six centuries ago. &lt;br /&gt;
&lt;br /&gt;
Many academics suspect that the Eldar are closer to the original Spark that all life shares.&lt;br /&gt;
&lt;br /&gt;
The Eldarine were once creatures of light. Lovers of art, quick with a quip, and light of heart, these champion-poets are now often as skilled with an ink quill as with a rapier. &lt;br /&gt;
No longer, now they bear a great burden of heart. Though they are still fond of adventure, it now has a reason. You will always find an Eldarine in search for a cure for their blighted brothers and sisters, though they secretly fear there is none to be found.&lt;br /&gt;
&lt;br /&gt;
===Makeup Requirements===&lt;br /&gt;
Eldarine are required to wear pointed ears. These must be longer than those of an Elf being at least 3 inches long. They may be curved or leaf like as well.&lt;br /&gt;
An Eldarine also must have something off about their look. Sometimes they have strange colored eyes, or tattoos around their eyes. They often also have horns, or even thorns. These may be of latex, sculpting clay, or foam. &lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
3 Eldarine are allowed for each 100 players in the game.&lt;br /&gt;
&lt;br /&gt;
===Profession Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Sentinels &amp;amp; Cavaliers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; Mauraders, Knight of Darkness, &amp;amp; Tinkerer&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Healing &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; Necromancy &amp;amp; Charm Magic&lt;br /&gt;
&lt;br /&gt;
===Affinities===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Rapier &amp;amp; Main Gauche, Hand Crossbow &amp;#039;&amp;#039;(DR with Main Gauche off hand)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; Healing &amp;amp; Druid&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; Scribe&lt;br /&gt;
&lt;br /&gt;
===Skill Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; Resist Mind Effecting &amp;amp; Resist Metabolic,&lt;br /&gt;
Break Charm &amp;amp; Dominion&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; Weapon Master Eldar (One handed&lt;br /&gt;
Blades, Cross Bows &amp;amp; Spear) &amp;#039;&amp;#039;must use Rapier &amp;amp; Main Gauche combo for DR&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Inherent Advantages:===&lt;br /&gt;
This race has some command over mind controlling magics. Thus, they may purchase the Break Charm &amp;amp; Domination&lt;br /&gt;
skill. Seelie court fey may purchase the Resist Mind Effecting skill and Resist Metabolic skill five (5) times each as well. Because of the wars they fought, the Eldarine are all skilled warriors. Thus, they may purchase any Weapon skill for -1 skill point. Because of their warrior natures, they may purchase Offensive Combat skills for –1 skill point. (i.e. Weapon Damages, Parry, Critical Strike, Riposte &amp;amp; Lethal Strike)&lt;br /&gt;
&lt;br /&gt;
Creatures of light from birth, they may also purchase Greater Lore: Nature, Druid Arts, and Healing Arts skills for –1 (one)&lt;br /&gt;
skill points each. Starting Seelie Court fey may buy the Nobility skill if they wish.&lt;br /&gt;
&lt;br /&gt;
===Inherent Disadvantages:===&lt;br /&gt;
The Eldarine do have some limits to the choice of combat arms. Two-Handed Cleaving, Two-Handed Blunt, and Two Handed Master skills are unavailable to this race. &lt;br /&gt;
&lt;br /&gt;
It is unknown why all Eldarine despise Necromancy and charming magic or effects so much, but they will NEVER use either.&lt;br /&gt;
&lt;br /&gt;
==The Eldaran (Unseelie Court Fey) ==&lt;br /&gt;
Fully a third of the Eldar choose to corrupt themselves to combat this enemy. These Eldar were twisted into dark reflections of the light and renamed themselves the Eldaran. &lt;br /&gt;
&lt;br /&gt;
There is a blackness pulsing through their very bodies, and visible are the scars and the dark heart that beats inside, giving life to these twisted beings. &lt;br /&gt;
&lt;br /&gt;
Sages agree the Eldaran are dark, but are they truly inherently evil? Can a creature infused with this type of corruption be good? It is agreed that they became these monsters to defend their light brethren willingly and with the knowledge there would be no cure for their actions. Now it is as if they are the mirror antithesis of the Eldarine from which they were spawned.&lt;br /&gt;
&lt;br /&gt;
===Makeup Requirements===&lt;br /&gt;
Eldaran are required to wear pointed ears. These must be longer than those of an Elf being at least 3 inches long. They may be curved or leaf like as well. &lt;br /&gt;
&lt;br /&gt;
An Eldaran also must have something off about their look. &lt;br /&gt;
&lt;br /&gt;
Sometimes they have strange colored eyes, or tattoos around their eyes. They often also have blackened horns. These may be of latex, sculpting clay, or foam. They may look like antlers or ram’s horns or whatever natural horns the player wishes. Consult a Race Marshall for tips on making your horns. &lt;br /&gt;
&lt;br /&gt;
Unseelie court fey are required to use make up and have gray to black markings around their eyes to represent the darkness that flows through their veins, they sometimes continue these marks over the whole body as dark veins to show the darkness that corrupts their very beings.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
3 Eldarine are allowed for each 100 players in the game.&lt;br /&gt;
&lt;br /&gt;
===Profession Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Warrior, Cavalier, Knight of Strife &amp;amp; Duelist&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; Mauraders, Knight of Valor, Knight of Darkness, Ranger, All Crafters, Magi &amp;amp; Artificer&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Wrath&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; Healer &amp;amp; Charm Magic&lt;br /&gt;
&lt;br /&gt;
===Affinities===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Rapier &amp;amp; Main Gauche, Hand Crossbow &amp;#039;&amp;#039;(DR with Main Gauche off hand)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; Wrath &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; Alchemy&lt;br /&gt;
&lt;br /&gt;
===Skill Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; Resist Mind Effecting &amp;amp; Resist Metabolic,&lt;br /&gt;
Break Charm &amp;amp; Dominion&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; Weapon Master Eldar (One handed&lt;br /&gt;
Blades, Cross Bows &amp;amp; Spear) &amp;#039;&amp;#039;must use Rapier &amp;amp; Main Gauche combo for DR&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Inherent Advantages:===&lt;br /&gt;
Because the Eldaran are essentially corrupted Eldar they may purchase the Break Charm and Domination skill. &lt;br /&gt;
&lt;br /&gt;
Eldaran may purchase the Resist Mind Effecting skill &amp;amp; the Resist Metabolic skill up to five (5) times each. &lt;br /&gt;
&lt;br /&gt;
The Eldaran are all skilled warriors. Thus, they may purchase any Weapon skill for -1 (minus one) skill point. Because of their warrior natures, they may purchase offensive Combat skills for –1 skill point. (i.e. Weapon Damages, Parry, Critical Strike, Riposte &amp;amp; Lethal Strike) &lt;br /&gt;
&lt;br /&gt;
Starting Eldaran may buy the Nobility skill if they wish.&lt;br /&gt;
&lt;br /&gt;
===Inherent Disadvantages:===&lt;br /&gt;
The Eldaran do have limits to the choice of combat arms. Two-Handed Cleaving, Two-Handed Blunt, and Two-Handed Master skills are unavailable. &lt;br /&gt;
&lt;br /&gt;
Eldaran are permanently corrupted, and this corruption cannot be cleansed or removed by any known means. There is rumored to be a ritual magic that can restore these creatures to their former state, but no one claims to have witnessed it. &lt;br /&gt;
&lt;br /&gt;
As creatures touched by the very forces of corruption any curative magic or effect or magic with the Light tagline effect. cast on a Eldaran will harm them. Any Darkness spell such as an Inflict type spell, will do nothing to them. The magics that can heal an Eldaran are only Heal, Cause &amp;amp; Corruption spells and effects. &lt;br /&gt;
&lt;br /&gt;
Life, Death, and Revive spells and the like all work on Eldaran as they would any other creature. &lt;br /&gt;
&lt;br /&gt;
Unlike their Seelie brothers and sisters, the Eldaran have no problem with using Corruption magic or effects; in fact, they seem to have been indoctrinated and bred for them. &lt;br /&gt;
&lt;br /&gt;
It is unknown why all Eldaran despise charming magic or effects so much, but they will NEVER use them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;**** Note: You must have a Marshall’s approval to play any Eldar. ****&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
This primer is the foundation for playing a member of the Eldar race in the Mythic Adventures universe, and it is designed to help you with the first steps of bringing your character to life. For a more in-depth look behind the mystery that is the Eldar, please have your character approved by the Eldar Race Marshall and ask for our Eldar Lore Packet.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
The Eldar are an ancient, feral, Fey race of warriors and artists, created by the Spark to be the reshapers of the world. There are two subgroups within the Eldar: the Eldarine (an Eldar who still has their connection to the Spark), and the Eldaran (an Eldar that has gone through the process of corruption). Because the Eldar race is near extinction, only 3 Eldarine and 3 Eldaran may exist per 100 active players. In addition, a player must also have accumulated enough experience to start their Eldar at a minimum of level 15.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
The Eldar naming conventions are similar to the Elven ones. Eldar names can have elements of French or Italian names, and/or their names may have elements taken from any of Tolkien’s Elvish languages, though Noldorin is the traditional tongue of the Eldar. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Standard naming format:&amp;#039;&amp;#039;&amp;#039; (First Name) (Last Name/House Name) &lt;br /&gt;
&lt;br /&gt;
Noble Eldar will introduce themselves with their full titles only for high formal occasions or at great need. Title format: Lord/Lady (First Name) of the (Season) Court, (Title) of House (House Name), (Additional titles/honorifics as indicated).&lt;br /&gt;
&lt;br /&gt;
===Plant and Predactor Aspects===&lt;br /&gt;
Each Eldar has one predatory animal aspect and one plant aspect that is associated with their Court’s season in some way. These aspects should be alluded to in the Eldar’s appearance, garb, and mannerisms. The Eldar are not truly anthropomorphized, but gentle nods are expected, such as fangs, horns, sharpened nails, or plants growing out of their bodies. Please note, we are not presently accepting aquatic-themed Eldar.&lt;br /&gt;
&lt;br /&gt;
===Age===&lt;br /&gt;
The Eldar are one of the oldest living races. To calculate your character’s age, take your real age (with an optional +10 years) and multiply that number by 13. Eldar have a slow maturation rate and don’t reach their adulthood until they’ve reached their late 100s.&lt;br /&gt;
&lt;br /&gt;
===Place of Residence===&lt;br /&gt;
The place where an Eldar resides is often dependent on where they or their family sought refuge after the Dredd War. Some hail from the Summer Court, where the Kingdom Humans now reside. Others remain more isolated with the Eldar who live in the surviving Winter Court. Most of the remaining Eldar took up residence in the homes of the Elves, thankful to their cousins for shelter, yet saddened that they had to leave their own lands.&lt;br /&gt;
&lt;br /&gt;
===The Courts===&lt;br /&gt;
Eldar society is made up of four Courts, each one corresponding to one of the four seasons. Before the Dredd war, each Court had four Noble Houses, with one House designated as the Warden for each Court. However, the Autumn and Spring Court lands were destroyed in a great disaster during the Dredd war, and both are now uninhabitable wastelands, their few survivors displaced refugees. Now only the Winter and Summer Court lands are still standing, and even they have lost some of their noble Houses. Basic information about the Courts and Noble Houses can be found below, and suggested color palettes for each Court can be found at the end of this document.&lt;br /&gt;
&lt;br /&gt;
====Spring====&lt;br /&gt;
The destroyed southernmost land. Themes for this Court include new beginnings and rebirth.&lt;br /&gt;
&lt;br /&gt;
House Khalindri: Warden of Spring ● New moon ● Predator: Horned viper ● Plant: Rose.  &lt;br /&gt;
&lt;br /&gt;
House E’veandorn (extinct) ● Waxing moon ● Predator: Badger ● Plant: Apple tree.  &lt;br /&gt;
&lt;br /&gt;
House Felsoran (extinct) ● Full moon ● Predator: Praying mantis ● Plant: Daffodil.  &lt;br /&gt;
&lt;br /&gt;
House Sor’Enrus ● Waning moon ● Predator: Crested goshawk ● Plant: Cherry tree.&lt;br /&gt;
&lt;br /&gt;
====Summer====&lt;br /&gt;
The largest and western-most land. Themes for this Court include the celebration of life.&lt;br /&gt;
&lt;br /&gt;
House Symbel: Warden of Summer ● Waxing moon ● Predator: Lion ● Plant: Oak tree&lt;br /&gt;
&lt;br /&gt;
House Iysaeria ● Full moon ● Predator: Monitor lizard ● Plant: Pink dahlia&lt;br /&gt;
&lt;br /&gt;
House Naeith (extinct) ● Waning moon ● Predator: Eagle ● Plant: White yarrow&lt;br /&gt;
&lt;br /&gt;
House U’sa ● New moon ● Predator: Orb weaver spider ● Plant: Birch tree&lt;br /&gt;
&lt;br /&gt;
====Autumn====&lt;br /&gt;
The destroyed northernmost land. Themes for this Court include memory and the passage of time.&lt;br /&gt;
&lt;br /&gt;
House Tath’ren: Warden of Autumn(extinct) ● Waning moon ● Predator: Dragonfly ● Plant:Weeping willow&lt;br /&gt;
&lt;br /&gt;
House Niryadee (extinct) ● New moon ● Predator: Lynx ● Plant: Goldenrod&lt;br /&gt;
&lt;br /&gt;
House Marx’uil (disbanded) ● Waxing moon ● Predator: Autumn adder ● Plant: Hawthorn tree&lt;br /&gt;
&lt;br /&gt;
House Aba’nin ● Full Moon ● Predator: Kestrel ● Plant: Dewberry vines&lt;br /&gt;
&lt;br /&gt;
====Winter====&lt;br /&gt;
The smallest and eastern-most land. Themes for this Court include perseverance through hardship.&lt;br /&gt;
&lt;br /&gt;
House Con’DeBreche: Warden of Winter ● Full moon ● Predator: Gray wolf ● Plant: White ash tree&lt;br /&gt;
&lt;br /&gt;
House Enin’dae ● Waning moon ● Predator: Barn owl ● Plant: Winter aconite&lt;br /&gt;
&lt;br /&gt;
House Denurann (extinct) ● New moon ● Predator: Centipede ● Plant: Magnolia tree&lt;br /&gt;
&lt;br /&gt;
House Iefyr (extinct) ● Waxing moon ● Predator: Salamander ● Plant: Holly&lt;br /&gt;
&lt;br /&gt;
===The History of the Eldar===&lt;br /&gt;
The History of the Eldar The Eldar are the beings that are closest to the original Spark of Life, their history reaching back even further than the elves’. The Spark made them the reshapers of the world, to work within nature and guide its shape, not not to consume it. Eldar formed the first civilizations, and their culture became the guide that other races would eventually follow. They were creaters, poets, and warriors, their culture a living balance of grace and ferocity. Along with the Trolls that joined their Houses, the Eldar thrived and lived for centuries as the pinnacle of civilization. It was once thought that the Courts of the Eldar would be forever, since the Eldar themselves seemed to never age. Unfortunately, this dream shattered into pieces over 600 years ago when the Darkness made itself known. &lt;br /&gt;
&lt;br /&gt;
====The Dredd War:====&lt;br /&gt;
Strange creatures known as Dredd spelled the downfall of the Eldar, forms of shadow and nothingness born from the void and veil. The Dredd were a dark, corrupted power, hungering for nothing but the destruction of all that came from the Spark. Due to the light of the Spark coursing through their veins, the Dredd hunted and massacred Eldar across the entirety of the Feylands. At great cost, the Eldar led countless battles to repel the invaders, but to little avail. It wasn’t until the Eldar found a way to corrupt themselves with that same darkness that the tides of war turned, but doing so created a rift in the once-great people. The Eldar who took on the corruption were renamed the Eldaran. The Eldar who chose not to corrupt themselves were called the Eldarine, and for a long while they shunned their Eldaran brethren. What was once a race living in harmony was now divided. However, the sacrifice made by the corrupted Eldar began to turn the tides of war, and the Eldaran were able to chase the Dredd back into the veil. All told, the Dredd War lasted for centuries and nearly annihilated the Fey race as a whole. &lt;br /&gt;
&lt;br /&gt;
====Aftermath of the Dredd War:====&lt;br /&gt;
Once the war was finally over and their enemies were defeated, the few remaining Eldar sought refuge with the Elves. Their lands destroyed and barely a 10th of their population left alive, the once-beautiful civilization of the Eldar was beyond repair. As time passed, the rift between Eldarine and Eldaran healed. The Eldar realized that, with so few of their people left, they cannot afford to be divided, and they will never again choose to classify themselves into Eldarine and Eldaran. Since then, many Eldar began to travel the world. A hunt for a cure to the corruption plaguing the Eldaran was started, but to this day the search has been unsuccessful. In the back of their minds, most Eldar believe that a method to reverse the corruption does not truly exist. Still, they search for a cure and prepare themselves again to face the Darkness that had once fled. For the Dredd had been defeated by the Eldaran’s voyage into the veil, but they had not been destroyed. The Eldar know that, one day, the Veil will tear and the Dredd will return, and they will have to fight once again for survival. &lt;br /&gt;
&lt;br /&gt;
For younger races, however, stories of the Eldar pass into legends, the legends fade into children&amp;#039;s bedtime stories. Now, the rest of the world disregards the tales of the Eldar as ramblings of a lost era.&lt;br /&gt;
&lt;br /&gt;
===Playing an Eldar===&lt;br /&gt;
The Eldar are Fey beings, and as such each Eldar may have specific habits and mannerisms from folklore such as wanting to know everyone’s full name, never (technically) lying, always requiring a gift in exchange for another, disliking iron, etc. Often, an Eldar also has some sort of crafting or artistic interest, such as music, jewelcrafting, drawing, etc. &lt;br /&gt;
&lt;br /&gt;
Because Necromancy is an abomination against nature, all Eldar have a strong hatred of it, and none would ever resort to using necromantic powers. As a race, the Eldar also never use charm magics, since doing so would infringe upon another’s free will. However, because they value free will so greatly, the Eldar have learned to break even the strongest of charms, dominations, and mental or metabolic effects.&lt;br /&gt;
&lt;br /&gt;
Due to their feral nature, most Eldar are very skilled hunters or warriors, and they tend to use a one-handed blade, hand crossbow, short spear, or bow. The only arms an Eldar cannot wield are two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
====Flaws of the Eldar====&lt;br /&gt;
Because of their age and longevity, an Eldar will see the younger races as similar to children, and they are more likely to take the words of a younger race as naiveté. The Eldar have a hard time connecting to younger races, as they see the lives of humans and the like as incredibly fleeting. Under no circumstances would an Eldar conscript themselves to the service of a human-lead group, including a human Noble house. &lt;br /&gt;
&lt;br /&gt;
Since the Eldar who survived the Dredd War experienced great pain, suffering, and loss during that time, it is rare to see an Eldar of that age with a completely unscathed psyche. It would not be uncommon for an Eldar to have some form of PTSD, or an Eldar born after the Dredd War to have signs of generational trauma. However, we ask that any player wishing to explore themes of mental illness or trauma do so respectfully, researching the desired symptoms beyond simple stereotypes. If you have questions about the appropriateness of your idea, please reach out to the Eldar Race Marshal.&lt;br /&gt;
&lt;br /&gt;
====Costuming====&lt;br /&gt;
As Eldar are the beings closest to the Spark, their veins are more prominent and magical in nature - this can be achieved by painting on veins around your eyes and other exposed areas with eyeshadow, liner, or other makeup. All Eldar have long, sloping ears (see Aradoni’s Moon Elf ears as a reference). The Eldar are also more feral than the other races, and their bestial characteristics can be achieved with sharp teeth (vampire fangs), filed nails (stiletto fake nails), horns (attached with Spirit Gum or hidden headbands), and/or colored contacts. Noble Eldar will have more animalistic or nature-based physical attributes than “common” Eldar. &lt;br /&gt;
&lt;br /&gt;
An Eldar’s style of clothing depends on many different factors, such as their profession, their house, and their court. Eldarine may be found wearing clothing more similar to Elven styles, with a heavier focus on robes and flowing garments. The Eldaran, on the other hand, will dress for battle, and may wear clothes more set on sharper edges and attire that come to a point. While not limited to specific colours, an Eldarine may be found wearing clothes of brighter, more saturated colours of their associated house or Court. The Eldaran, on the other hand, may wear darker tones that are associated with their house or Court. Examples of Eldar aesthetics can be found in the following pinterest board, or by asking the Eldar race marshal. &lt;br /&gt;
&lt;br /&gt;
https://pin.it/6H0nveX &lt;br /&gt;
&lt;br /&gt;
All Eldar wear at least one scarf.&lt;br /&gt;
&lt;br /&gt;
====Distinguishing the Eldarine and Eldaran====&lt;br /&gt;
Eldarine (Ell-dar-een): An Eldarine may choose to have horns of bone or plant material, and their veins may be drawn in gold, silver, or copper, often using metallics or glitter. The preferred professions of the Eldarine are Vagabonds and Cavaliers, and an Eldarine would never be a Marauder or Knight of Entropy. As creatures of light from birth, along with their strong connection to the Spark, an Eldarine is likely to be very knowledgeable about Nature. They are often known to be healers, and as such are often well-versed in the Healing or Druidic Arts. Additionally, Eldarine are also sometimes found to be great Scribes. An Eldarine may be capable of using Wrath Arts, for they too have the drive for war, though not as strong as their Eldaran brothers and sisters. It is not uncommon for an Eldarine to be proficient with a Rapier &amp;amp; Main Gauche or a hand crossbow. &lt;br /&gt;
&lt;br /&gt;
Eldaran (Ell-dar-rahn): An Eldaran may also choose to have horns, but if they do, the horns must be dark in color. Unlike the Eldarine, the Eldaran’s veins must be matte (no glitter). An Eldaran’s veins are drawn in deep purple or dark grey, to signify the corruption they endured. This corruption is permanent and cannot be cleansed or removed by any known means. Because of this corruption, any curative magic, effect, or magic of “Light” cast on an Eldaran will harm them. On the other hand, any Darkness spell such as an Infliction will do nothing to them. The only magic that can heal an Eldaran are Heal, Cause, and Corruption spells and effects. Life, Death, Revive spells, etc, all work on Eldaran normally. The preferred professions for the Eldaran are Warriors, Cavaliers, Knights of Strife, and Duelists. An Eldaran would never become a Marauder, Knight of Valor, Knight of Entropy, Ranger, Magi, Artificer, or any crafter class. &lt;br /&gt;
&lt;br /&gt;
Their preferred magic is the Wrath Arts, and their forbidden magic is that of the Healing Arts. Like the Eldarine, the Eldaran abhor Charm Spells and never use them. The Eldaran are also proficient in the Rapier &amp;amp; Main Gauche and hand crossbow. Seeing as the Eldaran are more inclined towards combat and war, they are also commonly found to use the bow. They may be known to be talented Alchemists.&lt;br /&gt;
&lt;br /&gt;
===The Eldar Lore Packet===&lt;br /&gt;
More details about the above and other topics can be found within the Eldar lore packet. Some examples of the packet’s contents include: a timeline of the Eldar and their involvement in major events, the connection between Eldar and Trolls, additional information about the Eldar Courts, details on noble Houses prior to the Dredd War, an in-depth discussion of customs within Eldar civilization, the different cultures of the Eldarine and Eldaran, and a geological map of the Courts before the Dredd War. If you wish to delve deeper, contact the Eldar Race Marshal.&lt;br /&gt;
&lt;br /&gt;
===Color Palettes by Court===&lt;br /&gt;
Below are some recommended color palettes for each of the four Courts. In general, the Eldarine will wear the brighter colors of each palette, while the Eldaran will stick to more muted versions. Keep in mind that these are indicative colors, but they are not to be considered the complete range of possible choices. For instance, an Eldaran of any court is likely to wear black leathers, etc.&lt;br /&gt;
&lt;br /&gt;
http://mythicadventures.org/storage/wiki-files/eldar-colors.png&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Eldar&amp;diff=193</id>
		<title>Eldar</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Eldar&amp;diff=193"/>
		<updated>2022-03-16T21:00:03Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* Makeup Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
[[Category: Ancients]]&lt;br /&gt;
[[Category: Primer]]&lt;br /&gt;
&lt;br /&gt;
The Eldar were formed by the original Spark. Some say they are the most civilized of all the peoples of the world, others the most feral, like a captive but still wild animal.&lt;br /&gt;
A dying race with perhaps only a thousand or less survivors left, they are often seen as dark, tragic in nature and a haunting race of people. A race that has survived a war of genocide and knows that their days are numbered regardless. For one day, there will be no more Eldar in the world.&lt;br /&gt;
&lt;br /&gt;
All Eldar are extremely long lived, they have been known to live for thousands of years. The Eldar, are now commonly broken into the Eldarine and Eldaran, but not to the survivors of this race. They only refer to others as the Eldar, never by the distinction of Eldarine and Eldaran.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: All Players wishing to start an Eldar must have achieved enough experience to be at minimum Level 15 before creating one of these beings. See a Marshall or Staff on the ways this can be achieved. You must have a Marshall’s approval to play any Eldar.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==The Eldarine (Seelie Court Fey) ==&lt;br /&gt;
History has always suggested that the Eldarine are close relatives to the Elves, they are one of the Ancient Races,&lt;br /&gt;
called the “Eldar” before the sundering some six centuries ago. &lt;br /&gt;
&lt;br /&gt;
Many academics suspect that the Eldar are closer to the original Spark that all life shares.&lt;br /&gt;
&lt;br /&gt;
The Eldarine were once creatures of light. Lovers of art, quick with a quip, and light of heart, these champion-poets are now often as skilled with an ink quill as with a rapier. &lt;br /&gt;
No longer, now they bear a great burden of heart. Though they are still fond of adventure, it now has a reason. You will always find an Eldarine in search for a cure for their blighted brothers and sisters, though they secretly fear there is none to be found.&lt;br /&gt;
&lt;br /&gt;
===Makeup Requirements===&lt;br /&gt;
Eldarine are required to wear pointed ears. These must be longer than those of an Elf being at least 3 inches long. They may be curved or leaf like as well.&lt;br /&gt;
An Eldarine also must have something off about their look. Sometimes they have strange colored eyes, or tattoos around their eyes. They often also have horns, or even thorns. These may be of latex, sculpting clay, or foam. &lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
3 Eldarine are allowed for each 100 players in the game.&lt;br /&gt;
&lt;br /&gt;
===Profession Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Sentinels &amp;amp; Cavaliers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; Mauraders, Knight of Darkness, &amp;amp; Tinkerer&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Healing &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; Necromancy &amp;amp; Charm Magic&lt;br /&gt;
&lt;br /&gt;
===Affinities===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Rapier &amp;amp; Main Gauche, Hand Crossbow &amp;#039;&amp;#039;(DR with Main Gauche off hand)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; Healing &amp;amp; Druid&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; Scribe&lt;br /&gt;
&lt;br /&gt;
===Skill Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; Resist Mind Effecting &amp;amp; Resist Metabolic,&lt;br /&gt;
Break Charm &amp;amp; Dominion&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; Weapon Master Eldar (One handed&lt;br /&gt;
Blades, Cross Bows &amp;amp; Spear) &amp;#039;&amp;#039;must use Rapier &amp;amp; Main Gauche combo for DR&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Inherent Advantages:===&lt;br /&gt;
This race has some command over mind controlling magics. Thus, they may purchase the Break Charm &amp;amp; Domination&lt;br /&gt;
skill. Seelie court fey may purchase the Resist Mind Effecting skill and Resist Metabolic skill five (5) times each as well. Because of the wars they fought, the Eldarine are all skilled warriors. Thus, they may purchase any Weapon skill for -1 skill point. Because of their warrior natures, they may purchase Offensive Combat skills for –1 skill point. (i.e. Weapon Damages, Parry, Critical Strike, Riposte &amp;amp; Lethal Strike)&lt;br /&gt;
&lt;br /&gt;
Creatures of light from birth, they may also purchase Greater Lore: Nature, Druid Arts, and Healing Arts skills for –1 (one)&lt;br /&gt;
skill points each. Starting Seelie Court fey may buy the Nobility skill if they wish.&lt;br /&gt;
&lt;br /&gt;
===Inherent Disadvantages:===&lt;br /&gt;
The Eldarine do have some limits to the choice of combat arms. Two-Handed Cleaving, Two-Handed Blunt, and Two Handed Master skills are unavailable to this race. &lt;br /&gt;
&lt;br /&gt;
It is unknown why all Eldarine despise Necromancy and charming magic or effects so much, but they will NEVER use either.&lt;br /&gt;
&lt;br /&gt;
==The Eldaran (Unseelie Court Fey) ==&lt;br /&gt;
Fully a third of the Eldar choose to corrupt themselves to combat this enemy. These Eldar were twisted into dark reflections of the light and renamed themselves the Eldaran. &lt;br /&gt;
&lt;br /&gt;
There is a blackness pulsing through their very bodies, and visible are the scars and the dark heart that beats inside, giving life to these twisted beings. &lt;br /&gt;
&lt;br /&gt;
Sages agree the Eldaran are dark, but are they truly inherently evil? Can a creature infused with this type of corruption be good? It is agreed that they became these monsters to defend their light brethren willingly and with the knowledge there would be no cure for their actions. Now it is as if they are the mirror antithesis of the Eldarine from which they were spawned.&lt;br /&gt;
&lt;br /&gt;
===Makeup Requirements===&lt;br /&gt;
Eldaran are required to wear pointed ears. These must be longer than those of an Elf being at least 3 inches long. They may be curved or leaf like as well. &lt;br /&gt;
&lt;br /&gt;
An Eldaran also must have something off about their look. &lt;br /&gt;
&lt;br /&gt;
Sometimes they have strange colored eyes, or tattoos around their eyes. They often also have blackened horns. These may be of latex, sculpting clay, or foam. They may look like antlers or ram’s horns or whatever natural horns the player wishes. Consult a Race Marshall for tips on making your horns. &lt;br /&gt;
&lt;br /&gt;
Unseelie court fey are required to use make up and have gray to black markings around their eyes to represent the darkness that flows through their veins, they sometimes continue these marks over the whole body as dark veins to show the darkness that corrupts their very beings.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
3 Eldarine are allowed for each 100 players in the game.&lt;br /&gt;
&lt;br /&gt;
===Profession Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Warrior, Cavalier, Knight of Strife &amp;amp; Duelist&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; Mauraders, Knight of Valor, Knight of Darkness, Ranger, All Crafters, Magi &amp;amp; Artificer&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Wrath&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; Healer &amp;amp; Charm Magic&lt;br /&gt;
&lt;br /&gt;
===Affinities===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Rapier &amp;amp; Main Gauche, Hand Crossbow &amp;#039;&amp;#039;(DR with Main Gauche off hand)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; Wrath &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; Alchemy&lt;br /&gt;
&lt;br /&gt;
===Skill Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; Resist Mind Effecting &amp;amp; Resist Metabolic,&lt;br /&gt;
Break Charm &amp;amp; Dominion&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; Weapon Master Eldar (One handed&lt;br /&gt;
Blades, Cross Bows &amp;amp; Spear) &amp;#039;&amp;#039;must use Rapier &amp;amp; Main Gauche combo for DR&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Inherent Advantages:===&lt;br /&gt;
Because the Eldaran are essentially corrupted Eldar they may purchase the Break Charm and Domination skill. &lt;br /&gt;
&lt;br /&gt;
Eldaran may purchase the Resist Mind Effecting skill &amp;amp; the Resist Metabolic skill up to five (5) times each. &lt;br /&gt;
&lt;br /&gt;
The Eldaran are all skilled warriors. Thus, they may purchase any Weapon skill for -1 (minus one) skill point. Because of their warrior natures, they may purchase offensive Combat skills for –1 skill point. (i.e. Weapon Damages, Parry, Critical Strike, Riposte &amp;amp; Lethal Strike) &lt;br /&gt;
&lt;br /&gt;
Starting Eldaran may buy the Nobility skill if they wish.&lt;br /&gt;
&lt;br /&gt;
===Inherent Disadvantages:===&lt;br /&gt;
The Eldaran do have limits to the choice of combat arms. Two-Handed Cleaving, Two-Handed Blunt, and Two-Handed Master skills are unavailable. &lt;br /&gt;
&lt;br /&gt;
Eldaran are permanently corrupted, and this corruption cannot be cleansed or removed by any known means. There is rumored to be a ritual magic that can restore these creatures to their former state, but no one claims to have witnessed it. &lt;br /&gt;
&lt;br /&gt;
As creatures touched by the very forces of corruption any curative magic or effect or magic with the Light tagline effect. cast on a Eldaran will harm them. Any Darkness spell such as an Inflict type spell, will do nothing to them. The magics that can heal an Eldaran are only Heal, Cause &amp;amp; Corruption spells and effects. &lt;br /&gt;
&lt;br /&gt;
Life, Death, and Revive spells and the like all work on Eldaran as they would any other creature. &lt;br /&gt;
&lt;br /&gt;
Unlike their Seelie brothers and sisters, the Eldaran have no problem with using Corruption magic or effects; in fact, they seem to have been indoctrinated and bred for them. &lt;br /&gt;
&lt;br /&gt;
It is unknown why all Eldaran despise charming magic or effects so much, but they will NEVER use them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;**** Note: You must have a Marshall’s approval to play any Eldar. ****&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
This primer is the foundation for playing a member of the Eldar race in the Mythic Adventures universe, and it is designed to help you with the first steps of bringing your character to life. For a more in-depth look behind the mystery that is the Eldar, please have your character approved by the Eldar Race Marshall and ask for our Eldar Lore Packet.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
The Eldar are an ancient, feral, Fey race of warriors and artists, created by the Spark to be the reshapers of the world. There are two subgroups within the Eldar: the Eldarine (an Eldar who still has their connection to the Spark), and the Eldaran (an Eldar that has gone through the process of corruption). Because the Eldar race is near extinction, only 3 Eldarine and 3 Eldaran may exist per 100 active players. In addition, a player must also have accumulated enough experience to start their Eldar at a minimum of level 15.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
The Eldar naming conventions are similar to the Elven ones. Eldar names can have elements of French or Italian names, and/or their names may have elements taken from any of Tolkien’s Elvish languages, though Noldorin is the traditional tongue of the Eldar. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Standard naming format:&amp;#039;&amp;#039;&amp;#039; (First Name) (Last Name/House Name) &lt;br /&gt;
&lt;br /&gt;
Noble Eldar will introduce themselves with their full titles only for high formal occasions or at great need. Title format: Lord/Lady (First Name) of the (Season) Court, (Title) of House (House Name), (Additional titles/honorifics as indicated).&lt;br /&gt;
&lt;br /&gt;
===Plant and Predactor Aspects===&lt;br /&gt;
Each Eldar has one predatory animal aspect and one plant aspect that is associated with their Court’s season in some way. These aspects should be alluded to in the Eldar’s appearance, garb, and mannerisms. The Eldar are not truly anthropomorphized, but gentle nods are expected, such as fangs, horns, sharpened nails, or plants growing out of their bodies. Please note, we are not presently accepting aquatic-themed Eldar.&lt;br /&gt;
&lt;br /&gt;
===Age===&lt;br /&gt;
The Eldar are one of the oldest living races. To calculate your character’s age, take your real age (with an optional +10 years) and multiply that number by 13. Eldar have a slow maturation rate and don’t reach their adulthood until they’ve reached their late 100s.&lt;br /&gt;
&lt;br /&gt;
===Place of Residence===&lt;br /&gt;
The place where an Eldar resides is often dependent on where they or their family sought refuge after the Dredd War. Some hail from the Summer Court, where the Kingdom Humans now reside. Others remain more isolated with the Eldar who live in the surviving Winter Court. Most of the remaining Eldar took up residence in the homes of the Elves, thankful to their cousins for shelter, yet saddened that they had to leave their own lands.&lt;br /&gt;
&lt;br /&gt;
===The Courts===&lt;br /&gt;
Eldar society is made up of four Courts, each one corresponding to one of the four seasons. Before the Dredd war, each Court had four Noble Houses, with one House designated as the Warden for each Court. However, the Autumn and Spring Court lands were destroyed in a great disaster during the Dredd war, and both are now uninhabitable wastelands, their few survivors displaced refugees. Now only the Winter and Summer Court lands are still standing, and even they have lost some of their noble Houses. Basic information about the Courts and Noble Houses can be found below, and suggested color palettes for each Court can be found at the end of this document.&lt;br /&gt;
&lt;br /&gt;
====Spring====&lt;br /&gt;
The destroyed southernmost land. Themes for this Court include new beginnings and rebirth.&lt;br /&gt;
&lt;br /&gt;
House Khalindri: Warden of Spring ● New moon ● Predator: Horned viper ● Plant: Rose.  &lt;br /&gt;
&lt;br /&gt;
House E’veandorn (extinct) ● Waxing moon ● Predator: Badger ● Plant: Apple tree.  &lt;br /&gt;
&lt;br /&gt;
House Felsoran (extinct) ● Full moon ● Predator: Praying mantis ● Plant: Daffodil.  &lt;br /&gt;
&lt;br /&gt;
House Sor’Enrus ● Waning moon ● Predator: Crested goshawk ● Plant: Cherry tree.&lt;br /&gt;
&lt;br /&gt;
====Summer====&lt;br /&gt;
The largest and western-most land. Themes for this Court include the celebration of life.&lt;br /&gt;
&lt;br /&gt;
House Symbel: Warden of Summer ● Waxing moon ● Predator: Lion ● Plant: Oak tree&lt;br /&gt;
&lt;br /&gt;
House Iysaeria ● Full moon ● Predator: Monitor lizard ● Plant: Pink dahlia&lt;br /&gt;
&lt;br /&gt;
House Naeith (extinct) ● Waning moon ● Predator: Eagle ● Plant: White yarrow&lt;br /&gt;
&lt;br /&gt;
House U’sa ● New moon ● Predator: Orb weaver spider ● Plant: Birch tree&lt;br /&gt;
&lt;br /&gt;
====Autumn====&lt;br /&gt;
The destroyed northernmost land. Themes for this Court include memory and the passage of time.&lt;br /&gt;
&lt;br /&gt;
House Tath’ren: Warden of Autumn(extinct) ● Waning moon ● Predator: Dragonfly ● Plant:Weeping willow&lt;br /&gt;
&lt;br /&gt;
House Niryadee (extinct) ● New moon ● Predator: Lynx ● Plant: Goldenrod&lt;br /&gt;
&lt;br /&gt;
House Marx’uil (disbanded) ● Waxing moon ● Predator: Autumn adder ● Plant: Hawthorn tree&lt;br /&gt;
&lt;br /&gt;
House Aba’nin ● Full Moon ● Predator: Kestrel ● Plant: Dewberry vines&lt;br /&gt;
&lt;br /&gt;
====Winter====&lt;br /&gt;
The smallest and eastern-most land. Themes for this Court include perseverance through hardship.&lt;br /&gt;
&lt;br /&gt;
House Con’DeBreche: Warden of Winter ● Full moon ● Predator: Gray wolf ● Plant: White ash tree&lt;br /&gt;
&lt;br /&gt;
House Enin’dae ● Waning moon ● Predator: Barn owl ● Plant: Winter aconite&lt;br /&gt;
&lt;br /&gt;
House Denurann (extinct) ● New moon ● Predator: Centipede ● Plant: Magnolia tree&lt;br /&gt;
&lt;br /&gt;
House Iefyr (extinct) ● Waxing moon ● Predator: Salamander ● Plant: Holly&lt;br /&gt;
&lt;br /&gt;
===The History of the Eldar===&lt;br /&gt;
The History of the Eldar The Eldar are the beings that are closest to the original Spark of Life, their history reaching back even further than the elves’. The Spark made them the reshapers of the world, to work within nature and guide its shape, not not to consume it. Eldar formed the first civilizations, and their culture became the guide that other races would eventually follow. They were creaters, poets, and warriors, their culture a living balance of grace and ferocity. Along with the Trolls that joined their Houses, the Eldar thrived and lived for centuries as the pinnacle of civilization. It was once thought that the Courts of the Eldar would be forever, since the Eldar themselves seemed to never age. Unfortunately, this dream shattered into pieces over 600 years ago when the Darkness made itself known. &lt;br /&gt;
&lt;br /&gt;
====The Dredd War:====&lt;br /&gt;
Strange creatures known as Dredd spelled the downfall of the Eldar, forms of shadow and nothingness born from the void and veil. The Dredd were a dark, corrupted power, hungering for nothing but the destruction of all that came from the Spark. Due to the light of the Spark coursing through their veins, the Dredd hunted and massacred Eldar across the entirety of the Feylands. At great cost, the Eldar led countless battles to repel the invaders, but to little avail. It wasn’t until the Eldar found a way to corrupt themselves with that same darkness that the tides of war turned, but doing so created a rift in the once-great people. The Eldar who took on the corruption were renamed the Eldaran. The Eldar who chose not to corrupt themselves were called the Eldarine, and for a long while they shunned their Eldaran brethren. What was once a race living in harmony was now divided. However, the sacrifice made by the corrupted Eldar began to turn the tides of war, and the Eldaran were able to chase the Dredd back into the veil. All told, the Dredd War lasted for centuries and nearly annihilated the Fey race as a whole. &lt;br /&gt;
&lt;br /&gt;
====Aftermath of the Dredd War:====&lt;br /&gt;
Once the war was finally over and their enemies were defeated, the few remaining Eldar sought refuge with the Elves. Their lands destroyed and barely a 10th of their population left alive, the once-beautiful civilization of the Eldar was beyond repair. As time passed, the rift between Eldarine and Eldaran healed. The Eldar realized that, with so few of their people left, they cannot afford to be divided, and they will never again choose to classify themselves into Eldarine and Eldaran. Since then, many Eldar began to travel the world. A hunt for a cure to the corruption plaguing the Eldaran was started, but to this day the search has been unsuccessful. In the back of their minds, most Eldar believe that a method to reverse the corruption does not truly exist. Still, they search for a cure and prepare themselves again to face the Darkness that had once fled. For the Dredd had been defeated by the Eldaran’s voyage into the veil, but they had not been destroyed. The Eldar know that, one day, the Veil will tear and the Dredd will return, and they will have to fight once again for survival. &lt;br /&gt;
&lt;br /&gt;
For younger races, however, stories of the Eldar pass into legends, the legends fade into children&amp;#039;s bedtime stories. Now, the rest of the world disregards the tales of the Eldar as ramblings of a lost era.&lt;br /&gt;
&lt;br /&gt;
===Playing an Eldar===&lt;br /&gt;
The Eldar are Fey beings, and as such each Eldar may have specific habits and mannerisms from folklore such as wanting to know everyone’s full name, never (technically) lying, always requiring a gift in exchange for another, disliking iron, etc. Often, an Eldar also has some sort of crafting or artistic interest, such as music, jewelcrafting, drawing, etc. &lt;br /&gt;
&lt;br /&gt;
Because Necromancy is an abomination against nature, all Eldar have a strong hatred of it, and none would ever resort to using necromantic powers. As a race, the Eldar also never use charm magics, since doing so would infringe upon another’s free will. However, because they value free will so greatly, the Eldar have learned to break even the strongest of charms, dominations, and mental or metabolic effects.&lt;br /&gt;
&lt;br /&gt;
Due to their feral nature, most Eldar are very skilled hunters or warriors, and they tend to use a one-handed blade, hand crossbow, short spear, or bow. The only arms an Eldar cannot wield are two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
====Flaws of the Eldar====&lt;br /&gt;
Because of their age and longevity, an Eldar will see the younger races as similar to children, and they are more likely to take the words of a younger race as naiveté. The Eldar have a hard time connecting to younger races, as they see the lives of humans and the like as incredibly fleeting. Under no circumstances would an Eldar conscript themselves to the service of a human-lead group, including a human Noble house. &lt;br /&gt;
&lt;br /&gt;
Since the Eldar who survived the Dredd War experienced great pain, suffering, and loss during that time, it is rare to see an Eldar of that age with a completely unscathed psyche. It would not be uncommon for an Eldar to have some form of PTSD, or an Eldar born after the Dredd War to have signs of generational trauma. However, we ask that any player wishing to explore themes of mental illness or trauma do so respectfully, researching the desired symptoms beyond simple stereotypes. If you have questions about the appropriateness of your idea, please reach out to the Eldar Race Marshal.&lt;br /&gt;
&lt;br /&gt;
====Costuming====&lt;br /&gt;
As Eldar are the beings closest to the Spark, their veins are more prominent and magical in nature - this can be achieved by painting on veins around your eyes and other exposed areas with eyeshadow, liner, or other makeup. All Eldar have long, sloping ears (see Aradoni’s Moon Elf ears as a reference). The Eldar are also more feral than the other races, and their bestial characteristics can be achieved with sharp teeth (vampire fangs), filed nails (stiletto fake nails), horns (attached with Spirit Gum or hidden headbands), and/or colored contacts. Noble Eldar will have more animalistic or nature-based physical attributes than “common” Eldar. &lt;br /&gt;
&lt;br /&gt;
An Eldar’s style of clothing depends on many different factors, such as their profession, their house, and their court. Eldarine may be found wearing clothing more similar to Elven styles, with a heavier focus on robes and flowing garments. The Eldaran, on the other hand, will dress for battle, and may wear clothes more set on sharper edges and attire that come to a point. While not limited to specific colours, an Eldarine may be found wearing clothes of brighter, more saturated colours of their associated house or Court. The Eldaran, on the other hand, may wear darker tones that are associated with their house or Court. Examples of Eldar aesthetics can be found in the following pinterest board, or by asking the Eldar race marshal. &lt;br /&gt;
&lt;br /&gt;
https://pin.it/6H0nveX &lt;br /&gt;
&lt;br /&gt;
All Eldar wear at least one scarf.&lt;br /&gt;
&lt;br /&gt;
====Distinguishing the Eldarine and Eldaran====&lt;br /&gt;
Eldarine (Ell-dar-een): An Eldarine may choose to have horns of bone or plant material, and their veins may be drawn in gold, silver, or copper, often using metallics or glitter. The preferred professions of the Eldarine are Vagabonds and Cavaliers, and an Eldarine would never be a Marauder or Knight of Entropy. As creatures of light from birth, along with their strong connection to the Spark, an Eldarine is likely to be very knowledgeable about Nature. They are often known to be healers, and as such are often well-versed in the Healing or Druidic Arts. Additionally, Eldarine are also sometimes found to be great Scribes. An Eldarine may be capable of using Wrath Arts, for they too have the drive for war, though not as strong as their Eldaran brothers and sisters. It is not uncommon for an Eldarine to be proficient with a Rapier &amp;amp; Main Gauche or a hand crossbow. &lt;br /&gt;
&lt;br /&gt;
Eldaran (Ell-dar-rahn): An Eldaran may also choose to have horns, but if they do, the horns must be dark in color. Unlike the Eldarine, the Eldaran’s veins must be matte (no glitter). An Eldaran’s veins are drawn in deep purple or dark grey, to signify the corruption they endured. This corruption is permanent and cannot be cleansed or removed by any known means. Because of this corruption, any curative magic, effect, or magic of “Light” cast on an Eldaran will harm them. On the other hand, any Darkness spell such as an Infliction will do nothing to them. The only magic that can heal an Eldaran are Heal, Cause, and Corruption spells and effects. Life, Death, Revive spells, etc, all work on Eldaran normally. The preferred professions for the Eldaran are Warriors, Cavaliers, Knights of Strife, and Duelists. An Eldaran would never become a Marauder, Knight of Valor, Knight of Entropy, Ranger, Magi, Artificer, or any crafter class. &lt;br /&gt;
&lt;br /&gt;
Their preferred magic is the Wrath Arts, and their forbidden magic is that of the Healing Arts. Like the Eldarine, the Eldaran abhor Charm Spells and never use them. The Eldaran are also proficient in the Rapier &amp;amp; Main Gauche and hand crossbow. Seeing as the Eldaran are more inclined towards combat and war, they are also commonly found to use the bow. They may be known to be talented Alchemists.&lt;br /&gt;
&lt;br /&gt;
===The Eldar Lore Packet===&lt;br /&gt;
More details about the above and other topics can be found within the Eldar lore packet. Some examples of the packet’s contents include: a timeline of the Eldar and their involvement in major events, the connection between Eldar and Trolls, additional information about the Eldar Courts, details on noble Houses prior to the Dredd War, an in-depth discussion of customs within Eldar civilization, the different cultures of the Eldarine and Eldaran, and a geological map of the Courts before the Dredd War. If you wish to delve deeper, contact the Eldar Race Marshal.&lt;br /&gt;
&lt;br /&gt;
===Color Palettes by Court===&lt;br /&gt;
Below are some recommended color palettes for each of the four Courts. In general, the Eldarine will wear the brighter colors of each palette, while the Eldaran will stick to more muted versions. Keep in mind that these are indicative colors, but they are not to be considered the complete range of possible choices. For instance, an Eldaran of any court is likely to wear black leathers, etc.&lt;br /&gt;
&lt;br /&gt;
http://mythicadventures.org/storage/wiki-files/eldar-colors.png&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Eldar&amp;diff=192</id>
		<title>Eldar</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Eldar&amp;diff=192"/>
		<updated>2022-03-16T20:59:43Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: /* The Eldarine (Seelie Court Fey) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
[[Category: Ancients]]&lt;br /&gt;
[[Category: Primer]]&lt;br /&gt;
&lt;br /&gt;
The Eldar were formed by the original Spark. Some say they are the most civilized of all the peoples of the world, others the most feral, like a captive but still wild animal.&lt;br /&gt;
A dying race with perhaps only a thousand or less survivors left, they are often seen as dark, tragic in nature and a haunting race of people. A race that has survived a war of genocide and knows that their days are numbered regardless. For one day, there will be no more Eldar in the world.&lt;br /&gt;
&lt;br /&gt;
All Eldar are extremely long lived, they have been known to live for thousands of years. The Eldar, are now commonly broken into the Eldarine and Eldaran, but not to the survivors of this race. They only refer to others as the Eldar, never by the distinction of Eldarine and Eldaran.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: All Players wishing to start an Eldar must have achieved enough experience to be at minimum Level 15 before creating one of these beings. See a Marshall or Staff on the ways this can be achieved. You must have a Marshall’s approval to play any Eldar.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==The Eldarine (Seelie Court Fey) ==&lt;br /&gt;
History has always suggested that the Eldarine are close relatives to the Elves, they are one of the Ancient Races,&lt;br /&gt;
called the “Eldar” before the sundering some six centuries ago. &lt;br /&gt;
&lt;br /&gt;
Many academics suspect that the Eldar are closer to the original Spark that all life shares.&lt;br /&gt;
&lt;br /&gt;
The Eldarine were once creatures of light. Lovers of art, quick with a quip, and light of heart, these champion-poets are now often as skilled with an ink quill as with a rapier. &lt;br /&gt;
No longer, now they bear a great burden of heart. Though they are still fond of adventure, it now has a reason. You will always find an Eldarine in search for a cure for their blighted brothers and sisters, though they secretly fear there is none to be found.&lt;br /&gt;
&lt;br /&gt;
===Makeup Requirements===&lt;br /&gt;
Eldarine are required to wear pointed ears. These must be longer than those of an Elf being at least 3 inches long. They may be curved or leaf like as well.&lt;br /&gt;
An Eldarine also must have something off about their look. Sometimes they have strange colored eyes, or tattoos around their eyes. They often also have horns, or even thorns. These may be of latex, sculpting clay, or foam. &lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
3 Eldarine are allowed for each 100 players in the game.&lt;br /&gt;
&lt;br /&gt;
===Profession Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Sentinels &amp;amp; Cavaliers&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; Mauraders, Knight of Darkness, &amp;amp; Tinkerer&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Healing &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; Necromancy &amp;amp; Charm Magic&lt;br /&gt;
&lt;br /&gt;
===Affinities===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Rapier &amp;amp; Main Gauche, Hand Crossbow &amp;#039;&amp;#039;(DR with Main Gauche off hand)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; Healing &amp;amp; Druid&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; Scribe&lt;br /&gt;
&lt;br /&gt;
===Skill Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; Resist Mind Effecting &amp;amp; Resist Metabolic,&lt;br /&gt;
Break Charm &amp;amp; Dominion&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; Weapon Master Eldar (One handed&lt;br /&gt;
Blades, Cross Bows &amp;amp; Spear) &amp;#039;&amp;#039;must use Rapier &amp;amp; Main Gauche combo for DR&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Inherent Advantages:===&lt;br /&gt;
This race has some command over mind controlling magics. Thus, they may purchase the Break Charm &amp;amp; Domination&lt;br /&gt;
skill. Seelie court fey may purchase the Resist Mind Effecting skill and Resist Metabolic skill five (5) times each as well. Because of the wars they fought, the Eldarine are all skilled warriors. Thus, they may purchase any Weapon skill for -1 skill point. Because of their warrior natures, they may purchase Offensive Combat skills for –1 skill point. (i.e. Weapon Damages, Parry, Critical Strike, Riposte &amp;amp; Lethal Strike)&lt;br /&gt;
&lt;br /&gt;
Creatures of light from birth, they may also purchase Greater Lore: Nature, Druid Arts, and Healing Arts skills for –1 (one)&lt;br /&gt;
skill points each. Starting Seelie Court fey may buy the Nobility skill if they wish.&lt;br /&gt;
&lt;br /&gt;
===Inherent Disadvantages:===&lt;br /&gt;
The Eldarine do have some limits to the choice of combat arms. Two-Handed Cleaving, Two-Handed Blunt, and Two Handed Master skills are unavailable to this race. &lt;br /&gt;
&lt;br /&gt;
It is unknown why all Eldarine despise Necromancy and charming magic or effects so much, but they will NEVER use either.&lt;br /&gt;
&lt;br /&gt;
==The Eldaran (Unseelie Court Fey) ==&lt;br /&gt;
Fully a third of the Eldar choose to corrupt themselves to combat this enemy. These Eldar were twisted into dark reflections of the light and renamed themselves the Eldaran. &lt;br /&gt;
&lt;br /&gt;
There is a blackness pulsing through their very bodies, and visible are the scars and the dark heart that beats inside, giving life to these twisted beings. &lt;br /&gt;
&lt;br /&gt;
Sages agree the Eldaran are dark, but are they truly inherently evil? Can a creature infused with this type of corruption be good? It is agreed that they became these monsters to defend their light brethren willingly and with the knowledge there would be no cure for their actions. Now it is as if they are the mirror antithesis of the Eldarine from which they were spawned.&lt;br /&gt;
&lt;br /&gt;
===Makeup Requirements===&lt;br /&gt;
An Eldaran doesn’t have any specific costuming requirements, but they do tend toward dark, wintery, and Autumn colors, and loose flowing clothing, often tattered and angled. &lt;br /&gt;
&lt;br /&gt;
Eldaran are required to wear pointed ears. These must be longer than those of an Elf being at least 3 inches long. They may be curved or leaf like as well. &lt;br /&gt;
&lt;br /&gt;
An Eldaran also must have something off about their look. &lt;br /&gt;
&lt;br /&gt;
Sometimes they have strange colored eyes, or tattoos around their eyes. They often also have blackened horns. These may be of latex, sculpting clay, or foam. They may look like antlers or ram’s horns or whatever natural horns the player wishes. Consult a Race Marshall for tips on making your horns. &lt;br /&gt;
&lt;br /&gt;
Unseelie court fey are required to use make up and have gray to black markings around their eyes to represent the darkness that flows through their veins, they sometimes continue these marks over the whole body as dark veins to show the darkness that corrupts their very beings.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
3 Eldarine are allowed for each 100 players in the game.&lt;br /&gt;
&lt;br /&gt;
===Profession Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Warrior, Cavalier, Knight of Strife &amp;amp; Duelist&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; Mauraders, Knight of Valor, Knight of Darkness, Ranger, All Crafters, Magi &amp;amp; Artificer&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Wrath&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; Healer &amp;amp; Charm Magic&lt;br /&gt;
&lt;br /&gt;
===Affinities===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; Rapier &amp;amp; Main Gauche, Hand Crossbow &amp;#039;&amp;#039;(DR with Main Gauche off hand)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; Wrath &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; Alchemy&lt;br /&gt;
&lt;br /&gt;
===Skill Information===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; Resist Mind Effecting &amp;amp; Resist Metabolic,&lt;br /&gt;
Break Charm &amp;amp; Dominion&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; Weapon Master Eldar (One handed&lt;br /&gt;
Blades, Cross Bows &amp;amp; Spear) &amp;#039;&amp;#039;must use Rapier &amp;amp; Main Gauche combo for DR&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Inherent Advantages:===&lt;br /&gt;
Because the Eldaran are essentially corrupted Eldar they may purchase the Break Charm and Domination skill. &lt;br /&gt;
&lt;br /&gt;
Eldaran may purchase the Resist Mind Effecting skill &amp;amp; the Resist Metabolic skill up to five (5) times each. &lt;br /&gt;
&lt;br /&gt;
The Eldaran are all skilled warriors. Thus, they may purchase any Weapon skill for -1 (minus one) skill point. Because of their warrior natures, they may purchase offensive Combat skills for –1 skill point. (i.e. Weapon Damages, Parry, Critical Strike, Riposte &amp;amp; Lethal Strike) &lt;br /&gt;
&lt;br /&gt;
Starting Eldaran may buy the Nobility skill if they wish.&lt;br /&gt;
&lt;br /&gt;
===Inherent Disadvantages:===&lt;br /&gt;
The Eldaran do have limits to the choice of combat arms. Two-Handed Cleaving, Two-Handed Blunt, and Two-Handed Master skills are unavailable. &lt;br /&gt;
&lt;br /&gt;
Eldaran are permanently corrupted, and this corruption cannot be cleansed or removed by any known means. There is rumored to be a ritual magic that can restore these creatures to their former state, but no one claims to have witnessed it. &lt;br /&gt;
&lt;br /&gt;
As creatures touched by the very forces of corruption any curative magic or effect or magic with the Light tagline effect. cast on a Eldaran will harm them. Any Darkness spell such as an Inflict type spell, will do nothing to them. The magics that can heal an Eldaran are only Heal, Cause &amp;amp; Corruption spells and effects. &lt;br /&gt;
&lt;br /&gt;
Life, Death, and Revive spells and the like all work on Eldaran as they would any other creature. &lt;br /&gt;
&lt;br /&gt;
Unlike their Seelie brothers and sisters, the Eldaran have no problem with using Corruption magic or effects; in fact, they seem to have been indoctrinated and bred for them. &lt;br /&gt;
&lt;br /&gt;
It is unknown why all Eldaran despise charming magic or effects so much, but they will NEVER use them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;**** Note: You must have a Marshall’s approval to play any Eldar. ****&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
This primer is the foundation for playing a member of the Eldar race in the Mythic Adventures universe, and it is designed to help you with the first steps of bringing your character to life. For a more in-depth look behind the mystery that is the Eldar, please have your character approved by the Eldar Race Marshall and ask for our Eldar Lore Packet.&lt;br /&gt;
&lt;br /&gt;
===Character Basics===&lt;br /&gt;
The Eldar are an ancient, feral, Fey race of warriors and artists, created by the Spark to be the reshapers of the world. There are two subgroups within the Eldar: the Eldarine (an Eldar who still has their connection to the Spark), and the Eldaran (an Eldar that has gone through the process of corruption). Because the Eldar race is near extinction, only 3 Eldarine and 3 Eldaran may exist per 100 active players. In addition, a player must also have accumulated enough experience to start their Eldar at a minimum of level 15.&lt;br /&gt;
&lt;br /&gt;
===Naming Conventions===&lt;br /&gt;
The Eldar naming conventions are similar to the Elven ones. Eldar names can have elements of French or Italian names, and/or their names may have elements taken from any of Tolkien’s Elvish languages, though Noldorin is the traditional tongue of the Eldar. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Standard naming format:&amp;#039;&amp;#039;&amp;#039; (First Name) (Last Name/House Name) &lt;br /&gt;
&lt;br /&gt;
Noble Eldar will introduce themselves with their full titles only for high formal occasions or at great need. Title format: Lord/Lady (First Name) of the (Season) Court, (Title) of House (House Name), (Additional titles/honorifics as indicated).&lt;br /&gt;
&lt;br /&gt;
===Plant and Predactor Aspects===&lt;br /&gt;
Each Eldar has one predatory animal aspect and one plant aspect that is associated with their Court’s season in some way. These aspects should be alluded to in the Eldar’s appearance, garb, and mannerisms. The Eldar are not truly anthropomorphized, but gentle nods are expected, such as fangs, horns, sharpened nails, or plants growing out of their bodies. Please note, we are not presently accepting aquatic-themed Eldar.&lt;br /&gt;
&lt;br /&gt;
===Age===&lt;br /&gt;
The Eldar are one of the oldest living races. To calculate your character’s age, take your real age (with an optional +10 years) and multiply that number by 13. Eldar have a slow maturation rate and don’t reach their adulthood until they’ve reached their late 100s.&lt;br /&gt;
&lt;br /&gt;
===Place of Residence===&lt;br /&gt;
The place where an Eldar resides is often dependent on where they or their family sought refuge after the Dredd War. Some hail from the Summer Court, where the Kingdom Humans now reside. Others remain more isolated with the Eldar who live in the surviving Winter Court. Most of the remaining Eldar took up residence in the homes of the Elves, thankful to their cousins for shelter, yet saddened that they had to leave their own lands.&lt;br /&gt;
&lt;br /&gt;
===The Courts===&lt;br /&gt;
Eldar society is made up of four Courts, each one corresponding to one of the four seasons. Before the Dredd war, each Court had four Noble Houses, with one House designated as the Warden for each Court. However, the Autumn and Spring Court lands were destroyed in a great disaster during the Dredd war, and both are now uninhabitable wastelands, their few survivors displaced refugees. Now only the Winter and Summer Court lands are still standing, and even they have lost some of their noble Houses. Basic information about the Courts and Noble Houses can be found below, and suggested color palettes for each Court can be found at the end of this document.&lt;br /&gt;
&lt;br /&gt;
====Spring====&lt;br /&gt;
The destroyed southernmost land. Themes for this Court include new beginnings and rebirth.&lt;br /&gt;
&lt;br /&gt;
House Khalindri: Warden of Spring ● New moon ● Predator: Horned viper ● Plant: Rose.  &lt;br /&gt;
&lt;br /&gt;
House E’veandorn (extinct) ● Waxing moon ● Predator: Badger ● Plant: Apple tree.  &lt;br /&gt;
&lt;br /&gt;
House Felsoran (extinct) ● Full moon ● Predator: Praying mantis ● Plant: Daffodil.  &lt;br /&gt;
&lt;br /&gt;
House Sor’Enrus ● Waning moon ● Predator: Crested goshawk ● Plant: Cherry tree.&lt;br /&gt;
&lt;br /&gt;
====Summer====&lt;br /&gt;
The largest and western-most land. Themes for this Court include the celebration of life.&lt;br /&gt;
&lt;br /&gt;
House Symbel: Warden of Summer ● Waxing moon ● Predator: Lion ● Plant: Oak tree&lt;br /&gt;
&lt;br /&gt;
House Iysaeria ● Full moon ● Predator: Monitor lizard ● Plant: Pink dahlia&lt;br /&gt;
&lt;br /&gt;
House Naeith (extinct) ● Waning moon ● Predator: Eagle ● Plant: White yarrow&lt;br /&gt;
&lt;br /&gt;
House U’sa ● New moon ● Predator: Orb weaver spider ● Plant: Birch tree&lt;br /&gt;
&lt;br /&gt;
====Autumn====&lt;br /&gt;
The destroyed northernmost land. Themes for this Court include memory and the passage of time.&lt;br /&gt;
&lt;br /&gt;
House Tath’ren: Warden of Autumn(extinct) ● Waning moon ● Predator: Dragonfly ● Plant:Weeping willow&lt;br /&gt;
&lt;br /&gt;
House Niryadee (extinct) ● New moon ● Predator: Lynx ● Plant: Goldenrod&lt;br /&gt;
&lt;br /&gt;
House Marx’uil (disbanded) ● Waxing moon ● Predator: Autumn adder ● Plant: Hawthorn tree&lt;br /&gt;
&lt;br /&gt;
House Aba’nin ● Full Moon ● Predator: Kestrel ● Plant: Dewberry vines&lt;br /&gt;
&lt;br /&gt;
====Winter====&lt;br /&gt;
The smallest and eastern-most land. Themes for this Court include perseverance through hardship.&lt;br /&gt;
&lt;br /&gt;
House Con’DeBreche: Warden of Winter ● Full moon ● Predator: Gray wolf ● Plant: White ash tree&lt;br /&gt;
&lt;br /&gt;
House Enin’dae ● Waning moon ● Predator: Barn owl ● Plant: Winter aconite&lt;br /&gt;
&lt;br /&gt;
House Denurann (extinct) ● New moon ● Predator: Centipede ● Plant: Magnolia tree&lt;br /&gt;
&lt;br /&gt;
House Iefyr (extinct) ● Waxing moon ● Predator: Salamander ● Plant: Holly&lt;br /&gt;
&lt;br /&gt;
===The History of the Eldar===&lt;br /&gt;
The History of the Eldar The Eldar are the beings that are closest to the original Spark of Life, their history reaching back even further than the elves’. The Spark made them the reshapers of the world, to work within nature and guide its shape, not not to consume it. Eldar formed the first civilizations, and their culture became the guide that other races would eventually follow. They were creaters, poets, and warriors, their culture a living balance of grace and ferocity. Along with the Trolls that joined their Houses, the Eldar thrived and lived for centuries as the pinnacle of civilization. It was once thought that the Courts of the Eldar would be forever, since the Eldar themselves seemed to never age. Unfortunately, this dream shattered into pieces over 600 years ago when the Darkness made itself known. &lt;br /&gt;
&lt;br /&gt;
====The Dredd War:====&lt;br /&gt;
Strange creatures known as Dredd spelled the downfall of the Eldar, forms of shadow and nothingness born from the void and veil. The Dredd were a dark, corrupted power, hungering for nothing but the destruction of all that came from the Spark. Due to the light of the Spark coursing through their veins, the Dredd hunted and massacred Eldar across the entirety of the Feylands. At great cost, the Eldar led countless battles to repel the invaders, but to little avail. It wasn’t until the Eldar found a way to corrupt themselves with that same darkness that the tides of war turned, but doing so created a rift in the once-great people. The Eldar who took on the corruption were renamed the Eldaran. The Eldar who chose not to corrupt themselves were called the Eldarine, and for a long while they shunned their Eldaran brethren. What was once a race living in harmony was now divided. However, the sacrifice made by the corrupted Eldar began to turn the tides of war, and the Eldaran were able to chase the Dredd back into the veil. All told, the Dredd War lasted for centuries and nearly annihilated the Fey race as a whole. &lt;br /&gt;
&lt;br /&gt;
====Aftermath of the Dredd War:====&lt;br /&gt;
Once the war was finally over and their enemies were defeated, the few remaining Eldar sought refuge with the Elves. Their lands destroyed and barely a 10th of their population left alive, the once-beautiful civilization of the Eldar was beyond repair. As time passed, the rift between Eldarine and Eldaran healed. The Eldar realized that, with so few of their people left, they cannot afford to be divided, and they will never again choose to classify themselves into Eldarine and Eldaran. Since then, many Eldar began to travel the world. A hunt for a cure to the corruption plaguing the Eldaran was started, but to this day the search has been unsuccessful. In the back of their minds, most Eldar believe that a method to reverse the corruption does not truly exist. Still, they search for a cure and prepare themselves again to face the Darkness that had once fled. For the Dredd had been defeated by the Eldaran’s voyage into the veil, but they had not been destroyed. The Eldar know that, one day, the Veil will tear and the Dredd will return, and they will have to fight once again for survival. &lt;br /&gt;
&lt;br /&gt;
For younger races, however, stories of the Eldar pass into legends, the legends fade into children&amp;#039;s bedtime stories. Now, the rest of the world disregards the tales of the Eldar as ramblings of a lost era.&lt;br /&gt;
&lt;br /&gt;
===Playing an Eldar===&lt;br /&gt;
The Eldar are Fey beings, and as such each Eldar may have specific habits and mannerisms from folklore such as wanting to know everyone’s full name, never (technically) lying, always requiring a gift in exchange for another, disliking iron, etc. Often, an Eldar also has some sort of crafting or artistic interest, such as music, jewelcrafting, drawing, etc. &lt;br /&gt;
&lt;br /&gt;
Because Necromancy is an abomination against nature, all Eldar have a strong hatred of it, and none would ever resort to using necromantic powers. As a race, the Eldar also never use charm magics, since doing so would infringe upon another’s free will. However, because they value free will so greatly, the Eldar have learned to break even the strongest of charms, dominations, and mental or metabolic effects.&lt;br /&gt;
&lt;br /&gt;
Due to their feral nature, most Eldar are very skilled hunters or warriors, and they tend to use a one-handed blade, hand crossbow, short spear, or bow. The only arms an Eldar cannot wield are two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
====Flaws of the Eldar====&lt;br /&gt;
Because of their age and longevity, an Eldar will see the younger races as similar to children, and they are more likely to take the words of a younger race as naiveté. The Eldar have a hard time connecting to younger races, as they see the lives of humans and the like as incredibly fleeting. Under no circumstances would an Eldar conscript themselves to the service of a human-lead group, including a human Noble house. &lt;br /&gt;
&lt;br /&gt;
Since the Eldar who survived the Dredd War experienced great pain, suffering, and loss during that time, it is rare to see an Eldar of that age with a completely unscathed psyche. It would not be uncommon for an Eldar to have some form of PTSD, or an Eldar born after the Dredd War to have signs of generational trauma. However, we ask that any player wishing to explore themes of mental illness or trauma do so respectfully, researching the desired symptoms beyond simple stereotypes. If you have questions about the appropriateness of your idea, please reach out to the Eldar Race Marshal.&lt;br /&gt;
&lt;br /&gt;
====Costuming====&lt;br /&gt;
As Eldar are the beings closest to the Spark, their veins are more prominent and magical in nature - this can be achieved by painting on veins around your eyes and other exposed areas with eyeshadow, liner, or other makeup. All Eldar have long, sloping ears (see Aradoni’s Moon Elf ears as a reference). The Eldar are also more feral than the other races, and their bestial characteristics can be achieved with sharp teeth (vampire fangs), filed nails (stiletto fake nails), horns (attached with Spirit Gum or hidden headbands), and/or colored contacts. Noble Eldar will have more animalistic or nature-based physical attributes than “common” Eldar. &lt;br /&gt;
&lt;br /&gt;
An Eldar’s style of clothing depends on many different factors, such as their profession, their house, and their court. Eldarine may be found wearing clothing more similar to Elven styles, with a heavier focus on robes and flowing garments. The Eldaran, on the other hand, will dress for battle, and may wear clothes more set on sharper edges and attire that come to a point. While not limited to specific colours, an Eldarine may be found wearing clothes of brighter, more saturated colours of their associated house or Court. The Eldaran, on the other hand, may wear darker tones that are associated with their house or Court. Examples of Eldar aesthetics can be found in the following pinterest board, or by asking the Eldar race marshal. &lt;br /&gt;
&lt;br /&gt;
https://pin.it/6H0nveX &lt;br /&gt;
&lt;br /&gt;
All Eldar wear at least one scarf.&lt;br /&gt;
&lt;br /&gt;
====Distinguishing the Eldarine and Eldaran====&lt;br /&gt;
Eldarine (Ell-dar-een): An Eldarine may choose to have horns of bone or plant material, and their veins may be drawn in gold, silver, or copper, often using metallics or glitter. The preferred professions of the Eldarine are Vagabonds and Cavaliers, and an Eldarine would never be a Marauder or Knight of Entropy. As creatures of light from birth, along with their strong connection to the Spark, an Eldarine is likely to be very knowledgeable about Nature. They are often known to be healers, and as such are often well-versed in the Healing or Druidic Arts. Additionally, Eldarine are also sometimes found to be great Scribes. An Eldarine may be capable of using Wrath Arts, for they too have the drive for war, though not as strong as their Eldaran brothers and sisters. It is not uncommon for an Eldarine to be proficient with a Rapier &amp;amp; Main Gauche or a hand crossbow. &lt;br /&gt;
&lt;br /&gt;
Eldaran (Ell-dar-rahn): An Eldaran may also choose to have horns, but if they do, the horns must be dark in color. Unlike the Eldarine, the Eldaran’s veins must be matte (no glitter). An Eldaran’s veins are drawn in deep purple or dark grey, to signify the corruption they endured. This corruption is permanent and cannot be cleansed or removed by any known means. Because of this corruption, any curative magic, effect, or magic of “Light” cast on an Eldaran will harm them. On the other hand, any Darkness spell such as an Infliction will do nothing to them. The only magic that can heal an Eldaran are Heal, Cause, and Corruption spells and effects. Life, Death, Revive spells, etc, all work on Eldaran normally. The preferred professions for the Eldaran are Warriors, Cavaliers, Knights of Strife, and Duelists. An Eldaran would never become a Marauder, Knight of Valor, Knight of Entropy, Ranger, Magi, Artificer, or any crafter class. &lt;br /&gt;
&lt;br /&gt;
Their preferred magic is the Wrath Arts, and their forbidden magic is that of the Healing Arts. Like the Eldarine, the Eldaran abhor Charm Spells and never use them. The Eldaran are also proficient in the Rapier &amp;amp; Main Gauche and hand crossbow. Seeing as the Eldaran are more inclined towards combat and war, they are also commonly found to use the bow. They may be known to be talented Alchemists.&lt;br /&gt;
&lt;br /&gt;
===The Eldar Lore Packet===&lt;br /&gt;
More details about the above and other topics can be found within the Eldar lore packet. Some examples of the packet’s contents include: a timeline of the Eldar and their involvement in major events, the connection between Eldar and Trolls, additional information about the Eldar Courts, details on noble Houses prior to the Dredd War, an in-depth discussion of customs within Eldar civilization, the different cultures of the Eldarine and Eldaran, and a geological map of the Courts before the Dredd War. If you wish to delve deeper, contact the Eldar Race Marshal.&lt;br /&gt;
&lt;br /&gt;
===Color Palettes by Court===&lt;br /&gt;
Below are some recommended color palettes for each of the four Courts. In general, the Eldarine will wear the brighter colors of each palette, while the Eldaran will stick to more muted versions. Keep in mind that these are indicative colors, but they are not to be considered the complete range of possible choices. For instance, an Eldaran of any court is likely to wear black leathers, etc.&lt;br /&gt;
&lt;br /&gt;
http://mythicadventures.org/storage/wiki-files/eldar-colors.png&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=House_Martarus&amp;diff=191</id>
		<title>House Martarus</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=House_Martarus&amp;diff=191"/>
		<updated>2022-03-15T23:39:03Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Noble Houses]]&lt;br /&gt;
[[Category:Primer]]&lt;br /&gt;
&lt;br /&gt;
==Rank==&lt;br /&gt;
Earldom&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
Primary HOldings in the Duchy of Aeldirmann, under the rule of Duke Xavier Rickshire the IV.&lt;br /&gt;
&lt;br /&gt;
==Blazon/Colors==&lt;br /&gt;
Red and Off White Party Colored Tabards with Gold Trim for the nobles of the house, and Reverse Trim for the Servants and Men at Arms.&lt;br /&gt;
&lt;br /&gt;
==Parliamentary Votes==&lt;br /&gt;
12 in total, with the Earl gaining 2, and there are 10 members of this house who serve on parliament with 1 vote each. This house has no liege houses under it at this time.&lt;br /&gt;
&lt;br /&gt;
==Court Standing== &lt;br /&gt;
Known as loyalists House Martarus’ standing is on the rise, with several of it’s nobles serving in both the Queens Military and Knightly Orders of the Free Kingdoms, this house is whispered to be ready for promotion to Barony status at Court or within the lands of Aeldirmann.&lt;br /&gt;
&lt;br /&gt;
==Domains/Responsibilities==&lt;br /&gt;
An Agricultural House with no Navy it maintains a standing conscript army of 1,500 for the Duchy though many more serve in the military at large. The house primarily raises Cattle and Horses for trade, and has interest in several over land mercantile endeavors. It also trains Calvary units and deals in armor craft primarily from Iron and Steel.&lt;br /&gt;
==Patriarch==&lt;br /&gt;
Earl Thomas Martarus, now in his late 70s he is known to be an avid Horseman and Knight of the Dragon. He has been a driving force in keeping this house at the ready rather than relaxing his guard during the last 88 years of peace. Lord Thomas is one of the oldest members of the active nobility.&lt;br /&gt;
==Well Known Members==&lt;br /&gt;
Lord Hadrian Martarus grandson of the Earl is a Knight Errant of the Knights of the Dragon, and known to be favored by his Grandfather.&lt;br /&gt;
&lt;br /&gt;
==Loyalties== &lt;br /&gt;
The Free Kingdoms and its Queen, This house proudly serves with Duke Xavier Rickshire in all causes he champions.&lt;br /&gt;
&lt;br /&gt;
==Preferred Professions== &lt;br /&gt;
Cavalier and Knights of Valor or Wrath &lt;br /&gt;
&lt;br /&gt;
==Forbidden Professions==&lt;br /&gt;
Tinkerer&lt;br /&gt;
&lt;br /&gt;
==Preferred Magic==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Forbidden Magics==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Common Prestige Groups== &lt;br /&gt;
Knights of the Dragon, the Golden Lions and the Blood Eagles.&lt;br /&gt;
&lt;br /&gt;
==Recent History== &lt;br /&gt;
House Martarus has seen a ramp up of its Heavy Calvary training with the recent vote to increase the standing military of the Dukedoms in case of attack from some outside force. Also several of its sons and daughters have recently joined as officers throughout the Free Kingdoms Military units, both prestige groups and the normal standing battalions. Recent dealings with the Dwarves of Khaz Dulgan have opened new trade for Iron and other precious minerals to her smiths as well.&lt;br /&gt;
&lt;br /&gt;
==Special Note== &lt;br /&gt;
All Martarus Nobles must buy the skill Riding Land Based: Horses at character creation.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Aeldirmann&amp;diff=190</id>
		<title>Aeldirmann</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Aeldirmann&amp;diff=190"/>
		<updated>2022-02-23T22:09:23Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: Created page with &amp;quot;Category: Races Category: Kingdoms of Man Category: Primer  Aeldirmann was the first duchy granted after the Free Kingdom was established. People from here are tau...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
[[Category: Kingdoms of Man]]&lt;br /&gt;
[[Category: Primer]]&lt;br /&gt;
&lt;br /&gt;
Aeldirmann was the first duchy granted after the Free Kingdom was established. People from here are taught how to ride at an early age, and almost all have at least some small skill with weapons (most have far more than “small”). They are loyal to their Duke and their Queen. &lt;br /&gt;
&lt;br /&gt;
In general, Aeldirmanians love parties, horses, and pie, and hate necromancy with a deep and abiding passion. &lt;br /&gt;
&lt;br /&gt;
It is based on Rohan from LOTR.&lt;br /&gt;
&lt;br /&gt;
==Duke of Aeldirmann==&lt;br /&gt;
Duke Xavier Rickshire IV&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
White with a green horse&lt;br /&gt;
&lt;br /&gt;
==Makeup Requirements==&lt;br /&gt;
Humans are not required to wear make-up.&lt;br /&gt;
&lt;br /&gt;
Both nobles and commoners have a very “Rohan” LOTR feel, with a slight Viking influence, especially those from the earldom of Blackwall. &lt;br /&gt;
&lt;br /&gt;
Nobles are held to a higher standard of costuming than commoners, frequently appearing in some variation of their house colors. The fabrics will be of a higher quality and have more trim. New players coming in as nobles must have their costuming approved by the Aeldirmann marshal. &lt;br /&gt;
&lt;br /&gt;
Fur is rarely worn in Aeldirmann because it’s hot and is often a fashion statement when it is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
Unlimited at this time.&lt;br /&gt;
&lt;br /&gt;
==Profession Information==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Professions:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Professions:&amp;#039;&amp;#039;&amp;#039; None, individual houses may have restrictions&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Preferred Magic:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forbidden Magic:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Affinities==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Magic:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Production:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Skill Information==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bonus Craft:&amp;#039;&amp;#039;&amp;#039; Animal Husbandry&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Required for Nobles:&amp;#039;&amp;#039;&amp;#039; Land based Riding: Horse&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Strongly Encouraged Skill:&amp;#039;&amp;#039;&amp;#039; Any weapon skill&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Skills:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Masteries:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&lt;br /&gt;
==Inherent Advantages:==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Starting Humans may buy the Nobility skill (only at character creation) if they wish.&lt;br /&gt;
&lt;br /&gt;
==Inherent Disadvantages:==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Primer==&lt;br /&gt;
This is meant as an overview for new players deciding on their characters history, not an indepth Lore and Tradition packet. &lt;br /&gt;
&lt;br /&gt;
===About Aeldermann===&lt;br /&gt;
Aeldirmann is a “fat and happy” sort of land populated by farmers, shepherds, and horsemen. Aeldirmann horses are famous throughout the kingdom for their intelligence and endurance. Some of the best racing horses come from Aeldirmann, as do the best calvary horses.&lt;br /&gt;
&lt;br /&gt;
Aeldirmann is in a temperate region with lows rarely going below 50 and highs rarely above 95 (not to say they don’t happen, just not often).&lt;br /&gt;
&lt;br /&gt;
===Notable People &amp;amp; Houses===&lt;br /&gt;
&lt;br /&gt;
Duke Rickshire the First was one of the last of the dukes in the Old Kingdom, and one of the first in the New Kingdom, the duchy of Aeldirmann being established in year 49 as the humans of the New Kingdom reckon time.&lt;br /&gt;
&lt;br /&gt;
The Earldoms of Blackwall and Martarus were founded at this time as well. The descendants of Ragnir Blackwall and the Volknar were given land along the coast and the earldom of Martarus was formed as a reward for those who followed Duke Xavier the Second north to further explore the lands the humans were granted.&lt;br /&gt;
&lt;br /&gt;
Aeldirmann has a distinct militaristic bent, and places most of its focus on the calvary. All nobles, male and female, are expected to spend at least some of their time with the garrison or a house equivalent. Some go on to make it a career, many do not.&lt;br /&gt;
&lt;br /&gt;
All nobles, male and female, are taught how to ride. Most commoners are taught how to ride. &lt;br /&gt;
&lt;br /&gt;
Each house/region has it’s own symbolic “of age” criteria, but for legal purposes, eighteen is considered to be a legal adult.&lt;br /&gt;
&lt;br /&gt;
The houses of Blackwall and Thornburn contain the only two ports in Aeldirmann.&lt;br /&gt;
&lt;br /&gt;
The current duke is Duke Xavier Rickshire IV. He, like all Rickshires going back to the Old Kingdom, is fiercely loyal to the Van Nestes, the ruling family. He, as is common in Aeldirmann, is a “people’s duke,” perfectly comfortable drinking in the tavern and leading a charge against the orcs as he is sitting in Cyneham and signing paperwork. Actually, he is probably more comfortable in the tavern as his nickname is “Duke Titties and Beer.” He has not yet named an heir.&lt;br /&gt;
&lt;br /&gt;
Lady Adalleah DuVaindis, Seneschal to Duke Xavier Rickshire IV, Matron of Boldridend Bealdras, Shield Maiden, known throughout Aeldirmann as the ‘Mother’ or ‘The Mother of Aeldirmann.” She sees to the day to day running of the Duchy, and hosts the thrice daily meals that Baeldras, the Rickshire family home, is known for. The house is open to all who want to come and eat, and are willing to do so peacefully. Quintessential southern woman. Sweet and caring. Pleasant to look at, curvy. Brown hair and big brown eyes. Always with a smile. YET, cross her and hell hath no fury. She will utterly decimate anyone that crosses the duke (SUPER PROTECTIVE of the Duke) or staff members of the house. Those that are under the protection of the duke are also, in that ‘Family’ (Ie the people that come and eat everyday at Cyneham) But she is not as protective of them.&lt;br /&gt;
&lt;br /&gt;
Aeldirmann is home to the only known newspaper (others have been heard of, but not seen), and presumably, a printing press. &lt;br /&gt;
&lt;br /&gt;
While it is USUALLY the eldest child (regardless of gender) who inherits a title, one can just as easily name a brother, sister, nephew, etc to follow.&lt;br /&gt;
&lt;br /&gt;
Aeldirmann is well represented in the Academe Sorcerous, the Order of the Dragon, and the Blood Eagles.&lt;br /&gt;
&lt;br /&gt;
[[House Martarus]], earldom, known for its horses and ranches.&lt;br /&gt;
&lt;br /&gt;
House Blackwall, earldom, known for its ships. &lt;br /&gt;
&lt;br /&gt;
House Yularen, earldom, known for its weapons and armor.&lt;br /&gt;
&lt;br /&gt;
[[House Mendenhall]].&lt;br /&gt;
&lt;br /&gt;
[[House Ventris]].&lt;br /&gt;
&lt;br /&gt;
===Notable Locales===&lt;br /&gt;
&lt;br /&gt;
Baeldras is located in Cyneham, the capitol of Aeldirmann. It has few guards, but those are intensely loyal and insanely well trained.&lt;br /&gt;
&lt;br /&gt;
Old Wolf Lake and the towns around it are in the barony of Clan MacCaliesh (this is the area in which Mythic Adventures is held).&lt;br /&gt;
&lt;br /&gt;
===Work &amp;amp; Play===&lt;br /&gt;
&lt;br /&gt;
Crops grown in Aeldirmann include: corn, hay, cotton, strawberries, blueberries, peaches, apples. Common trees are oaks and magnolias.&lt;br /&gt;
&lt;br /&gt;
The game of horseshoes is a duchy wide obsession. Each city, town, village, hamlet, grouping of three or more homes in the duchy has it’s own team, and the best players from those local teams are recruited into house teams. The play offs between the house teams occur during the May Horse Fair.&lt;br /&gt;
&lt;br /&gt;
Gambling (especially on the game of horseshoes) is popular throughout all the classes. Board games like Horseshoes and Spears (tic-tac-toe) and skittles are enjoyed by both children and adults alike.&lt;br /&gt;
&lt;br /&gt;
Horse racing competitions, pony racing competitions, and horse shoeing competitions are key events of every festival and harvest faire. &lt;br /&gt;
&lt;br /&gt;
If a party can possibly be thrown for an event, a season, a birth, a death, a wedding, Aeldirmann will try. This is the duchy of “Hey, I didn’t die in my sleep. PARTY!!”&lt;br /&gt;
&lt;br /&gt;
Yellow is used in many celebrations as a symbol of happiness, good luck, fair fortune, and to ward off evil. &lt;br /&gt;
&lt;br /&gt;
Cows, pigs, sheep, and chickens are raised along with horses to provide both food and fertilizer. Fresh fish is considered a delicacy and is served primarily on feast days (unless you live in Blackwall or Thornburn lands, where it is more common. And no one wants to eat the fish out of Old Wolf Lake these days. Too near the ruins and the Scar)). Salted fish is easier to come by, but is still a “special occasion” type meal.&lt;br /&gt;
&lt;br /&gt;
The crops grown include wheat and barley, cotton and corn, potatoes, blueberries, peaches, apples, and in the southernmost parts of the duchy, oranges.&lt;br /&gt;
&lt;br /&gt;
Fish are difficult to come by due to the few coastal areas, but mutton and beef are plentiful. Unfinished wool is shipped to the trade cities of the south to turn into thread and fabric which is then sold to the duchies in the north.&lt;br /&gt;
&lt;br /&gt;
===Traditions===&lt;br /&gt;
All people of Aeldirmann, noble and common, male and female are taught how to defend themselves. And if you don’t think a skillet can do some damage, ask a shireling.&lt;br /&gt;
&lt;br /&gt;
While upper level education is not required or forced among the commoners, all children are taught reading, writing, arithmetic, and history. Most enter into some sort of apprenticeship about age sixteen, unless they are following in their parents footsteps, in which case it can be younger, or are entering the garrison, in which case it may be eighteen.&lt;br /&gt;
&lt;br /&gt;
Arranged marriages were recently abolished in Aeldirmann. Divorce can only be granted if abuse, necromancy, or bigamy can be proved. Bigamy is illegal. A marriage requires two witnesses and a third of equal or higher rank to perform the ceremony.&lt;br /&gt;
&lt;br /&gt;
Slavery is illegal throughout the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Most people are cremated at death. The funerary rites themselves are highly individualized between the various houses.&lt;br /&gt;
&lt;br /&gt;
Although there is no traditional color for bride clothes, both bride and groom should have a yellow incorporated into their garments in some way. Usually it is as a sash, often past down through the generations, but can be bit of yellow cloth or embroidery. (Yellow dresses and suits are rare but not unheard of, as yellow favors few complexions.)&lt;br /&gt;
&lt;br /&gt;
Aeldirmann noblilty usually follow the law of primogeniture - the oldest child inherits the title regardless of gender.&lt;br /&gt;
&lt;br /&gt;
===Inspirations===&lt;br /&gt;
&lt;br /&gt;
Fantasy analogues include the Riders of Rohan, while historical analogues would include the Danish-Saxon-early Norman era.&lt;br /&gt;
&lt;br /&gt;
===The People===&lt;br /&gt;
It is populated mostly by humans and shirelings, and is close enough to Mists Edge and Summer’s Rest that elves are far from an uncommon sight.&lt;br /&gt;
&lt;br /&gt;
Aeldirmann has a closer relationship to the elves than the other duchies do, to the point that one of Aeldirmann can actually go armed in Mist’s Edge (although he or she had better have a very good reason and give that reason quickly. And be prepared to surrender the weapon if the answer does not suffice).&lt;br /&gt;
&lt;br /&gt;
Shirelings and humans can both be from Aeldirmann. There are quite a few houses that have no members and you would have the opportunity to work with staff to build your own traditions within that house or you could join an established house or be “no party affiliation.”&lt;br /&gt;
&lt;br /&gt;
Many in Aeldirmann, especially among the nobility, can trace their family names to the Old Kingdom, as Duke Xavier Rickshire the First had used his ties with the Volknar and the elves to aid in the Evacuation of the Old Kingdom and the Founding of the New Kingdom. His signature is on the Treaty with the Ancients that granted the humans their current lands.&lt;br /&gt;
&lt;br /&gt;
===Festivals and events by month=== &lt;br /&gt;
January - Ratification Day - Gifts are presented to the members of the Elder Races that are in attendance by the heads of the various houses. If a person in attendance is not aligned with a specific house, it is traditional that the individual presents a gift or token on their own behalf. In addition to this being the time that commoners and nobles can mingle without fear of reprisal, and when the various prestige groups seek out new members, and boons can be asked, this is also traditionally when betrothals are announced, births are announced, and heirs are officially declared. (Betrothals, etc can be declared at any time, but it is considered luckiest to do it during Ratification Day.) &lt;br /&gt;
&lt;br /&gt;
February - nothing specific at this time &lt;br /&gt;
&lt;br /&gt;
March - nothing specific at this time &lt;br /&gt;
&lt;br /&gt;
April - Spring Festival, Blessing of the Seeds by the local Fae, a beauty contest both for horses (mostly the equipage) and for women. &lt;br /&gt;
&lt;br /&gt;
May - Horse Fair (held throughout the duchy, but the biggest and most famous is held at Whitehearth, in Martarus) - horse and pony races, horse shows, and contests to do with horses. This is when the Horseshoe Playoffs are held. There is also a parade. &lt;br /&gt;
&lt;br /&gt;
June - &lt;br /&gt;
&lt;br /&gt;
August - Although marriages can occur any time during the year, these months are traditionally seen as the “wedding season.” Vows are created by the bride and groom, and ceremonies are usually held indoors. Each house and land will have customs unique to it. &lt;br /&gt;
&lt;br /&gt;
September - Market and Harvest Fair - crafter and farmer competitions, also when the military likes to show their prowess with archery contests and fight circles. “Mage Battles” are held as well. &lt;br /&gt;
&lt;br /&gt;
October - All Hallows - Candy or some form of sweet is left out by children (and usually eaten by parents) to appease the spirits, bells are frequently tied to trees, posts, or in windows to warn when the ghosts are about (and serve to scare the children), and everyone wears some form of yellow token or favor as protection. Again, local customs will vary depending on whether you worship your ancestors, fear them, or don’t care one way or the other. &lt;br /&gt;
&lt;br /&gt;
November - Aeldirmann Memorial Day - Celebration of the Fallen and Those That Remain. Reading of lists of those that died in battle through out the year, a parade featuring their coat of arms (if they have them) or tabards if they do not. It’s a solemn (as solemn as Aeldirmann gets) occasion. &lt;br /&gt;
&lt;br /&gt;
December - Yule - Celebration of the Lengthening of the Days and Return of the Sun, horsehair gifts are exchanged (bracelets, necklaces, even just lengths of braided horsehair are appropriate), candles glow in every window both day and night, and evergreen boughs are hung everywhere. Yule logs are usually burnt.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=Kingdoms_of_Man&amp;diff=189</id>
		<title>Kingdoms of Man</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=Kingdoms_of_Man&amp;diff=189"/>
		<updated>2022-02-23T22:09:12Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Races]]&lt;br /&gt;
&lt;br /&gt;
Humans come in all shapes, sizes, and colors and can choose any profession. It seems that humankind is capable of anything, from profound love to extreme hatred and violence. Humans have a relatively short life span and can learn skills and trades with lightning speed. This ability is both boon and bane. &lt;br /&gt;
&lt;br /&gt;
There are additional Human realms beyond the borders of the Free Kingdom, many of which await discovery, and though not common enough to be a normal payable race they may still be encountered from time to time.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Humans==&lt;br /&gt;
&lt;br /&gt;
The Humans of the Free Kingdom are based on a feudal society with a limited monarchy, ruled by a beloved and just Queen. Parliament is composed of those of the noble caste, and the common man is both dedicated to the lands and to his or her Lord or Lady. Notes: A Kingdom Human does not have to belong to a Duchy, but if they choose to they gain both a specific ability, at the cost of being answerable to the militia of the Duchy they belong to.&lt;br /&gt;
&lt;br /&gt;
===The Queenslands===&lt;br /&gt;
[[The Queenslands]]&lt;br /&gt;
&lt;br /&gt;
===Aeldirman,===&lt;br /&gt;
[[Aeldirmann]]&lt;br /&gt;
&lt;br /&gt;
===Edomere===&lt;br /&gt;
[[Edomere]]&lt;br /&gt;
&lt;br /&gt;
===Berowick===&lt;br /&gt;
[[Berowick]]&lt;br /&gt;
&lt;br /&gt;
===Sudormir===&lt;br /&gt;
[[Sudomir]]&lt;br /&gt;
&lt;br /&gt;
===Valenwood===&lt;br /&gt;
[[Valenwood]]&lt;br /&gt;
&lt;br /&gt;
===Durenmyr===&lt;br /&gt;
[[Durenmyr]]&lt;br /&gt;
&lt;br /&gt;
==The Romanovi==&lt;br /&gt;
&amp;quot;Family is the rock on this never ending road that stretches before us.&amp;quot; These are the haunted wanderers that travel the land. Although only the Matriarchs and Vezeto of their kind can truthfully speak on their origins, most others suspect some terrible event led to their nomadic ways and resulted in their ability to level the dreadful Evil Eye on an attacker or wrongdoer. The Romanovi themselves are often linked with the “Creatures of the Night”. While this may or may not mean that a particular Romanovi is evil, there is definitely a connection between Romanovi and both lycanthropes and the Undead.&lt;br /&gt;
&lt;br /&gt;
[[The Romanovi]]&lt;br /&gt;
&lt;br /&gt;
==Farseni Empire==&lt;br /&gt;
The Humans of the Farseni Empire are based loosely on Moorish and Persian medieval cultures. They are known to be well educated and are mostly encountered as nomads and merchants in the Free Kingdoms. Once, they were a great empire with many lands under their rule, but they are now in decline. The Jal’Khandian were once the servants of the Farseni Empire and their war for freedom may have been the last nail in the coffin towards the empire’s final decline. &lt;br /&gt;
&lt;br /&gt;
The Farseni Empire has long been rumored to be ruled by a dragon and many have heard the proclamations throughout the land, but none claim to have seen the emperor in the flesh.&lt;br /&gt;
&lt;br /&gt;
[[Farseni Empire]]&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=House_Mendenhall&amp;diff=188</id>
		<title>House Mendenhall</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=House_Mendenhall&amp;diff=188"/>
		<updated>2022-02-21T23:23:27Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Noble Houses]]&lt;br /&gt;
[[Category:Primer]]&lt;br /&gt;
&lt;br /&gt;
==Rank==&lt;br /&gt;
Earldom&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
Primary HOldings in the Duchy of Aeldirmann, under the rule of Duke Xavier Rickshire the IV.&lt;br /&gt;
&lt;br /&gt;
==Blazon/Colors==&lt;br /&gt;
Blue and White colored tabards with gold trim for nobles of the House. Reverse trim for Servants and Men at Arms. All tabards emblazoned with a Fortress with a reversed color pattern.&lt;br /&gt;
&lt;br /&gt;
==Court Standing== &lt;br /&gt;
A loyal house to the Free Kingdoms and its Queen, House Mendenhall has maintained a focus more &lt;br /&gt;
towards the home lands of Mendenhall and its neighboring ally of House Martarus. Still, Mendenhall has maintained an active envoy to the Court, and seeks to increase its responsibilities in the near future. &lt;br /&gt;
&lt;br /&gt;
==Domains/Responsibilities==&lt;br /&gt;
Primarily based in agriculture, smithing, and practice of the healing arts, Mendenhall has maintained a &lt;br /&gt;
small standing conscript army of 500 for the Duchy, though many more serve in the military at large. Primarily, the house has focused on training mounted archers, healers, and armor/weapons craft in iron and steel. &lt;br /&gt;
&lt;br /&gt;
==Patriarch==&lt;br /&gt;
Earl William Mendenhall, now in his late 60s, has maintained the house’s status as a staunch ally of&lt;br /&gt;
House Martarus. While he has not maintained quite as large a standing army, he has maintained a strong corp of archers and healers to assist in times of struggle.&lt;br /&gt;
&lt;br /&gt;
==Loyalties== &lt;br /&gt;
The Free Kingdoms and its Queen. House Mendenhall also proudly serves with Duke Xavier Rickshire in all causes he champions.&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
Combat/Support.&lt;br /&gt;
&lt;br /&gt;
==Preferred Professions== &lt;br /&gt;
Knight (Valor/Strife), Cavalier, Ranger/Sentinel, Healer, Smith&lt;br /&gt;
&lt;br /&gt;
==Forbidden Professions==&lt;br /&gt;
Tinkerer&lt;br /&gt;
&lt;br /&gt;
==Preferred Magic==&lt;br /&gt;
Healing, Hearth&lt;br /&gt;
&lt;br /&gt;
==Forbidden Magics==&lt;br /&gt;
Necromancy&lt;br /&gt;
&lt;br /&gt;
==Special Note== &lt;br /&gt;
All Mendenhall Nobles must buy the skill Riding Land Based: Horses at character creation.  &lt;br /&gt;
&lt;br /&gt;
All those associated with House Mendenhall must learn the skill First Aid.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
	<entry>
		<id>http://www.mythicadventures.org/wiki/index.php?title=House_Martarus&amp;diff=187</id>
		<title>House Martarus</title>
		<link rel="alternate" type="text/html" href="http://www.mythicadventures.org/wiki/index.php?title=House_Martarus&amp;diff=187"/>
		<updated>2022-02-21T23:23:13Z</updated>

		<summary type="html">&lt;p&gt;Rdupont: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Noble Houses]]&lt;br /&gt;
[[Category::Primer]]&lt;br /&gt;
&lt;br /&gt;
==Rank==&lt;br /&gt;
Earldom&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
Primary HOldings in the Duchy of Aeldirmann, under the rule of Duke Xavier Rickshire the IV.&lt;br /&gt;
&lt;br /&gt;
==Blazon/Colors==&lt;br /&gt;
Red and Off White Party Colored Tabards with Gold Trim for the nobles of the house, and Reverse Trim for the Servants and Men at Arms.&lt;br /&gt;
&lt;br /&gt;
==Parliamentary Votes==&lt;br /&gt;
12 in total, with the Earl gaining 2, and there are 10 members of this house who serve on parliament with 1 vote each. This house has no liege houses under it at this time.&lt;br /&gt;
&lt;br /&gt;
==Court Standing== &lt;br /&gt;
Known as loyalists House Martarus’ standing is on the rise, with several of it’s nobles serving in both the Queens Military and Knightly Orders of the Free Kingdoms, this house is whispered to be ready for promotion to Barony status at Court or within the lands of Aeldirmann.&lt;br /&gt;
&lt;br /&gt;
==Domains/Responsibilities==&lt;br /&gt;
An Agricultural House with no Navy it maintains a standing conscript army of 1,500 for the Duchy though many more serve in the military at large. The house primarily raises Cattle and Horses for trade, and has interest in several over land mercantile endeavors. It also trains Calvary units and deals in armor craft primarily from Iron and Steel.&lt;br /&gt;
==Patriarch==&lt;br /&gt;
Earl Thomas Martarus, now in his late 70s he is known to be an avid Horseman and Knight of the Dragon. He has been a driving force in keeping this house at the ready rather than relaxing his guard during the last 88 years of peace. Lord Thomas is one of the oldest members of the active nobility.&lt;br /&gt;
==Well Known Members==&lt;br /&gt;
Lord Hadrian Martarus grandson of the Earl is a Knight Errant of the Knights of the Dragon, and known to be favored by his Grandfather.&lt;br /&gt;
&lt;br /&gt;
==Loyalties== &lt;br /&gt;
The Free Kingdoms and its Queen, This house proudly serves with Duke Xavier Rickshire in all causes he champions.&lt;br /&gt;
&lt;br /&gt;
==Preferred Professions== &lt;br /&gt;
Cavalier and Knights of Valor or Wrath &lt;br /&gt;
&lt;br /&gt;
==Forbidden Professions==&lt;br /&gt;
Tinkerer&lt;br /&gt;
&lt;br /&gt;
==Preferred Magic==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Forbidden Magics==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Common Prestige Groups== &lt;br /&gt;
Knights of the Dragon, the Golden Lions and the Blood Eagles.&lt;br /&gt;
&lt;br /&gt;
==Recent History== &lt;br /&gt;
House Martarus has seen a ramp up of its Heavy Calvary training with the recent vote to increase the standing military of the Dukedoms in case of attack from some outside force. Also several of its sons and daughters have recently joined as officers throughout the Free Kingdoms Military units, both prestige groups and the normal standing battalions. Recent dealings with the Dwarves of Khaz Dulgan have opened new trade for Iron and other precious minerals to her smiths as well.&lt;br /&gt;
&lt;br /&gt;
==Special Note== &lt;br /&gt;
All Martarus Nobles must buy the skill Riding Land Based: Horses at character creation.&lt;/div&gt;</summary>
		<author><name>Rdupont</name></author>
	</entry>
</feed>