<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://krenn.role-play.community/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vordewindt</id>
	<title>Krenn Role Play Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://krenn.role-play.community/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vordewindt"/>
	<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Special:Contributions/Vordewindt"/>
	<updated>2026-05-15T09:59:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.13</generator>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=244</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=244"/>
		<updated>2020-06-17T20:33:44Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is a monastic order following that what they claim is the ancient law and codex of the Church of The Maker, from before the Empire. They believe the Calrad Empire corrupted the religious writings and traditions, so the Calrads could even use Makerism to support their so-called divine right to rule. Monasteries and abbeys following the teachings of the Brotherhood, which they call the &amp;#039;Old Codex&amp;#039;, can be found all throughout Calradia, though in small number.&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=243</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=243"/>
		<updated>2020-06-17T19:44:15Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is a monastic order following that what they claim is the ancient law and codex of the Church of The Maker, from before the Empire. They believe the Calrad Empire corrupted te texts of Makerism, so they could even use the local religion to support their so-called divine right to rule. Monasteries and abbeys following the Old Codex, as they called it, can be found all throughout Calradia, though in small number.&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=242</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=242"/>
		<updated>2020-06-17T19:43:52Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is a monastic order following that what they claim is the ancient law and codex of the Church of The Maker, from before the Empire. They believe the Calrad Empire corrupted te texts of Makerism, so they could even use the local religion to support their so-called divine right to rule. Monasteries and abbeys following the Old Codex, as they called it, can be found all throughout Calradia, though in small number.&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=241</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=241"/>
		<updated>2020-06-17T19:43:42Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is a monastic order following that what they claim is the ancient law and codex of the Church of The Maker, from before the Empire. They believe the Calrad Empire corrupted te texts of Makerism, so they could even use the local religion to support their so-called divine right to rule. Monasteries and abbeys following the Old Codex, as they called it, can be found all throughout Calradia, though in small number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=240</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=240"/>
		<updated>2020-06-17T19:43:20Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is a monastic order following that what they claim is the ancient law and codex of the Church of The Maker, from before the Empire. They believe the Calrad Empire corrupted te texts of Makerism, so they could even use the local religion to support their so-called divine right to rule. Monasteries and abbeys following the Old Codex, as they called it, can be found all throughout Calradia, though in small number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=239</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=239"/>
		<updated>2020-06-17T19:43:01Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is a monastic order following that what they claim is the ancient law and codex of the Church of The Maker, from before the Empire. They believe the Calrad Empire corrupted te texts of Makerism, so they could even use the local religion to support their so-called divine right to rule. Monasteries and abbeys following the Old Codex, as they called it, can be found all throughout Calradia, though in small number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=238</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=238"/>
		<updated>2020-06-16T21:50:37Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is a monastic order following that what they claim is the ancient law and codex of the Church of The Maker, from before the Empire. They believe the Calrad Empire corrupted te texts of Makerism, so they could even use the local religion to support their so-called divine right to rule. Monasteries and abbeys following the Old Codex, as they called it, can be found all throughout Calradia, though in small number.&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=237</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=237"/>
		<updated>2020-06-13T18:35:03Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=236</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=236"/>
		<updated>2020-06-13T18:14:45Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He saw something in us that no other living creatures encompassed!&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=235</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=235"/>
		<updated>2020-06-13T18:14:23Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world.&amp;lt;br/&amp;gt;&lt;br /&gt;
He saw something in us that no other living creatures encompassed!&amp;lt;br/&amp;gt;&lt;br /&gt;
He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=234</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=234"/>
		<updated>2020-06-13T18:13:40Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world. He saw something in us that no other living creatures encompassed! He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=233</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=233"/>
		<updated>2020-06-13T18:13:21Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;lt;strong&amp;gt;&amp;quot;The Maker believed in us, the people of this world. He saw something in us that no other living creatures encompassed! He gave us the Light!&amp;quot;&amp;lt;/strong&amp;gt;&amp;#039;&amp;#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner, 1254&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=232</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=232"/>
		<updated>2020-06-13T18:12:22Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;quot;The Maker believed in us, the people of this world. He saw something in us that no other living creatures encompassed! He gave us the Light!&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;~ Abbot Achaner&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History of the Brotherhood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=231</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=231"/>
		<updated>2020-06-13T17:00:43Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He said that a Monk can not lead and guide to the Afterlife if they don&amp;#039;t even know how to lead and guide their own family.&lt;br /&gt;
&lt;br /&gt;
The local people however supported the Brotherhood always, as they shared the love of the Maker for all, no matter who they were. The Monks always were hard workers inside their local communities, and respected for that. They didn&amp;#039;t live of donations and the goodwill of the people, but earned their own riches. They have been an example for many, how to work hard and create a living and earn respect and walk towards the Afterlife with the Maker.&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;The Maker&amp;#039;s Light&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=230</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=230"/>
		<updated>2020-06-13T16:48:13Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He said that a Monk can not lead and guide to the Afterlife if they don&amp;#039;t even know how to lead and guide their own family.&lt;br /&gt;
&lt;br /&gt;
The local people however supported the Brotherhood always, as they shared the love of the Maker for all, no matter who they were. The Monks always were hard workers inside their local communities, and respected for that. They didn&amp;#039;t live of donations and the goodwill of the people, but earned their own riches. They have been an example for many, how to work hard and create a living and earn respect and walk towards the Afterlife with the Maker.&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
==== The Maker&amp;#039;s Light ====&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=229</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=229"/>
		<updated>2020-06-13T15:56:12Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He said that a Monk can not lead and guide to the Afterlife if they don&amp;#039;t even know how to lead and guide their own family.&lt;br /&gt;
&lt;br /&gt;
The local people however supported the Brotherhood always, as they shared the love of the Maker for all, no matter who they were. The Monks always were hard workers inside their local communities, and respected for that. They didn&amp;#039;t live of donations and the goodwill of the people, but earned their own riches. They have been an example for many, how to work hard and create a living and earn respect and walk towards the Afterlife with the Maker.&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church ==&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
== Teachings and beliefs of the Brotherhood of the Flame == &lt;br /&gt;
&lt;br /&gt;
==== The Maker&amp;#039;s Light ====&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=228</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=228"/>
		<updated>2020-06-13T15:55:27Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He said that a Monk can not lead and guide to the Afterlife if they don&amp;#039;t even know how to lead and guide their own family.&lt;br /&gt;
&lt;br /&gt;
The local people however supported the Brotherhood always, as they shared the love of the Maker for all, no matter who they were. The Monks always were hard workers inside their local communities, and respected for that. They didn&amp;#039;t live of donations and the goodwill of the people, but earned their own riches. They have been an example for many, how to work hard and create a living and earn respect and walk towards the Afterlife with the Maker.&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
== Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church ==&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
Teachings and beliefs of the Brotherhood of the Flame&lt;br /&gt;
&lt;br /&gt;
The Maker&amp;#039;s Light&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=227</id>
		<title>Brotherhood of the Flame</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Brotherhood_of_the_Flame&amp;diff=227"/>
		<updated>2020-06-13T15:52:05Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: Created page with &amp;quot;He said that a Monk can not lead and guide to the Afterlife if they don&amp;#039;t even know how to lead and guide their own family.  The local people however supported the Brotherhood...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He said that a Monk can not lead and guide to the Afterlife if they don&amp;#039;t even know how to lead and guide their own family.&lt;br /&gt;
&lt;br /&gt;
The local people however supported the Brotherhood always, as they shared the love of the Maker for all, no matter who they were. The Monks always were hard workers inside their local communities, and respected for that. They didn&amp;#039;t live of donations and the goodwill of the people, but earned their own riches. They have been an example for many, how to work hard and create a living and earn respect and walk towards the Afterlife with the Maker.&lt;br /&gt;
&lt;br /&gt;
[[File:Youngmonk.png|thumb|right|Young Monk]]&lt;br /&gt;
&lt;br /&gt;
Foundation of the Brotherhood of the Flame, and how it became part of the Makerist Church.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded during the fall of the Calrad Empire, by Makerist clergy from the empire and by Vlandian scholars. A flame is said to have appeared in the church during the prayer of these men, touching all their heart and filling them with wisdom and determination. Together these men build the first Abbey of the Flame, where the ancient laws and rules of man and the Maker were followed. Old manuscripts had been found, parts of the ancient code of Makerism, from before the Calrads arrived to found their empire. The Brotherhood of the Flame swore to uphold the Makerist ways of the ancient times, and to abide the laws and code from before the empire.&lt;br /&gt;
&lt;br /&gt;
Several more small Abbeys were build in various settlements as the brotherhood grew slow but steady. Theodorus, the son of one of the Vlandian founders, started the translation movement, to translate the manuscripts from the ancient languages to the modern Calradic languages. As soon as they were translated the documents were copied and spread around to the different abbeys that followed the Old Codex, the Makerist laws and code from before the empire. It didn&amp;#039;t took long after that for voices throughout the Patriarchal Makerist Church called to declare them heretics, for following the ancient Makerist laws. Others however supported them, as they could find nothing untrue in the ancient writings. The Patriarchal Makerist Church in the end ignored the Brotherhood of the Flame and the abbeys that keep the Old Codex, accepting them in their ranks and taking the abbeys under the jurisdiction of their local bishop.&lt;br /&gt;
&lt;br /&gt;
Teachings and beliefs of the Brotherhood of the Flame&lt;br /&gt;
&lt;br /&gt;
The Maker&amp;#039;s Light&lt;br /&gt;
&lt;br /&gt;
The Light of the Maker is in all humans, giAll humans have the Maker&amp;#039;s Light within them, as he had given it to the enlightenment of humanity, in the last war with the Old Gods. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the brotherhood, every abbey following the Old Codex has not an abbot, who only the bishop appoints, but a Warden of the Flame, chosen by his fellow brothers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equality&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame was founded by equals, and everyone in this monastic order is also equal to each other, and they view the outside world also as their equals, for the Maker has made men equals, male and female. Men should not make unequal that what the Maker has created equal. Nobility, royalty and rulers otherwise are equals too. They simply have a different job and life to fulfill, with different responsibilities; it is their job to command and therefore people&amp;#039;s job to listen and obey, but they are not unequal. Females are equal to men, and thus allowed to join the Brotherhood too. The Maker has created humans to produce offspring, and so marriage for brothers and sisters is permitted, as long as both are a member of the Brotherhood of the Flame. &lt;br /&gt;
&lt;br /&gt;
Hard work&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame believes that the Afterlife can only de deserved by working hard. The Maker has created the nature around them, and it is man&amp;#039;s job to take care of it and to feed themselves and others. All brothers are required to be useful in the local community and help out with the daily problems. Those that do not want to work don&amp;#039;t care about the Maker; they then ain&amp;#039;t worthy to be called a Makerist. The brothers work hard, beside their studies for wisdom and knowledge; in this way the Brotherhood gives the right example, as all abbeys following the Old Codex take care of their own income and expenses, not depending on donations of the locals. &lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame is not military orientated in any way, but it does not preach defenselessness. The Church of the Maker has been under attack all throughout her history, from both outside and from within, and everyone representing the Maker, bearing the Maker&amp;#039;s Light, should be capable of not only defending their faith with facts and logic, but also by the sword and spear if needed. The Old Codes condemns useless violence and hatred, but self-defense and the purging of the unlawful and outlaws is not violence, it says. The brotherhood actively encourages brothers to be skilled in at least one type of weapon, and have some form of blade hidden under the robes at all times.&lt;br /&gt;
&lt;br /&gt;
Power grabs&lt;br /&gt;
&lt;br /&gt;
The Brotherhood of the Flame rejects the claims of any noble and royal to be a descendant of the four &amp;#039;sons of the Maker&amp;#039;. When the Calrads arrived to found their empire, they altered the Makerist books, adding the sons to the Maker, then claiming to be descendants of those sons. With this they had given themselves the Maker-given right to rule over the people of Calradia. The Old Codex confirms that those who are honored as being the &amp;#039;sons of the Maker&amp;#039; are actually some of the old Gods, who had been banished by the Maker to the Void. They have been reaching out and deceived the world, convincing them that they are the sons of the Maker, but they are not. The Brotherhood of the Flame rejects the heresies going around in Calradia, claiming that each of them, although having some truth in it, are just again attempts at grabbing power for the sake of it, and condemns them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Mass&lt;br /&gt;
+ All weapons should remain outside of the church. Also guards and nobles, for all are equal to the Maker. Being a noble does not give one the right to bear arms on sacred grounds. Only the brethren can bear arms.&lt;br /&gt;
+ The bell will sound two times before the mass.&lt;br /&gt;
+ The monk will be at the door, welcoming guests.&lt;br /&gt;
&lt;br /&gt;
Become Makerist&lt;br /&gt;
+ If a non-Makerist wishes to become a Makerist, he should say the follow. After he has said these words, he should be considered a brother worthy to receive the Light of the Maker.&lt;br /&gt;
   -  &amp;quot;I believe in the Maker as my God and Protector, the giver of Life. I will follow Him with whole my life and being, and work hard to be worthy of the Afterlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Join the Brotherhood.&lt;br /&gt;
+ Shave all hair on the body. It is part of the farewell ritual. All new hair that will cover the body is the symbol of live within the Brotherhood. Can be done in private.&lt;br /&gt;
+ Vow to the Maker and Brotherhood to join them as new family, their new loyalty. Is done in public, with minimal three other Brother Monks present.&lt;br /&gt;
&lt;br /&gt;
Funeral ritual&lt;br /&gt;
+ Bodies can either be burned or buried. The lesser known people often get burned because a grave in the graveyard is expensive.&lt;br /&gt;
+ The burning happens on Abbey grounds. The Monk will bless the deceased and light the wood heap.&lt;br /&gt;
     • &amp;quot;The Maker is our lord of life, of light and of warmth. He that gives life and sustains it. Into his arms we wish thee well, to feed on his table and to be joyful in his presence. Your name and deeds will remain, but you.. rest in peace!&amp;quot;&lt;br /&gt;
+ Being burried on the graveyard of the Abbey would cost about 150 Florins, which pays for the labor and the right to remain burried there for eternally. Every other body burried extra into an  already existing grave will cost 50 denars, however it is only common for couples to do this.&lt;br /&gt;
&lt;br /&gt;
Coming of age&lt;br /&gt;
+ When kids get old enough, it is time for them to properly join society and start helping out in the community. This commonly happens at the age of 15 years old.&lt;br /&gt;
+ Kids that come of age have to go through a series of tasks to show they are ready to live as an adult.&lt;br /&gt;
+ The night before the ritual and feast they have to remain at the Abbey, keeping the fire burning. In the morning his second task will start, replenishing the now empty wood stocks. They will receive an axe and be told to bring as much wood as they can, within a set amount of time. Returning after the time runs out will fail the task.&lt;br /&gt;
+ The brought wood will be used to light a fire, around which the kid has to walk seven times while reciting the &lt;br /&gt;
&lt;br /&gt;
+ The coming of age is a reason for a feast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wedding ritual&lt;br /&gt;
+ The ritual usually happens inside the Abbey.&lt;br /&gt;
+ The couple will come in together with the monk when all guests are seated.&lt;br /&gt;
+ Monk will give a basic speech about the importance of love and marriage to the community.&lt;br /&gt;
+ Monk will read what it means to be married forever.&lt;br /&gt;
     • &amp;quot;Together in good and bad, etc&amp;quot;&lt;br /&gt;
+ Then the couple puts their hands on the Makerist lawbook and vows to each other and to the Maker that they belong to the other, forever. They say &amp;quot;Yes&amp;quot;.&lt;br /&gt;
+ Torches will be used to symbolise the union. Both bride and groom will bring a burning torch. These torches will be used to light a 3rd torch that the Monk carries. The other two torches will be put out. This means the souls of these two people no longer are two, but they have become one for each other.&lt;br /&gt;
+ Time for feast. The couple leaves the church first, then the guests do.&lt;br /&gt;
+ When couple is married, they walk outside the church and guests will throw rice (Wheat Seeds) to the couple.&lt;br /&gt;
&lt;br /&gt;
Punishments&lt;br /&gt;
+ Death punishments should be done by fire. The wrath of the Maker is eternal fire. Those who are deemed punishable by death should be burned as to show everyone that they go straight to the Void, the deepest part of the Abyss.&lt;br /&gt;
+ Minor punishments would be by leaving burning marks on body parts, like the forehead or cheeks, so they are visible to all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a marriage inside the Brotherhood, both have to be member already.&lt;br /&gt;
&lt;br /&gt;
++++++++_+_+_+_+_+_+_+_+_+_+_+_+_+_+_+&lt;br /&gt;
&lt;br /&gt;
Nomar Times&lt;br /&gt;
&lt;br /&gt;
A newspaper once per week for the happenings and rumours and requests.&lt;br /&gt;
+ News&lt;br /&gt;
+ Requests&lt;br /&gt;
+ Dead&lt;br /&gt;
+ Advertisement&lt;br /&gt;
+&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=File:Youngmonk.png&amp;diff=226</id>
		<title>File:Youngmonk.png</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=File:Youngmonk.png&amp;diff=226"/>
		<updated>2020-06-13T15:51:36Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: Young monk in the Brotherhood of the Flame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Young monk in the Brotherhood of the Flame&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=MediaWiki:Sidebar&amp;diff=225</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=MediaWiki:Sidebar&amp;diff=225"/>
		<updated>2020-06-13T15:42:50Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** Krenn Role Play|Home page&lt;br /&gt;
* Krenn 4 scenario&lt;br /&gt;
** The Valley of Nomar|The Valley of Nomar&lt;br /&gt;
** The Uxkhal Basin and its regional overlords|The Uxkhal Basin and its regional overlords&lt;br /&gt;
** Map, Cultures &amp;amp; Religions of Calradia|Map, Cultures &amp;amp; Religions of Calradia&lt;br /&gt;
* Religion&lt;br /&gt;
** Makerism|Makerism&lt;br /&gt;
** Monastic Orders|^^ Monastic Orders&lt;br /&gt;
** Confraternity of the Humiliated|^^ Confraternity of the Humiliated&lt;br /&gt;
** St. Amelie of Ilvia - Lady of the poor|^^ St. Amelie of Ilvia&lt;br /&gt;
** Rose of Jelkala and the Rosist Heresy|^^ The Rosist Heresy&lt;br /&gt;
** Brotherhood of the Flame|Brotherhood of the Flame&lt;br /&gt;
* Realms of Calradia&lt;br /&gt;
** Nordic Folk|Nordic Folk&lt;br /&gt;
** Kingdom of Swadia|Kingdom of Swadia&lt;br /&gt;
** Kingdom of Rhodokia|Kingdom of Rhodokia&lt;br /&gt;
** Tsardom of the Vaegirs|Tsardom of the Vaegirs&lt;br /&gt;
* Distant Lands&lt;br /&gt;
** Jumnish Tribes|Jumnish Tribes&lt;br /&gt;
** Kingdom of Balion|Kingdom of Balion&lt;br /&gt;
** The Free Cities of Geroia|The Free Cities of Geroia&lt;br /&gt;
** Kingdom of Lokti|Kingdom of Lokti&lt;br /&gt;
&lt;br /&gt;
* ARCHIVE Krenn 1&lt;br /&gt;
** General lore&lt;br /&gt;
*** Timeline of Calredia|Timeline of Calredia&lt;br /&gt;
*** Calredia in the early Middle Ages|Calredia in the early Middle Ages&lt;br /&gt;
*** Rulers of Calredia|Rulers of Calredia&lt;br /&gt;
*** Trade routes of Calredia|Trade routes of Calredia&lt;br /&gt;
*** Calredian languages|Calredian languages&lt;br /&gt;
** Vlandian lore&lt;br /&gt;
*** Vlandian Society|Vlandian Society&lt;br /&gt;
*** Maps and politics of (West) Vlandia|Maps and politics of (West) Vlandia&lt;br /&gt;
*** Vassals of the Vlandian kingdom|Vassals of the Vlandian kingdom&lt;br /&gt;
*** Vlandian Organization in Rural Communities|Vlandian Organization in Rural Communities&lt;br /&gt;
*** The Jelkalan wars|The Jelkalan wars&lt;br /&gt;
*** The Patarìa movement|The Patarìa movement&lt;br /&gt;
*** Bandit groups in West Vlandia|Bandit groups in West Vlandia&lt;br /&gt;
*** How to dress a Vlandian Warrior|How to dress a Vlandian Warrior&lt;br /&gt;
** Krenn: the scenario&lt;br /&gt;
*** The scenario&amp;#039;s concept|The scenario&amp;#039;s concept&lt;br /&gt;
*** The history of Krenn|The history of Krenn&lt;br /&gt;
*** The Fara Pertingi|The Fara Pertingi (Ruling family)&lt;br /&gt;
*** Characters of West Vlandia and Krenn|Characters of West Vlandia and Krenn&lt;br /&gt;
*** Glossary|Glossary&lt;br /&gt;
** Religion (archive)&lt;br /&gt;
*** Battanian Paganism|Battanian Paganism&lt;br /&gt;
*** The Way of the Sky|The Way of the Sky&lt;br /&gt;
*** Sturgian Paganism|Sturgian Paganism&lt;br /&gt;
** Calredian kingdoms&lt;br /&gt;
*** Vlandian Kingdom|Vlandian Kingdom&lt;br /&gt;
*** Calradic Empire|Calradic Empire&lt;br /&gt;
*** Battanian Confederacy|Battanian Confederacy&lt;br /&gt;
*** Khuzait Khaganate|Khuzait Khaganate&lt;br /&gt;
*** Sturgian Princedom|Sturgian Princedom&lt;br /&gt;
** Distant Lands (archive)&lt;br /&gt;
*** The Aserai|The Aserai&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=224</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=224"/>
		<updated>2020-06-13T14:45:50Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|thumb|right|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=223</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=223"/>
		<updated>2020-06-13T14:45:33Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|thumb|rightThe Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=222</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=222"/>
		<updated>2020-06-13T14:44:33Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=221</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=221"/>
		<updated>2020-06-13T14:43:13Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
{{big|Will make the text here larger}}&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
{{large|text}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=220</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=220"/>
		<updated>2020-06-13T14:41:59Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
{{large|text}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=219</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=219"/>
		<updated>2020-06-13T14:40:32Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Krenn_Role_Play&amp;diff=218</id>
		<title>Krenn Role Play</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Krenn_Role_Play&amp;diff=218"/>
		<updated>2020-06-13T14:33:59Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the wiki of Krenn Role Play. Here you can read up on all of the lore that is used in the day to day role play. All the lore is written by members of the role play community&lt;br /&gt;
&lt;br /&gt;
*Are you new to role play on Mount &amp;amp; Blade: Warband? Follow this link to &amp;#039;The Guide&amp;#039; to introduce you to the basics. &amp;lt;strong&amp;gt;NOT WORKING YET&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Remember to visit the forum of Krenn Role Play at: [[https://krenn-rp.com/ https://krenn-rp.com/]]&lt;br /&gt;
&lt;br /&gt;
*[[The Valley of Nomar|Krenn, main thread]]: A quick overview on the scenario&amp;#039;s concept.&lt;br /&gt;
&lt;br /&gt;
== The Wiki ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ An overview of all the lore&lt;br /&gt;
! Krenn 4: the scenario&lt;br /&gt;
! Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[The Valley of Nomar]]&lt;br /&gt;
| [[Makerism]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Uxkhal Basin and its regional overlords]]&lt;br /&gt;
| [[Monastic Orders]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Map, Cultures &amp;amp; Religions of Calradia]]&lt;br /&gt;
| [[Confraternity of the Humiliated]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[St. Amelie of Ilvia - Lady of the poor]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[Rose of Jelkala and the Rosist Heresy]]&lt;br /&gt;
|-&lt;br /&gt;
! Realms of Calradia&lt;br /&gt;
! Distant Lands&lt;br /&gt;
|-&lt;br /&gt;
| [[Nordic Folk]]&lt;br /&gt;
| [[Jumnish Tribes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kingdom of Swadia]]&lt;br /&gt;
| [[Kingdom of Balion]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kingdom of Rhodokia]]&lt;br /&gt;
| [[The Free Cities of Geroia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tsardom of the Vaegirs]]&lt;br /&gt;
| [[Kingdom of Lokti]]&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;A courtesy of the role play community in Warband, for the role play community in Warband&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=MediaWiki:Sidebar&amp;diff=217</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=MediaWiki:Sidebar&amp;diff=217"/>
		<updated>2020-06-13T14:24:35Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** Krenn Role Play|Home page&lt;br /&gt;
* Krenn 4 scenario&lt;br /&gt;
** The Valley of Nomar|The Valley of Nomar&lt;br /&gt;
** The Uxkhal Basin and its regional overlords|The Uxkhal Basin and its regional overlords&lt;br /&gt;
** Map, Cultures &amp;amp; Religions of Calradia|Map, Cultures &amp;amp; Religions of Calradia&lt;br /&gt;
* Religion&lt;br /&gt;
** Makerism|Makerism&lt;br /&gt;
** Monastic Orders|^^ Monastic Orders&lt;br /&gt;
** Confraternity of the Humiliated|^^ Confraternity of the Humiliated&lt;br /&gt;
** St. Amelie of Ilvia - Lady of the poor|^^ St. Amelie of Ilvia&lt;br /&gt;
** Rose of Jelkala and the Rosist Heresy|^^ The Rosist Heresy&lt;br /&gt;
* Realms of Calradia&lt;br /&gt;
** Nordic Folk|Nordic Folk&lt;br /&gt;
** Kingdom of Swadia|Kingdom of Swadia&lt;br /&gt;
** Kingdom of Rhodokia|Kingdom of Rhodokia&lt;br /&gt;
** Tsardom of the Vaegirs|Tsardom of the Vaegirs&lt;br /&gt;
* Distant Lands&lt;br /&gt;
** Jumnish Tribes|Jumnish Tribes&lt;br /&gt;
** Kingdom of Balion|Kingdom of Balion&lt;br /&gt;
** The Free Cities of Geroia|The Free Cities of Geroia&lt;br /&gt;
** Kingdom of Lokti|Kingdom of Lokti&lt;br /&gt;
&lt;br /&gt;
* ARCHIVE Krenn 1&lt;br /&gt;
** General lore&lt;br /&gt;
*** Timeline of Calredia|Timeline of Calredia&lt;br /&gt;
*** Calredia in the early Middle Ages|Calredia in the early Middle Ages&lt;br /&gt;
*** Rulers of Calredia|Rulers of Calredia&lt;br /&gt;
*** Trade routes of Calredia|Trade routes of Calredia&lt;br /&gt;
*** Calredian languages|Calredian languages&lt;br /&gt;
** Vlandian lore&lt;br /&gt;
*** Vlandian Society|Vlandian Society&lt;br /&gt;
*** Maps and politics of (West) Vlandia|Maps and politics of (West) Vlandia&lt;br /&gt;
*** Vassals of the Vlandian kingdom|Vassals of the Vlandian kingdom&lt;br /&gt;
*** Vlandian Organization in Rural Communities|Vlandian Organization in Rural Communities&lt;br /&gt;
*** The Jelkalan wars|The Jelkalan wars&lt;br /&gt;
*** The Patarìa movement|The Patarìa movement&lt;br /&gt;
*** Bandit groups in West Vlandia|Bandit groups in West Vlandia&lt;br /&gt;
*** How to dress a Vlandian Warrior|How to dress a Vlandian Warrior&lt;br /&gt;
** Krenn: the scenario&lt;br /&gt;
*** The scenario&amp;#039;s concept|The scenario&amp;#039;s concept&lt;br /&gt;
*** The history of Krenn|The history of Krenn&lt;br /&gt;
*** The Fara Pertingi|The Fara Pertingi (Ruling family)&lt;br /&gt;
*** Characters of West Vlandia and Krenn|Characters of West Vlandia and Krenn&lt;br /&gt;
*** Glossary|Glossary&lt;br /&gt;
** Religion (archive)&lt;br /&gt;
*** Battanian Paganism|Battanian Paganism&lt;br /&gt;
*** The Way of the Sky|The Way of the Sky&lt;br /&gt;
*** Sturgian Paganism|Sturgian Paganism&lt;br /&gt;
** Calredian kingdoms&lt;br /&gt;
*** Vlandian Kingdom|Vlandian Kingdom&lt;br /&gt;
*** Calradic Empire|Calradic Empire&lt;br /&gt;
*** Battanian Confederacy|Battanian Confederacy&lt;br /&gt;
*** Khuzait Khaganate|Khuzait Khaganate&lt;br /&gt;
*** Sturgian Princedom|Sturgian Princedom&lt;br /&gt;
** Distant Lands (archive)&lt;br /&gt;
*** The Aserai|The Aserai&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Makerism&amp;diff=216</id>
		<title>Makerism</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Makerism&amp;diff=216"/>
		<updated>2020-06-13T14:20:42Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;quot;Justice must prevail even if the world must perish over it.&amp;quot;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
-- Makerist Proverb&lt;br /&gt;
&lt;br /&gt;
= The Structure of the Makerist Clergy =&lt;br /&gt;
&lt;br /&gt;
==== The Patriarch of the Faith ====&lt;br /&gt;
Head of all of the Makerist Clergy, the Patriarch can be found in the Pillars on Earth Cathedral in Dhirim. He is a representation of the Maker’s Will in Calradia, and has absolute authority over everyone in the continent, no matter social rank or status. He is elected by the Four Bishops of the Empire and rules for life. &lt;br /&gt;
&lt;br /&gt;
==== Diath and Vaghar Reincarnate ====&lt;br /&gt;
The Calradic Emperor and the King of Vlandia are both titles claimed to have been founded by Diath and Vaghar, respectively. All Bishops of the Continent are required to swear allegiance to the Emperor, and if Vlandian, to the King as well. They are considered by many to be the last two surviving Paragons of the Maker.&lt;br /&gt;
&lt;br /&gt;
==== The Archbishops ====&lt;br /&gt;
There exist two Archbishops in all of Calradia; One in Praven, who is the Head of the Vlandian House of Makerism, and one in Geroia who leads the Geroian House of Makerism. These two take orders and are prone to judgement by the Patriarch of the Faith.&lt;br /&gt;
&lt;br /&gt;
==== The Bishops of Calradia ====&lt;br /&gt;
There exist around a three dozen bishops across the continent. The Bishops are local leaders of the Faith, and are expected to represent the Patriarch of Archbishop and his teachings. &lt;br /&gt;
&lt;br /&gt;
==== The Abbots ====&lt;br /&gt;
Abbots are Monks appointed by the Bishops to lead a certain Monastic Community. They hold great power within their respective lands.&lt;br /&gt;
&lt;br /&gt;
==== The Vicars ====&lt;br /&gt;
Vicars are the Bishop’s direct representatives and heralds. They also can be appointed as substantial Clergical Rulers over a Church Territory.&lt;br /&gt;
&lt;br /&gt;
==== The Pillarmen ====&lt;br /&gt;
The Pillarmen operate in the much same capacity as the Vicars, and are oft considered of equal rank. Those men that take the oaths of a Pillarmen dedicate their life to the protection of the church, and it’s values. These men also operate the local Faith Keepers, if there is one. Together, they enforce the Pillars.&lt;br /&gt;
&lt;br /&gt;
==== The Laybrothers ====&lt;br /&gt;
Unvowed and vowed members of the church, often serving as menial labourers and servants to the Maker. They may be members of an Order that have stopped for a brief period, or simply local pious individuals that wish to serve the church in a greater capacity&lt;br /&gt;
&lt;br /&gt;
== The Vows ==&lt;br /&gt;
&lt;br /&gt;
=== Pillarmen ===&lt;br /&gt;
&lt;br /&gt;
I, your proven faithful, do now come before you this day,&amp;lt;br/&amp;gt;&lt;br /&gt;
In perpetuity, accept my vows,&amp;lt;br/&amp;gt;&lt;br /&gt;
Shall they shall never be broken.&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to never grow rich,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to never grow fat,&amp;lt;br/&amp;gt;&lt;br /&gt;
I pledge my service to you, and your Field.&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to uphold the Pillars,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to defend my peers,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear my sword shall never be far from my side.&amp;lt;br/&amp;gt;&lt;br /&gt;
I, your faithful, do devote my life.&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Justice,&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Penitence,&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Forgiveness,&amp;lt;br/&amp;gt;&lt;br /&gt;
Unto Death.&lt;br /&gt;
&lt;br /&gt;
=== Faith Keepers ===&lt;br /&gt;
&lt;br /&gt;
I, your proven faithful, do now come before you this day,&amp;lt;br/&amp;gt;&lt;br /&gt;
To pledge my service in defense of your Pillars.&amp;lt;br/&amp;gt;&lt;br /&gt;
To remain ever vigilant for injustice,&amp;lt;br/&amp;gt;&lt;br /&gt;
And, by the direction of my Pillarman,&amp;lt;br/&amp;gt;&lt;br /&gt;
Right what wrongs I find.&amp;lt;br/&amp;gt;&lt;br /&gt;
I, your faithful, do pledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Pillars of Makerism =&lt;br /&gt;
The Makerist Faith is built upon four core teachings. Each of the teachings is paramount to anything else in Makerism, and most be followed explicitly. These the Pillars of Makerism.&lt;br /&gt;
&lt;br /&gt;
=== Justice ===&lt;br /&gt;
Justice is the most important Pillar of Makerism, and therefore is the first. The Maker, his Sons and the Kings and Nobles touched blessed into power by the Maker are there to enact justice upon the world. Should one fail to enact true justice, they face the threat of being condemned to the Void. When the Maker first brought humanity into existence, it is told that he imbued them with the virtue of Justice - the belief that all actions require just and proportionate reaction. Every single man, woman and child are expected to be just in the face of danger or peril no matter the situation. The Maker is Justice, and as such Justice is the Maker; and Justice is to be respected. &lt;br /&gt;
&lt;br /&gt;
=== Penitence ===&lt;br /&gt;
Penitence is the second most important of the Four Pillars. Penitence is the basis on which Diath and Vaghar constructed and lead their Kingdoms; Diath leading the Calrads and Vaghar the Vlandians. Penitence should not be abused to enact vengeance and should be reflective of the crime or failure. &lt;br /&gt;
&lt;br /&gt;
=== Forgiveness ===&lt;br /&gt;
In the Makerist faith, the third pillar is referred to as ‘Forgiveness’. Therefore, every child of the Maker is entitled to forgiveness, but not before serving their Penance; this leads into the final pillar.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Death is a part of everyday life in Calradia. It is not strange to grieve for a lost friend or family member, but one should not find himself or herself in peril due to the death of one whom is close. The dead go either to the Maker’s Realm to find eternal peace with the world, or they are outcast to the Void where Ortysis decides what is to be done to those unworthy of entering the Maker’s Realm. If an individual dies before having been forgiven, then their immortal soul is weighed between their sins, and their virtues. If found lacking, they will be condemned to the void.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Makerist Society =&lt;br /&gt;
Working in conjunction, the Four Pillars allow Makerist society to operate on a system of societal order, and generally proportional justice. It is also for this reason that many Makerists find that penance must be served, regardless of the will of the penitent. To this end, many clerical communities keep militant priests known as ‘Pillarmen’, and communities oft keep a form of moral neighbourhood watch known as the Faith Keepers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;There exists a common prayer for all Makerists by which one may remember the Four Pillars. It goes as such:&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;“The Maker grants me the power to pass Justice,&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Through Justice comes Penitence.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;From Penitence comes Forgiveness.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Though Forgiveness, my I rest peacefully in Death.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;From I, your faithful servant.”&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Makerist Book =&lt;br /&gt;
=== The Beginning ===&lt;br /&gt;
Before the dawn of time, the Cosmos whirled in chaos and disorder. The heavens above shifted and spun relentlessly, and no life could prosper, it was truly an Abyss. Whatever divine beings wrought this havoc upon the Maker’s universe are gone now, for upon his awakening before conceivable time they were vanquished. Mayhaps he was simply slumbering, and so it was that without him Order could not reign, but no matter the cause, the effect was certain.The Universe halted, its heavenly bodied began to move in slow meandering patterns, the stars formed rigidly, and the Universe as we know it under the Maker was born. &lt;br /&gt;
&lt;br /&gt;
So it was that our Universe was forged, however our world had not yet been born. The bright balls of fire that once whisked wildly across the cosmos had halted, but no such world as our own yet existed. Not but slow meandering light, and darkness now existed. The Maker, now awakened, grew weary of this, and in his divine intelligence, required more. And so it was that he created our World. He took a near star, and examined its light. This he saw, would be the first of his elements: Fire. He clasped the star tight and quenched its flame, leaving only a dense mass behind, and thusly the second element, Earth, was born. He then began to sculpt that mass, he placed massive indents, large peaks, and flat plateaus. He filled those massive holes with a new element of his own ingenuity; he filled them with Water. These became our first oceans, his plateaus our first land masses, and his peaks our Mountains. &lt;br /&gt;
&lt;br /&gt;
His creation was not yet done, for what could he do with yet another floating mass. And so it was that he blew unto our world, and from his breath came the final element; Air. With this, he could now begin to design our world. He covered the lands in lush green plains, he dotted the landscape with lakes and rivers for he loved the beauty of the Water he created. He did many things with this most versatile of elements, he froze it and covered our mountains with it, and then with it he created clouds, a thick fog to forever shield him from our sight. He built this perfect world, but had noone to share its glory with. His lonesome tormented him, for he is a great being, and could not stand to be alone in such a wide cosmos.&lt;br /&gt;
&lt;br /&gt;
=== The Gift of Life ===&lt;br /&gt;
&lt;br /&gt;
To soothe his lonesome, he created life on his World. He created all manner of beings in all shapes and sizes. His first creations were truly grotesque and attractive to look at, and so he made their domain the sea, where in its depths he would not have to see them. As he grew fond of creating living beings, he began to create the first creatures of the land. Large and still a bit grotesque, they were able to be looked upon with pride. And yet as he looked down upon his new creations, he felt something was missing. Though they could never come to him, there was such vast space above the earth, and such a beautiful sight to be seen when looking down, that he could not be the only one to know its glory. And so he gifted some of his creations with wings, and they could then soar through the air and see what he had done. &lt;br /&gt;
&lt;br /&gt;
And so it was that the Maker had created life, and his quiet absent world quickly became a bustling wilderness. Millenia passed by, and in that time he saw his creatures interact and was fascinated by it. He created new beings in new ways with new traits and each time saw and loved them even more. However as time passed, he began to grow tired of them. Their animosity, their simple instincts, and all at once he realized what he had done, he had created the very existence he himself wanted nothing to do with. It was chaos, with no order or control, just on a smaller scale. He was saddened, reminded of his days before, and knowing that each of his beings meant nothing if they were but walking mindless husks, no matter how great and terrible some may have been. &lt;br /&gt;
&lt;br /&gt;
He pondered, for what could have been another millennia, leaving his savage beings to wreak havoc on each other whilst he did. The earth in some places scorched, in some froze, in some became overgrown, in some flooded. It was the Makers absence in that time that formed the world as we know it, no longer a paradise. Unshielded, those places that were scorched became our deserts. Unloved, those places that were frozen became our Tundras. Unchecked, those places overgrown became our forests. Unguarded, those places that were flooded became our swamps. A fair bit of land maintained itself, and by sheer luck, we have our plains. But what, after so long would he place now within them? &lt;br /&gt;
&lt;br /&gt;
=== The First Men and the Divi Filius ===&lt;br /&gt;
&lt;br /&gt;
The Maker in his infinite wisdom, created children in his own image, beings of modest size, but beings of intelligence over savagery, He created mankind. However alone, man would not be able to survive such a world, and so to guide them, and to rule beneath him, the Maker created the Divi Filius, his four sons, that would aid man in mastering his domains. He created Vahgar, patron of the skies, to watch over man in its inception. He created Rhudan, patron of the Sea, to quell its rough waters and subdue its wild beasts, so man could tame it and master the sea for its own. He created Diath, patron of the land, to bring life and prosperity to the men that dwelled upon it, and he created Ortysis, patron of the abyss, warden to all those souls damned to its eternal depths for abusing the Makers many gifts, or for lacking gratitude for them. These divinities would take human form, and spread wide across the lands, leading men in the conception of civilization. It is under them that such primordial beasts as the Makers first creations were slain, and it is under them that society was born.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by MarkZ&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary of the Makerist daily practices = &lt;br /&gt;
&lt;br /&gt;
The universe was first chaos, until the Maker brought order to it and created the Earth from quenching a star and sculpting it, and then creating life. He created four sons (Divi Filius) to help mankind survive and prosper, though now they have been long gone and rarely do they intervene. Good souls shall ascend to the Maker’s side, living in eternal comfort and peace, while bad souls are damned to the Abyss, the dark, empty and primordial void. Makerism is by far the largest religious in Calradia, having syncretized many aspects from the locals, as such Makerism in one realm is a bit different than in another, further accentuated by the decentralized nature of the church.&lt;br /&gt;
&lt;br /&gt;
God: The Maker, Creator of the World and Life.&lt;br /&gt;
&lt;br /&gt;
His Four Sons, the Divi Filius:&lt;br /&gt;
Diath, patron of the land and creator of the Empire.&lt;br /&gt;
Vhagar, patron of the skies.&lt;br /&gt;
Rhudan, patron of the sea.&lt;br /&gt;
Ortysis, patron of the Abyss, disgraced son.&lt;br /&gt;
&lt;br /&gt;
=== Mass ===&lt;br /&gt;
&lt;br /&gt;
Mass generally happens on Sunday, the holiest day for it is called after the sun, though it is common for mass to be held on other days if Sunday was impractical or before great events such as weddings, festivals, funerals and battles. It is traditionally performed by a priest, but any member of the clergy such as monks and friars are allowed to do it as well. It can be done in a variety of ways, such as a row of seats in a church or a circle of people in the forest.&lt;br /&gt;
&lt;br /&gt;
Priests are instructed to say mass in an engaging and short-form way. The church has endeavoured over centuries on how to best capture the attention of the laymen. Priests frequently interact with their flock, using local examples personal to the locals or asking somebody to confess and be rid of their guilt. It is recommended that when telling a story it is done so with the intent of instigating interest to know more instead of running the risk of boring the audience with a long and poorly-told tale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
Holidays are meant to celebrate the Maker&amp;#039;s many blessings and provide entertainment. While their exact date are often astronomically calculated, they are celebrated throughout the week and the most important celebration almost always happens on a Sunday.&lt;br /&gt;
&lt;br /&gt;
==== March 20, Spring Equinox - Day of Rhudan ====&lt;br /&gt;
On the vernal equinox, folk celebrate Rhudan, patron of the seas and rivers and requests the Maker&amp;#039;s blessing for the start of the growing season: hoping for fertile fields and healthy crops.&lt;br /&gt;
&lt;br /&gt;
==== April 2 - Day of Calradia ====&lt;br /&gt;
It is well recorded that on the 2nd of April of the year 50, Diath founded Dhirim and died on that night&amp;#039;s feast. The date remembered every year as the first major step in unifying Calradia under a divine line of emperors, and although the Maker&amp;#039;s blood has long since disappeared, a vast kingdom ruled by the Maker&amp;#039;s own blood on Earth is always dreamt of.&lt;br /&gt;
&lt;br /&gt;
==== June 20, Summer Solstice - Day of Diath ====&lt;br /&gt;
On midsummer it is celebrated all of life&amp;#039;s blessings. It is a period filled with music and laughter, and oftentimes bachelors and maidens are coupled together and married.&lt;br /&gt;
&lt;br /&gt;
==== August 15 - Day of the Dead ====&lt;br /&gt;
On the day of the dead, people&amp;#039;s forefathers and deceased loved ones are remembered. Folk are encouraged to make peace with their past as it is said the dead are easier to connect with them on this might during their dreams. Despite the fact that Ortysis is heavily associated with this day, he is seldom mentioned and only a few Heretic worship him.&lt;br /&gt;
&lt;br /&gt;
==== September 20, Autumn Equinox - Day of Vhagar ====&lt;br /&gt;
The autumnal equinox marks the start of harvesting season, where thanks are given and folk make merry before beginning the arduous labour of harvesting the crops and storing them for winter.&lt;br /&gt;
&lt;br /&gt;
==== December 20, Winter Solstice - Longest Night ====&lt;br /&gt;
Midwinter is a time where people gather around and pray for the Maker to protect them from the frost, hunger and predators. The last feast of the year is celebrated before the start of deep winter, and since it may be the last feast in someone&amp;#039;s life, it is often very wild.&lt;br /&gt;
&lt;br /&gt;
=== Prayer ===&lt;br /&gt;
A prayer is a direct communication with the Maker. Only some heresies believe the Divi Filius regularly intervene and saints hold power in the mortal world, nevertheless they are popular aspects to summon. Some prayers are simple utterances and silent thoughts, while others are sung or highly ritualized. The purpose of praying range from requesting help to begging for forgiveness or giving thanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Example:&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Maker, I thank you for your gifts and pledge to endeavour to use them the best I can. My wife Amalia has been bedridden since yesterday and burns with fever. I pray that you banish the evil that plagues her and give her health. She is a gentle soul and wished no one any harm. I plead for your mercy.”&lt;br /&gt;
&lt;br /&gt;
=== Confession ===&lt;br /&gt;
&lt;br /&gt;
Confession is a sacred and strictly confidential practice between one person and a clergyman. Priests often encourage laypeople to confess their sins in public, but the more common is done privately. Confession can either be done on a purpose-made confessionary in a church or by asking the priest to talk in a secluded spot. The priest listens to the person’s sins and provides advice on how to redeem themselves and be forgiven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Borrisnator&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Makerism&amp;diff=215</id>
		<title>Makerism</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Makerism&amp;diff=215"/>
		<updated>2020-06-13T14:20:13Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;quot;Justice must prevail even if the world must perish over it.&amp;quot;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
-- Makerist Proverb&lt;br /&gt;
&lt;br /&gt;
= The Structure of the Makerist Clergy =&lt;br /&gt;
&lt;br /&gt;
==== The Patriarch of the Faith ====&lt;br /&gt;
Head of all of the Makerist Clergy, the Patriarch can be found in the Pillars on Earth Cathedral in Dhirim. He is a representation of the Maker’s Will in Calradia, and has absolute authority over everyone in the continent, no matter social rank or status. He is elected by the Four Bishops of the Empire and rules for life. &lt;br /&gt;
&lt;br /&gt;
==== Diath and Vaghar Reincarnate ====&lt;br /&gt;
The Calradic Emperor and the King of Vlandia are both titles claimed to have been founded by Diath and Vaghar, respectively. All Bishops of the Continent are required to swear allegiance to the Emperor, and if Vlandian, to the King as well. They are considered by many to be the last two surviving Paragons of the Maker.&lt;br /&gt;
&lt;br /&gt;
==== The Archbishops ====&lt;br /&gt;
There exist two Archbishops in all of Calradia; One in Praven, who is the Head of the Vlandian House of Makerism, and one in Geroia who leads the Geroian House of Makerism. These two take orders and are prone to judgement by the Patriarch of the Faith.&lt;br /&gt;
&lt;br /&gt;
==== The Bishops of Calradia ====&lt;br /&gt;
There exist around a three dozen bishops across the continent. The Bishops are local leaders of the Faith, and are expected to represent the Patriarch of Archbishop and his teachings. &lt;br /&gt;
&lt;br /&gt;
==== The Abbots ====&lt;br /&gt;
Abbots are Monks appointed by the Bishops to lead a certain Monastic Community. They hold great power within their respective lands.&lt;br /&gt;
&lt;br /&gt;
==== The Vicars ====&lt;br /&gt;
Vicars are the Bishop’s direct representatives and heralds. They also can be appointed as substantial Clergical Rulers over a Church Territory.&lt;br /&gt;
&lt;br /&gt;
==== The Pillarmen ====&lt;br /&gt;
The Pillarmen operate in the much same capacity as the Vicars, and are oft considered of equal rank. Those men that take the oaths of a Pillarmen dedicate their life to the protection of the church, and it’s values. These men also operate the local Faith Keepers, if there is one. Together, they enforce the Pillars.&lt;br /&gt;
&lt;br /&gt;
==== The Laybrothers ====&lt;br /&gt;
Unvowed and vowed members of the church, often serving as menial labourers and servants to the Maker. They may be members of an Order that have stopped for a brief period, or simply local pious individuals that wish to serve the church in a greater capacity&lt;br /&gt;
&lt;br /&gt;
== The Vows ==&lt;br /&gt;
&lt;br /&gt;
=== Pillarmen ===&lt;br /&gt;
&lt;br /&gt;
I, your proven faithful, do now come before you this day,&amp;lt;br/&amp;gt;&lt;br /&gt;
In perpetuity, accept my vows,&amp;lt;br/&amp;gt;&lt;br /&gt;
Shall they shall never be broken.&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to never grow rich,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to never grow fat,&amp;lt;br/&amp;gt;&lt;br /&gt;
I pledge my service to you, and your Field.&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to uphold the Pillars,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to defend my peers,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear my sword shall never be far from my side.&amp;lt;br/&amp;gt;&lt;br /&gt;
I, your faithful, do devote my life.&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Justice,&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Penitence,&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Forgiveness,&amp;lt;br/&amp;gt;&lt;br /&gt;
Unto Death.&lt;br /&gt;
&lt;br /&gt;
=== Faith Keepers ===&lt;br /&gt;
&lt;br /&gt;
I, your proven faithful, do now come before you this day,&amp;lt;br/&amp;gt;&lt;br /&gt;
To pledge my service in defense of your Pillars.&amp;lt;br/&amp;gt;&lt;br /&gt;
To remain ever vigilant for injustice,&amp;lt;br/&amp;gt;&lt;br /&gt;
And, by the direction of my Pillarman,&amp;lt;br/&amp;gt;&lt;br /&gt;
Right what wrongs I find.&amp;lt;br/&amp;gt;&lt;br /&gt;
I, your faithful, do pledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Pillars of Makerism =&lt;br /&gt;
The Makerist Faith is built upon four core teachings. Each of the teachings is paramount to anything else in Makerism, and most be followed explicitly. These the Pillars of Makerism.&lt;br /&gt;
&lt;br /&gt;
=== Justice ===&lt;br /&gt;
Justice is the most important Pillar of Makerism, and therefore is the first. The Maker, his Sons and the Kings and Nobles touched blessed into power by the Maker are there to enact justice upon the world. Should one fail to enact true justice, they face the threat of being condemned to the Void. When the Maker first brought humanity into existence, it is told that he imbued them with the virtue of Justice - the belief that all actions require just and proportionate reaction. Every single man, woman and child are expected to be just in the face of danger or peril no matter the situation. The Maker is Justice, and as such Justice is the Maker; and Justice is to be respected. &lt;br /&gt;
&lt;br /&gt;
=== Penitence ===&lt;br /&gt;
Penitence is the second most important of the Four Pillars. Penitence is the basis on which Diath and Vaghar constructed and lead their Kingdoms; Diath leading the Calrads and Vaghar the Vlandians. Penitence should not be abused to enact vengeance and should be reflective of the crime or failure. &lt;br /&gt;
&lt;br /&gt;
=== Forgiveness ===&lt;br /&gt;
In the Makerist faith, the third pillar is referred to as ‘Forgiveness’. Therefore, every child of the Maker is entitled to forgiveness, but not before serving their Penance; this leads into the final pillar.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Death is a part of everyday life in Calradia. It is not strange to grieve for a lost friend or family member, but one should not find himself or herself in peril due to the death of one whom is close. The dead go either to the Maker’s Realm to find eternal peace with the world, or they are outcast to the Void where Ortysis decides what is to be done to those unworthy of entering the Maker’s Realm. If an individual dies before having been forgiven, then their immortal soul is weighed between their sins, and their virtues. If found lacking, they will be condemned to the void.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Makerist Society =&lt;br /&gt;
Working in conjunction, the Four Pillars allow Makerist society to operate on a system of societal order, and generally proportional justice. It is also for this reason that many Makerists find that penance must be served, regardless of the will of the penitent. To this end, many clerical communities keep militant priests known as ‘Pillarmen’, and communities oft keep a form of moral neighbourhood watch known as the Faith Keepers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;There exists a common prayer for all Makerists by which one may remember the Four Pillars. It goes as such:&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;“The Maker grants me the power to pass Justice,&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Through Justice comes Penitence.&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;From Penitence comes Forgiveness.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;Though Forgiveness, my I rest peacefully in Death.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;From I, your faithful servant.”&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Makerist Book =&lt;br /&gt;
=== The Beginning ===&lt;br /&gt;
Before the dawn of time, the Cosmos whirled in chaos and disorder. The heavens above shifted and spun relentlessly, and no life could prosper, it was truly an Abyss. Whatever divine beings wrought this havoc upon the Maker’s universe are gone now, for upon his awakening before conceivable time they were vanquished. Mayhaps he was simply slumbering, and so it was that without him Order could not reign, but no matter the cause, the effect was certain.The Universe halted, its heavenly bodied began to move in slow meandering patterns, the stars formed rigidly, and the Universe as we know it under the Maker was born. &lt;br /&gt;
&lt;br /&gt;
So it was that our Universe was forged, however our world had not yet been born. The bright balls of fire that once whisked wildly across the cosmos had halted, but no such world as our own yet existed. Not but slow meandering light, and darkness now existed. The Maker, now awakened, grew weary of this, and in his divine intelligence, required more. And so it was that he created our World. He took a near star, and examined its light. This he saw, would be the first of his elements: Fire. He clasped the star tight and quenched its flame, leaving only a dense mass behind, and thusly the second element, Earth, was born. He then began to sculpt that mass, he placed massive indents, large peaks, and flat plateaus. He filled those massive holes with a new element of his own ingenuity; he filled them with Water. These became our first oceans, his plateaus our first land masses, and his peaks our Mountains. &lt;br /&gt;
&lt;br /&gt;
His creation was not yet done, for what could he do with yet another floating mass. And so it was that he blew unto our world, and from his breath came the final element; Air. With this, he could now begin to design our world. He covered the lands in lush green plains, he dotted the landscape with lakes and rivers for he loved the beauty of the Water he created. He did many things with this most versatile of elements, he froze it and covered our mountains with it, and then with it he created clouds, a thick fog to forever shield him from our sight. He built this perfect world, but had noone to share its glory with. His lonesome tormented him, for he is a great being, and could not stand to be alone in such a wide cosmos.&lt;br /&gt;
&lt;br /&gt;
=== The Gift of Life ===&lt;br /&gt;
&lt;br /&gt;
To soothe his lonesome, he created life on his World. He created all manner of beings in all shapes and sizes. His first creations were truly grotesque and attractive to look at, and so he made their domain the sea, where in its depths he would not have to see them. As he grew fond of creating living beings, he began to create the first creatures of the land. Large and still a bit grotesque, they were able to be looked upon with pride. And yet as he looked down upon his new creations, he felt something was missing. Though they could never come to him, there was such vast space above the earth, and such a beautiful sight to be seen when looking down, that he could not be the only one to know its glory. And so he gifted some of his creations with wings, and they could then soar through the air and see what he had done. &lt;br /&gt;
&lt;br /&gt;
And so it was that the Maker had created life, and his quiet absent world quickly became a bustling wilderness. Millenia passed by, and in that time he saw his creatures interact and was fascinated by it. He created new beings in new ways with new traits and each time saw and loved them even more. However as time passed, he began to grow tired of them. Their animosity, their simple instincts, and all at once he realized what he had done, he had created the very existence he himself wanted nothing to do with. It was chaos, with no order or control, just on a smaller scale. He was saddened, reminded of his days before, and knowing that each of his beings meant nothing if they were but walking mindless husks, no matter how great and terrible some may have been. &lt;br /&gt;
&lt;br /&gt;
He pondered, for what could have been another millennia, leaving his savage beings to wreak havoc on each other whilst he did. The earth in some places scorched, in some froze, in some became overgrown, in some flooded. It was the Makers absence in that time that formed the world as we know it, no longer a paradise. Unshielded, those places that were scorched became our deserts. Unloved, those places that were frozen became our Tundras. Unchecked, those places overgrown became our forests. Unguarded, those places that were flooded became our swamps. A fair bit of land maintained itself, and by sheer luck, we have our plains. But what, after so long would he place now within them? &lt;br /&gt;
&lt;br /&gt;
=== The First Men and the Divi Filius ===&lt;br /&gt;
&lt;br /&gt;
The Maker in his infinite wisdom, created children in his own image, beings of modest size, but beings of intelligence over savagery, He created mankind. However alone, man would not be able to survive such a world, and so to guide them, and to rule beneath him, the Maker created the Divi Filius, his four sons, that would aid man in mastering his domains. He created Vahgar, patron of the skies, to watch over man in its inception. He created Rhudan, patron of the Sea, to quell its rough waters and subdue its wild beasts, so man could tame it and master the sea for its own. He created Diath, patron of the land, to bring life and prosperity to the men that dwelled upon it, and he created Ortysis, patron of the abyss, warden to all those souls damned to its eternal depths for abusing the Makers many gifts, or for lacking gratitude for them. These divinities would take human form, and spread wide across the lands, leading men in the conception of civilization. It is under them that such primordial beasts as the Makers first creations were slain, and it is under them that society was born.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by MarkZ&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary of the Makerist daily practices = &lt;br /&gt;
&lt;br /&gt;
The universe was first chaos, until the Maker brought order to it and created the Earth from quenching a star and sculpting it, and then creating life. He created four sons (Divi Filius) to help mankind survive and prosper, though now they have been long gone and rarely do they intervene. Good souls shall ascend to the Maker’s side, living in eternal comfort and peace, while bad souls are damned to the Abyss, the dark, empty and primordial void. Makerism is by far the largest religious in Calradia, having syncretized many aspects from the locals, as such Makerism in one realm is a bit different than in another, further accentuated by the decentralized nature of the church.&lt;br /&gt;
&lt;br /&gt;
God: The Maker, Creator of the World and Life.&lt;br /&gt;
&lt;br /&gt;
His Four Sons, the Divi Filius:&lt;br /&gt;
Diath, patron of the land and creator of the Empire.&lt;br /&gt;
Vhagar, patron of the skies.&lt;br /&gt;
Rhudan, patron of the sea.&lt;br /&gt;
Ortysis, patron of the Abyss, disgraced son.&lt;br /&gt;
&lt;br /&gt;
=== Mass ===&lt;br /&gt;
&lt;br /&gt;
Mass generally happens on Sunday, the holiest day for it is called after the sun, though it is common for mass to be held on other days if Sunday was impractical or before great events such as weddings, festivals, funerals and battles. It is traditionally performed by a priest, but any member of the clergy such as monks and friars are allowed to do it as well. It can be done in a variety of ways, such as a row of seats in a church or a circle of people in the forest.&lt;br /&gt;
&lt;br /&gt;
Priests are instructed to say mass in an engaging and short-form way. The church has endeavoured over centuries on how to best capture the attention of the laymen. Priests frequently interact with their flock, using local examples personal to the locals or asking somebody to confess and be rid of their guilt. It is recommended that when telling a story it is done so with the intent of instigating interest to know more instead of running the risk of boring the audience with a long and poorly-told tale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
Holidays are meant to celebrate the Maker&amp;#039;s many blessings and provide entertainment. While their exact date are often astronomically calculated, they are celebrated throughout the week and the most important celebration almost always happens on a Sunday.&lt;br /&gt;
&lt;br /&gt;
==== March 20, Spring Equinox - Day of Rhudan ====&lt;br /&gt;
On the vernal equinox, folk celebrate Rhudan, patron of the seas and rivers and requests the Maker&amp;#039;s blessing for the start of the growing season: hoping for fertile fields and healthy crops.&lt;br /&gt;
&lt;br /&gt;
==== April 2 - Day of Calradia ====&lt;br /&gt;
It is well recorded that on the 2nd of April of the year 50, Diath founded Dhirim and died on that night&amp;#039;s feast. The date remembered every year as the first major step in unifying Calradia under a divine line of emperors, and although the Maker&amp;#039;s blood has long since disappeared, a vast kingdom ruled by the Maker&amp;#039;s own blood on Earth is always dreamt of.&lt;br /&gt;
&lt;br /&gt;
==== June 20, Summer Solstice - Day of Diath ====&lt;br /&gt;
On midsummer it is celebrated all of life&amp;#039;s blessings. It is a period filled with music and laughter, and oftentimes bachelors and maidens are coupled together and married.&lt;br /&gt;
&lt;br /&gt;
==== August 15 - Day of the Dead ====&lt;br /&gt;
On the day of the dead, people&amp;#039;s forefathers and deceased loved ones are remembered. Folk are encouraged to make peace with their past as it is said the dead are easier to connect with them on this might during their dreams. Despite the fact that Ortysis is heavily associated with this day, he is seldom mentioned and only a few Heretic worship him.&lt;br /&gt;
&lt;br /&gt;
==== September 20, Autumn Equinox - Day of Vhagar ====&lt;br /&gt;
The autumnal equinox marks the start of harvesting season, where thanks are given and folk make merry before beginning the arduous labour of harvesting the crops and storing them for winter.&lt;br /&gt;
&lt;br /&gt;
==== December 20, Winter Solstice - Longest Night ====&lt;br /&gt;
Midwinter is a time where people gather around and pray for the Maker to protect them from the frost, hunger and predators. The last feast of the year is celebrated before the start of deep winter, and since it may be the last feast in someone&amp;#039;s life, it is often very wild.&lt;br /&gt;
&lt;br /&gt;
=== Prayer ===&lt;br /&gt;
A prayer is a direct communication with the Maker. Only some heresies believe the Divi Filius regularly intervene and saints hold power in the mortal world, nevertheless they are popular aspects to summon. Some prayers are simple utterances and silent thoughts, while others are sung or highly ritualized. The purpose of praying range from requesting help to begging for forgiveness or giving thanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Example:&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Maker, I thank you for your gifts and pledge to endeavour to use them the best I can. My wife Amalia has been bedridden since yesterday and burns with fever. I pray that you banish the evil that plagues her and give her health. She is a gentle soul and wished no one any harm. I plead for your mercy.”&lt;br /&gt;
&lt;br /&gt;
=== Confession ===&lt;br /&gt;
&lt;br /&gt;
Confession is a sacred and strictly confidential practice between one person and a clergyman. Priests often encourage laypeople to confess their sins in public, but the more common is done privately. Confession can either be done on a purpose-made confessionary in a church or by asking the priest to talk in a secluded spot. The priest listens to the person’s sins and provides advice on how to redeem themselves and be forgiven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Borrisnator&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Makerism&amp;diff=214</id>
		<title>Makerism</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Makerism&amp;diff=214"/>
		<updated>2020-06-13T14:19:04Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;quot;Justice must prevail even if the world must perish over it.&amp;quot;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
-- Makerist Proverb&lt;br /&gt;
&lt;br /&gt;
= The Structure of the Makerist Clergy =&lt;br /&gt;
&lt;br /&gt;
==== The Patriarch of the Faith ====&lt;br /&gt;
Head of all of the Makerist Clergy, the Patriarch can be found in the Pillars on Earth Cathedral in Dhirim. He is a representation of the Maker’s Will in Calradia, and has absolute authority over everyone in the continent, no matter social rank or status. He is elected by the Four Bishops of the Empire and rules for life. &lt;br /&gt;
&lt;br /&gt;
==== Diath and Vaghar Reincarnate ====&lt;br /&gt;
The Calradic Emperor and the King of Vlandia are both titles claimed to have been founded by Diath and Vaghar, respectively. All Bishops of the Continent are required to swear allegiance to the Emperor, and if Vlandian, to the King as well. They are considered by many to be the last two surviving Paragons of the Maker.&lt;br /&gt;
&lt;br /&gt;
==== The Archbishops ====&lt;br /&gt;
There exist two Archbishops in all of Calradia; One in Praven, who is the Head of the Vlandian House of Makerism, and one in Geroia who leads the Geroian House of Makerism. These two take orders and are prone to judgement by the Patriarch of the Faith.&lt;br /&gt;
&lt;br /&gt;
==== The Bishops of Calradia ====&lt;br /&gt;
There exist around a three dozen bishops across the continent. The Bishops are local leaders of the Faith, and are expected to represent the Patriarch of Archbishop and his teachings. &lt;br /&gt;
&lt;br /&gt;
==== The Abbots ====&lt;br /&gt;
Abbots are Monks appointed by the Bishops to lead a certain Monastic Community. They hold great power within their respective lands.&lt;br /&gt;
&lt;br /&gt;
==== The Vicars ====&lt;br /&gt;
Vicars are the Bishop’s direct representatives and heralds. They also can be appointed as substantial Clergical Rulers over a Church Territory.&lt;br /&gt;
&lt;br /&gt;
==== The Pillarmen ====&lt;br /&gt;
The Pillarmen operate in the much same capacity as the Vicars, and are oft considered of equal rank. Those men that take the oaths of a Pillarmen dedicate their life to the protection of the church, and it’s values. These men also operate the local Faith Keepers, if there is one. Together, they enforce the Pillars.&lt;br /&gt;
&lt;br /&gt;
==== The Laybrothers ====&lt;br /&gt;
Unvowed and vowed members of the church, often serving as menial labourers and servants to the Maker. They may be members of an Order that have stopped for a brief period, or simply local pious individuals that wish to serve the church in a greater capacity&lt;br /&gt;
&lt;br /&gt;
== The Vows ==&lt;br /&gt;
&lt;br /&gt;
=== Pillarmen ===&lt;br /&gt;
&lt;br /&gt;
I, your proven faithful, do now come before you this day,&amp;lt;br/&amp;gt;&lt;br /&gt;
In perpetuity, accept my vows,&amp;lt;br/&amp;gt;&lt;br /&gt;
Shall they shall never be broken.&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to never grow rich,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to never grow fat,&amp;lt;br/&amp;gt;&lt;br /&gt;
I pledge my service to you, and your Field.&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to uphold the Pillars,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear to defend my peers,&amp;lt;br/&amp;gt;&lt;br /&gt;
I swear my sword shall never be far from my side.&amp;lt;br/&amp;gt;&lt;br /&gt;
I, your faithful, do devote my life.&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Justice,&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Penitence,&amp;lt;br/&amp;gt;&lt;br /&gt;
For your Forgiveness,&amp;lt;br/&amp;gt;&lt;br /&gt;
Unto Death.&lt;br /&gt;
&lt;br /&gt;
=== Faith Keepers ===&lt;br /&gt;
&lt;br /&gt;
I, your proven faithful, do now come before you this day,&amp;lt;br/&amp;gt;&lt;br /&gt;
To pledge my service in defense of your Pillars.&amp;lt;br/&amp;gt;&lt;br /&gt;
To remain ever vigilant for injustice,&amp;lt;br/&amp;gt;&lt;br /&gt;
And, by the direction of my Pillarman,&amp;lt;br/&amp;gt;&lt;br /&gt;
Right what wrongs I find.&amp;lt;br/&amp;gt;&lt;br /&gt;
I, your faithful, do pledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Pillars of Makerism =&lt;br /&gt;
The Makerist Faith is built upon four core teachings. Each of the teachings is paramount to anything else in Makerism, and most be followed explicitly. These the Pillars of Makerism.&lt;br /&gt;
&lt;br /&gt;
=== Justice ===&lt;br /&gt;
Justice is the most important Pillar of Makerism, and therefore is the first. The Maker, his Sons and the Kings and Nobles touched blessed into power by the Maker are there to enact justice upon the world. Should one fail to enact true justice, they face the threat of being condemned to the Void. When the Maker first brought humanity into existence, it is told that he imbued them with the virtue of Justice - the belief that all actions require just and proportionate reaction. Every single man, woman and child are expected to be just in the face of danger or peril no matter the situation. The Maker is Justice, and as such Justice is the Maker; and Justice is to be respected. &lt;br /&gt;
&lt;br /&gt;
=== Penitence ===&lt;br /&gt;
Penitence is the second most important of the Four Pillars. Penitence is the basis on which Diath and Vaghar constructed and lead their Kingdoms; Diath leading the Calrads and Vaghar the Vlandians. Penitence should not be abused to enact vengeance and should be reflective of the crime or failure. &lt;br /&gt;
&lt;br /&gt;
=== Forgiveness ===&lt;br /&gt;
In the Makerist faith, the third pillar is referred to as ‘Forgiveness’. Therefore, every child of the Maker is entitled to forgiveness, but not before serving their Penance; this leads into the final pillar.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
Death is a part of everyday life in Calradia. It is not strange to grieve for a lost friend or family member, but one should not find himself or herself in peril due to the death of one whom is close. The dead go either to the Maker’s Realm to find eternal peace with the world, or they are outcast to the Void where Ortysis decides what is to be done to those unworthy of entering the Maker’s Realm. If an individual dies before having been forgiven, then their immortal soul is weighed between their sins, and their virtues. If found lacking, they will be condemned to the void.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Makerist Society =&lt;br /&gt;
Working in conjunction, the Four Pillars allow Makerist society to operate on a system of societal order, and generally proportional justice. It is also for this reason that many Makerists find that penance must be served, regardless of the will of the penitent. To this end, many clerical communities keep militant priests known as ‘Pillarmen’, and communities oft keep a form of moral neighbourhood watch known as the Faith Keepers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;There exists a common prayer for all Makerists by which one may remember the Four Pillars. It goes as such:&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;“The Maker grants me the power to pass Justice,&amp;lt;br/&amp;gt;&lt;br /&gt;
Through Justice comes Penitence.&amp;lt;br/&amp;gt;&lt;br /&gt;
From Penitence comes Forgiveness.&amp;lt;br/&amp;gt; &lt;br /&gt;
Though Forgiveness, my I rest peacefully in Death.&amp;lt;br/&amp;gt;&lt;br /&gt;
From I, your faithful servant.”&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Makerist Book =&lt;br /&gt;
=== The Beginning ===&lt;br /&gt;
Before the dawn of time, the Cosmos whirled in chaos and disorder. The heavens above shifted and spun relentlessly, and no life could prosper, it was truly an Abyss. Whatever divine beings wrought this havoc upon the Maker’s universe are gone now, for upon his awakening before conceivable time they were vanquished. Mayhaps he was simply slumbering, and so it was that without him Order could not reign, but no matter the cause, the effect was certain.The Universe halted, its heavenly bodied began to move in slow meandering patterns, the stars formed rigidly, and the Universe as we know it under the Maker was born. &lt;br /&gt;
&lt;br /&gt;
So it was that our Universe was forged, however our world had not yet been born. The bright balls of fire that once whisked wildly across the cosmos had halted, but no such world as our own yet existed. Not but slow meandering light, and darkness now existed. The Maker, now awakened, grew weary of this, and in his divine intelligence, required more. And so it was that he created our World. He took a near star, and examined its light. This he saw, would be the first of his elements: Fire. He clasped the star tight and quenched its flame, leaving only a dense mass behind, and thusly the second element, Earth, was born. He then began to sculpt that mass, he placed massive indents, large peaks, and flat plateaus. He filled those massive holes with a new element of his own ingenuity; he filled them with Water. These became our first oceans, his plateaus our first land masses, and his peaks our Mountains. &lt;br /&gt;
&lt;br /&gt;
His creation was not yet done, for what could he do with yet another floating mass. And so it was that he blew unto our world, and from his breath came the final element; Air. With this, he could now begin to design our world. He covered the lands in lush green plains, he dotted the landscape with lakes and rivers for he loved the beauty of the Water he created. He did many things with this most versatile of elements, he froze it and covered our mountains with it, and then with it he created clouds, a thick fog to forever shield him from our sight. He built this perfect world, but had noone to share its glory with. His lonesome tormented him, for he is a great being, and could not stand to be alone in such a wide cosmos.&lt;br /&gt;
&lt;br /&gt;
=== The Gift of Life ===&lt;br /&gt;
&lt;br /&gt;
To soothe his lonesome, he created life on his World. He created all manner of beings in all shapes and sizes. His first creations were truly grotesque and attractive to look at, and so he made their domain the sea, where in its depths he would not have to see them. As he grew fond of creating living beings, he began to create the first creatures of the land. Large and still a bit grotesque, they were able to be looked upon with pride. And yet as he looked down upon his new creations, he felt something was missing. Though they could never come to him, there was such vast space above the earth, and such a beautiful sight to be seen when looking down, that he could not be the only one to know its glory. And so he gifted some of his creations with wings, and they could then soar through the air and see what he had done. &lt;br /&gt;
&lt;br /&gt;
And so it was that the Maker had created life, and his quiet absent world quickly became a bustling wilderness. Millenia passed by, and in that time he saw his creatures interact and was fascinated by it. He created new beings in new ways with new traits and each time saw and loved them even more. However as time passed, he began to grow tired of them. Their animosity, their simple instincts, and all at once he realized what he had done, he had created the very existence he himself wanted nothing to do with. It was chaos, with no order or control, just on a smaller scale. He was saddened, reminded of his days before, and knowing that each of his beings meant nothing if they were but walking mindless husks, no matter how great and terrible some may have been. &lt;br /&gt;
&lt;br /&gt;
He pondered, for what could have been another millennia, leaving his savage beings to wreak havoc on each other whilst he did. The earth in some places scorched, in some froze, in some became overgrown, in some flooded. It was the Makers absence in that time that formed the world as we know it, no longer a paradise. Unshielded, those places that were scorched became our deserts. Unloved, those places that were frozen became our Tundras. Unchecked, those places overgrown became our forests. Unguarded, those places that were flooded became our swamps. A fair bit of land maintained itself, and by sheer luck, we have our plains. But what, after so long would he place now within them? &lt;br /&gt;
&lt;br /&gt;
=== The First Men and the Divi Filius ===&lt;br /&gt;
&lt;br /&gt;
The Maker in his infinite wisdom, created children in his own image, beings of modest size, but beings of intelligence over savagery, He created mankind. However alone, man would not be able to survive such a world, and so to guide them, and to rule beneath him, the Maker created the Divi Filius, his four sons, that would aid man in mastering his domains. He created Vahgar, patron of the skies, to watch over man in its inception. He created Rhudan, patron of the Sea, to quell its rough waters and subdue its wild beasts, so man could tame it and master the sea for its own. He created Diath, patron of the land, to bring life and prosperity to the men that dwelled upon it, and he created Ortysis, patron of the abyss, warden to all those souls damned to its eternal depths for abusing the Makers many gifts, or for lacking gratitude for them. These divinities would take human form, and spread wide across the lands, leading men in the conception of civilization. It is under them that such primordial beasts as the Makers first creations were slain, and it is under them that society was born.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by MarkZ&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Summary of the Makerist daily practices = &lt;br /&gt;
&lt;br /&gt;
The universe was first chaos, until the Maker brought order to it and created the Earth from quenching a star and sculpting it, and then creating life. He created four sons (Divi Filius) to help mankind survive and prosper, though now they have been long gone and rarely do they intervene. Good souls shall ascend to the Maker’s side, living in eternal comfort and peace, while bad souls are damned to the Abyss, the dark, empty and primordial void. Makerism is by far the largest religious in Calradia, having syncretized many aspects from the locals, as such Makerism in one realm is a bit different than in another, further accentuated by the decentralized nature of the church.&lt;br /&gt;
&lt;br /&gt;
God: The Maker, Creator of the World and Life.&lt;br /&gt;
&lt;br /&gt;
His Four Sons, the Divi Filius:&lt;br /&gt;
Diath, patron of the land and creator of the Empire.&lt;br /&gt;
Vhagar, patron of the skies.&lt;br /&gt;
Rhudan, patron of the sea.&lt;br /&gt;
Ortysis, patron of the Abyss, disgraced son.&lt;br /&gt;
&lt;br /&gt;
=== Mass ===&lt;br /&gt;
&lt;br /&gt;
Mass generally happens on Sunday, the holiest day for it is called after the sun, though it is common for mass to be held on other days if Sunday was impractical or before great events such as weddings, festivals, funerals and battles. It is traditionally performed by a priest, but any member of the clergy such as monks and friars are allowed to do it as well. It can be done in a variety of ways, such as a row of seats in a church or a circle of people in the forest.&lt;br /&gt;
&lt;br /&gt;
Priests are instructed to say mass in an engaging and short-form way. The church has endeavoured over centuries on how to best capture the attention of the laymen. Priests frequently interact with their flock, using local examples personal to the locals or asking somebody to confess and be rid of their guilt. It is recommended that when telling a story it is done so with the intent of instigating interest to know more instead of running the risk of boring the audience with a long and poorly-told tale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
Holidays are meant to celebrate the Maker&amp;#039;s many blessings and provide entertainment. While their exact date are often astronomically calculated, they are celebrated throughout the week and the most important celebration almost always happens on a Sunday.&lt;br /&gt;
&lt;br /&gt;
==== March 20, Spring Equinox - Day of Rhudan ====&lt;br /&gt;
On the vernal equinox, folk celebrate Rhudan, patron of the seas and rivers and requests the Maker&amp;#039;s blessing for the start of the growing season: hoping for fertile fields and healthy crops.&lt;br /&gt;
&lt;br /&gt;
==== April 2 - Day of Calradia ====&lt;br /&gt;
It is well recorded that on the 2nd of April of the year 50, Diath founded Dhirim and died on that night&amp;#039;s feast. The date remembered every year as the first major step in unifying Calradia under a divine line of emperors, and although the Maker&amp;#039;s blood has long since disappeared, a vast kingdom ruled by the Maker&amp;#039;s own blood on Earth is always dreamt of.&lt;br /&gt;
&lt;br /&gt;
==== June 20, Summer Solstice - Day of Diath ====&lt;br /&gt;
On midsummer it is celebrated all of life&amp;#039;s blessings. It is a period filled with music and laughter, and oftentimes bachelors and maidens are coupled together and married.&lt;br /&gt;
&lt;br /&gt;
==== August 15 - Day of the Dead ====&lt;br /&gt;
On the day of the dead, people&amp;#039;s forefathers and deceased loved ones are remembered. Folk are encouraged to make peace with their past as it is said the dead are easier to connect with them on this might during their dreams. Despite the fact that Ortysis is heavily associated with this day, he is seldom mentioned and only a few Heretic worship him.&lt;br /&gt;
&lt;br /&gt;
==== September 20, Autumn Equinox - Day of Vhagar ====&lt;br /&gt;
The autumnal equinox marks the start of harvesting season, where thanks are given and folk make merry before beginning the arduous labour of harvesting the crops and storing them for winter.&lt;br /&gt;
&lt;br /&gt;
==== December 20, Winter Solstice - Longest Night ====&lt;br /&gt;
Midwinter is a time where people gather around and pray for the Maker to protect them from the frost, hunger and predators. The last feast of the year is celebrated before the start of deep winter, and since it may be the last feast in someone&amp;#039;s life, it is often very wild.&lt;br /&gt;
&lt;br /&gt;
=== Prayer ===&lt;br /&gt;
A prayer is a direct communication with the Maker. Only some heresies believe the Divi Filius regularly intervene and saints hold power in the mortal world, nevertheless they are popular aspects to summon. Some prayers are simple utterances and silent thoughts, while others are sung or highly ritualized. The purpose of praying range from requesting help to begging for forgiveness or giving thanks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Example:&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Maker, I thank you for your gifts and pledge to endeavour to use them the best I can. My wife Amalia has been bedridden since yesterday and burns with fever. I pray that you banish the evil that plagues her and give her health. She is a gentle soul and wished no one any harm. I plead for your mercy.”&lt;br /&gt;
&lt;br /&gt;
=== Confession ===&lt;br /&gt;
&lt;br /&gt;
Confession is a sacred and strictly confidential practice between one person and a clergyman. Priests often encourage laypeople to confess their sins in public, but the more common is done privately. Confession can either be done on a purpose-made confessionary in a church or by asking the priest to talk in a secluded spot. The priest listens to the person’s sins and provides advice on how to redeem themselves and be forgiven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Borrisnator&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Monastic_Orders&amp;diff=213</id>
		<title>Monastic Orders</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Monastic_Orders&amp;diff=213"/>
		<updated>2020-06-13T14:17:30Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The time after the fall of the Calrad Empire was crowded with monastic and religious movement in all across Calradia. Monks have been of vital importance for the preservation of culture but not only: they were also known to be hardworking men, producing food, draining swamps and kings advisors. To know about the differences among the orders in Calradia will help the player better understand the impact that these orders will have on the scenario.&lt;br /&gt;
&lt;br /&gt;
=== Patarìa (civilians) ===&lt;br /&gt;
The pataria is a religious movement in the Archdiocese of Pravend, in the Kingdom of Vlandia, aimed at reforming the clergy and ecclesiastic government in the province and supportive of church sanctions against simony and clerical marriage. Those involved in the movement were called patarini (also patarines or patarenes, from singular patarino), a word chosen by their opponents, which means &amp;quot;ragpickers&amp;quot;, from pravenite patee &amp;quot;rags&amp;quot;. In general the patarini were tradesmen motivated by personal piety.&lt;br /&gt;
&lt;br /&gt;
=== The Devouts (monks)===&lt;br /&gt;
&amp;#039;&amp;#039;“To praise, to bless and to preach”&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Brother Sigmar the Pious saw the need to establish a new kind of order when traveling through the south of Vlandia when that region was the stronghold of heretical Confraternity of the Humiliated. To combat heresy and other problems in urban areas, he sought to establish an order that would bring the systematic education of the older monastic orders such as the X to bear on the religious problems of the burgeoning population of cities. His was to be a preaching order, trained to preach in the vernacular languages, but with a sound background in academic theology. Rather than earning their living on vast farms as the monasteries had done, the new friars would survive by persuasive preaching and the alms-giving of those who heard them. They were initially scorned by more traditional orders, who thought these &amp;quot;urban monks&amp;quot; would never survive the temptations of the city.&lt;br /&gt;
The Devouts were thus set up as the branch of the Makerist Church to deal with heresy. They can be called to live in a convent.&lt;br /&gt;
&lt;br /&gt;
=== The Humbles (monks) ===&lt;br /&gt;
&amp;#039;&amp;#039;“Pray and work”&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Humbles follow the teachings of Brother Marsilio the Just. The spirit of Brother Marsilio’s Rule is summed up in the motto of the Order of The Humbles: “peace” and the traditional “pray and work”. Marsilio&amp;#039;s concerns were the needs of monks in a community environment: namely, to establish due order, to foster an understanding of the relational nature of human beings, and to provide a spiritual father to support and strengthen the individual&amp;#039;s ascetic effort and the spiritual growth that is required for the fulfillment of the human vocation. Marsilio’s rule enjoined that, if possible, the monastery should contain within itself every necessary of life, as well as the buildings more intimately connected with the religious and social life of its monks. It should comprise a mill, a bakehouse, stables, and cow-houses, together with accommodation for carrying on all necessary mechanical arts within the walls, so as to obviate the necessity of the monks going outside its limits. They can be called to live in a convent.&lt;br /&gt;
&lt;br /&gt;
=== Brotherhood of Cliff (hermit monks)=== &lt;br /&gt;
&amp;#039;&amp;#039;“To contemplate and to hand on the fruits of contemplation”&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
These hermit monks live in small group of 2-3 monks in small huts isolated in the countryside or on high cliffs. They avoid human contact and dedicate all their life to pray and contemplate the nature. They dont live in convent or monasteries and neither abbeys and they cant be called to live in them. However, some Cliff monks may appear seldom in the countryside and establish their hut somewhere.&lt;br /&gt;
&lt;br /&gt;
=== Confraternity of the Humiliated (heretic monks)===&lt;br /&gt;
&amp;#039;&amp;#039;“Truth beyond light”&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The “Humiliated” are a brotherhood of heretic monks spreading in West-Vlandia. They believe some of the Gods who fought against the Maker arent to be considered enemy of the humans and hence they can be partly worshipped. They still believe the Maker is the highest God within the pantheon but some minor deities can be worshipped alongside him. They organized themselves in big community of monks living deep in the woods, far from any eyes. They also perform charities and tirelessly work within their woods by draining swamps and chopping logs. They can be called to live in a convent.&lt;br /&gt;
&lt;br /&gt;
=== The Poor Lucia Nuns (nuns) ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;O Blessed Poverty, Who Bestows Eternal Riches&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Poor Lucia Nuns constitute the second branch of the Order of Aglathius the Pious, founded in the sixth century by Lucia the Chaste under the inspiration and guidance of Aglathius the Pious. Over two hundred years ago, a poor man named Aglathius preached the holy Word to a young noblewoman, Lucia. Aglathius kindled the fire of Maker’s love in Lucia, and the flame that was lit in her heart continues to burn brightly in her spiritual daughters throughout the world. The Nuns live in large communities in nunneries, unlike their male branch, and can be called to live in a monastery although they wont produce alcohol or books, but they will work in the fields and provide sweets and other specialities.&lt;br /&gt;
&lt;br /&gt;
=== Order of Aglathius the Pious (friars) ===&lt;br /&gt;
&amp;#039;&amp;#039;“The Journey is essential to the Dream”&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Order is a fraternity. In this fraternity the friars follow the Maker more closely under the inspiration of the Holy Book; through profession they dedicate themselves totally to the Maker whom they love above all. The friars, as followers of Aglathius, are bound to lead a radically pious life, namely: to live in a spirit of prayer and devotion and in fraternal fellowship; they are to offer a witness of penance and minority; and, in charity towards all mankind, they are to announce the Word of the Maker throughout the whole world and to preach reconciliation, peace and justice by their deeds; and to show respect for creation. The friars, unlike the monks, work and live in the streets and cant be called to live in a monastery/convent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Wlodoviec &amp;amp; Borrisnator&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Confraternity_of_the_Humiliated&amp;diff=212</id>
		<title>Confraternity of the Humiliated</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Confraternity_of_the_Humiliated&amp;diff=212"/>
		<updated>2020-06-13T14:15:50Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zhivopis-bronnikov-osveschenie.jpg|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
The Confraternity, Poliplasteism and Polytheistic Makerism in general began in West Vlandia. There, many practices Makerism syncretized with their old pagan faiths or outright worshiped both religions at once. And as the further you went from central figures such as the Archbishop, the stronger these traditions were.&lt;br /&gt;
&lt;br /&gt;
One day in the thick woods of Berghem appeared a man named Anselm the Touched (or Wicked, as others would turn to call him). He was supposedly the child of a virgin and ventured through the lands performing miracles such as saving a drowning sailor from the Lvenn by walking into the water and saving a family from five wolves with three arrows. He started to draw a large following, also developing into a retinue of devours that accompanied him. And then one night he said to have been visited by the Maker in his sleep and told how he forgave the gods that rejected him and allowed them back to the world.&lt;br /&gt;
&lt;br /&gt;
This idea proved to be immensely popular and spread like wildfire. It was basically what many already believed in but legitimized by a saint. It joined Makerism with the gods of the Jumnish-Vlandian, Sturgian, Battanian, Urgu and Aserai pantheons. They called themselves the Poliplastes (“many Makers”) and voiced their heresy louder. Some priests were also converted and preached of the return of the old gods. They mix rituals from Makerism and paganism, combining orderly and ritualized traditions with natural and communal ones.&lt;br /&gt;
&lt;br /&gt;
The Archbishop Heahmond, who would later be killed by the Pataria, saw this a great threat and sent a small army of Devout missionaries and armed mercenaries alike. Anselm the Wicked was tortured in public for hours before being drawn by two horses, and his memory was thoroughly spat upon and discredited. His following of fanatics were driven mad and killed the legates who carried out his execution, then following into the woods to attack churches and missionaries. Anselm is remembered by the Poliplastes as a saint, and some even consider him the Maker&amp;#039;s fifth son.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, followers of Anselm propagated a message of peace, staying far away from any major civilization to escape persecution. The Confraternity of the Humiliated was born, an order of monks recognized as Makerist only by themselves, living on the hinterlands of Vlandia and regarding Anselm as martyr and a saint. They rejected the violent ways many polytheists adopted, calling it common banditry and contrary to the Maker&amp;#039;s plan. Their rhetoric was impressive and even gained the secret sympathy of many rulers in West Vlandia. In the end, though, Makerism would gradually get more centralized and bent on destroying the old pagan ways. This, coupled with the development of rural Swadia, Polytheist Makerists were forced to flee to fewer and fewer desolate locations in the countryside, where the shrubbery is thick and pagan idols easy to conceal. However, many of the newly arrived Nords have taken interest in this new religion that unites their olden gods with this interesting sun-gold so popular among their new subjects. Polytheistic Makerism has risen from the ashes, like a wild phoenix, on the northern tip of Calradia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Borrisnator&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=File:Zhivopis-bronnikov-osveschenie.jpg&amp;diff=211</id>
		<title>File:Zhivopis-bronnikov-osveschenie.jpg</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=File:Zhivopis-bronnikov-osveschenie.jpg&amp;diff=211"/>
		<updated>2020-06-13T14:15:16Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: Confraternity of the humiliated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Confraternity of the humiliated&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=Confraternity_of_the_Humiliated&amp;diff=210</id>
		<title>Confraternity of the Humiliated</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=Confraternity_of_the_Humiliated&amp;diff=210"/>
		<updated>2020-06-13T14:14:32Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Confraternity, Poliplasteism and Polytheistic Makerism in general began in West Vlandia. There, many practices Makerism syncretized with their old pagan faiths or outright worshiped both religions at once. And as the further you went from central figures such as the Archbishop, the stronger these traditions were.&lt;br /&gt;
&lt;br /&gt;
One day in the thick woods of Berghem appeared a man named Anselm the Touched (or Wicked, as others would turn to call him). He was supposedly the child of a virgin and ventured through the lands performing miracles such as saving a drowning sailor from the Lvenn by walking into the water and saving a family from five wolves with three arrows. He started to draw a large following, also developing into a retinue of devours that accompanied him. And then one night he said to have been visited by the Maker in his sleep and told how he forgave the gods that rejected him and allowed them back to the world.&lt;br /&gt;
&lt;br /&gt;
This idea proved to be immensely popular and spread like wildfire. It was basically what many already believed in but legitimized by a saint. It joined Makerism with the gods of the Jumnish-Vlandian, Sturgian, Battanian, Urgu and Aserai pantheons. They called themselves the Poliplastes (“many Makers”) and voiced their heresy louder. Some priests were also converted and preached of the return of the old gods. They mix rituals from Makerism and paganism, combining orderly and ritualized traditions with natural and communal ones.&lt;br /&gt;
&lt;br /&gt;
The Archbishop Heahmond, who would later be killed by the Pataria, saw this a great threat and sent a small army of Devout missionaries and armed mercenaries alike. Anselm the Wicked was tortured in public for hours before being drawn by two horses, and his memory was thoroughly spat upon and discredited. His following of fanatics were driven mad and killed the legates who carried out his execution, then following into the woods to attack churches and missionaries. Anselm is remembered by the Poliplastes as a saint, and some even consider him the Maker&amp;#039;s fifth son.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, followers of Anselm propagated a message of peace, staying far away from any major civilization to escape persecution. The Confraternity of the Humiliated was born, an order of monks recognized as Makerist only by themselves, living on the hinterlands of Vlandia and regarding Anselm as martyr and a saint. They rejected the violent ways many polytheists adopted, calling it common banditry and contrary to the Maker&amp;#039;s plan. Their rhetoric was impressive and even gained the secret sympathy of many rulers in West Vlandia. In the end, though, Makerism would gradually get more centralized and bent on destroying the old pagan ways. This, coupled with the development of rural Swadia, Polytheist Makerists were forced to flee to fewer and fewer desolate locations in the countryside, where the shrubbery is thick and pagan idols easy to conceal. However, many of the newly arrived Nords have taken interest in this new religion that unites their olden gods with this interesting sun-gold so popular among their new subjects. Polytheistic Makerism has risen from the ashes, like a wild phoenix, on the northern tip of Calradia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Borrisnator&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=209</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=209"/>
		<updated>2020-06-13T14:06:29Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=208</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=208"/>
		<updated>2020-06-13T14:06:15Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumb|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=207</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=207"/>
		<updated>2020-06-13T14:04:23Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|right|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;br /&gt;
&lt;br /&gt;
[[File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg|thumb|left|Talbar Aldrini the Younger]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Ergellon ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The young and much aggrieved Count Talbar has had his father, Count Talbar the Elder, stolen from him. He has been left, a single child with no family but his mother, to defend himself, his family fortunes and his lands and estates from the encroaching arm of the greedy and encroaching armies of Grunwalder. Ever since the older of the two Talbars was murdered during what was meant to be a peaceful parley between the Counties of Ergellon and Grunwalder, the familial feud between the two regions has been raging harder than ever before. Dozens of men wind up dead every day as the troops of the two counts scour the forests and hills that split the two counties for one another. Talbar the Younger has oft been described as a puppet to the schemes and plots of the influential merchant families in Ergellon City - among which the Doggetts come to mind as the most affluent. The Talbar swan flies proudly on a sea of dark blue, yet as a sign of grief and respect to his late father, most of the banners in Ergellon have been replaced with black ones. &lt;br /&gt;
&lt;br /&gt;
[[File:037fe4ee42b559a.jpg|thumn|right|Gharmall of Grunwalder]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Grunwalder ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An aging man, having seen more battle than anyone in Veluca combined, Gharmall is both feared and respected by his noble peers. His acclaimed piety and supposed just nature have helped shape his image as a cold, hard and vicious man - unwilling to bend in the face of any danger. The ancient familial feud with Ergellon has only grown in scale and violence under Gharmall&amp;#039;s reign as count, yet he himself rarely leaves his fortress castle - sending out his three fearsome sons to wreak havoc on the Ergellite countryside. Gharmall is said to have recently taken a liking to a Sarranid merchant&amp;#039;s wife in Grunwalder, and he has recently lost much of his popularity following the clergy&amp;#039;s disassociation with the count. Grunwalder County is slowly spiraling further and further into debt, ruin and disaster as its countryside is ravaged by bandits and outlaws. The future is not bright for Gharmall of Grunwalder. &lt;br /&gt;
&lt;br /&gt;
[[File:RxjqCMM.png|thumb|left|Count of Tshibitin]]&lt;br /&gt;
&lt;br /&gt;
=== Count of Tshibitin ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Harsh, strong and determined - Count Attalini is feared by the Velucans and Swadians and respected by his fellow Jelkalans. His distant relation to the king affords him enough respect as is, yet his resounding victory against the Swadian border armies at the Battle of Yaragar and the subsequent fallout of the crushing defeat suffered by the Swadians would bring Zephon titles, wealth and most importantly - a permanent place in the Court of Jelkala. The war might have ended officially, however the ragged remains of the defeated Swadian army and the bands and retinues of rogue noblemen would prove more than a challenge for Attalini. He currently is waging war against the rebel leader Margrave Henri d&amp;#039;Arvella. Attalini&amp;#039;s banner is a black bear on a field of yellow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Written by Warwick and Tanaa&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=File:RxjqCMM.png&amp;diff=206</id>
		<title>File:RxjqCMM.png</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=File:RxjqCMM.png&amp;diff=206"/>
		<updated>2020-06-13T14:03:49Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;His Lordship, The Most August Lord Zephon Attalini, Count of Tshibitin&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=File:037fe4ee42b559a.jpg&amp;diff=205</id>
		<title>File:037fe4ee42b559a.jpg</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=File:037fe4ee42b559a.jpg&amp;diff=205"/>
		<updated>2020-06-13T14:01:49Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;His Lordship, The Lord Gharmall of Grunwalder, Count of Grunwalder&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg&amp;diff=204</id>
		<title>File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=File:72ee6c4cfb8895cecf5ba53f9ed5eec6.jpg&amp;diff=204"/>
		<updated>2020-06-13T13:58:33Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;His Lordship, The Lord Talbar Aldrini the Younger, Count of Ergellon&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=203</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=203"/>
		<updated>2020-06-13T13:54:57Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|The Uxkhal Basin and the regional lords in color.]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
=== Duke of Uxkhal ===&lt;br /&gt;
&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|thumb|left|Theophilus de Linard]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=202</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=202"/>
		<updated>2020-06-13T13:52:22Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|Map]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
==== (Olive Green) Count of Ergellon ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
==== (Green) Count of Grunwalder ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
==== (Greyish Green) Count of Tshibitin ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
==== (Purple) Count of Vyincourd ====&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
==== (Dark Red) Count of Nomar ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
==== (Light Green) Baron of Bracca ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
==== (Yellow) Krenn 4 scenario and town Nomar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The local lords ==&lt;br /&gt;
&lt;br /&gt;
=== idiot ===&lt;br /&gt;
[[File:Jean Louis de Nogaret de La Valette.jpg|Thumb|Left|Theophilus de Linard]]&lt;br /&gt;
His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar: An influential, wealthy and much respected man - Delinard, Duke of Uxkhal is a man much renowned for his pomp, ceremonial splendor, love of the antiquities and the study and attempted rejuvenation of all things old. He has remarried three times with the blessing of the Archpatriarch of Dhirim, who has now begun setting up shop in Uxkhal and thus has grown rather fond of his ducal host, and is often the talk of all the ladies in the realm. Delinard and his family are members of the Harlaus de Uxkhal branch of the royal family, related to King Harlaus by a common great grandfather. Delinard has few interests in making a claim for the throne, however, wishing instead to pursue his unambitious projects of self-aggrandization. Delinard carries for his banner rose peddles, occasionally portrayed with the royal lion but typically on a green or white field.&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=File:Jean_Louis_de_Nogaret_de_La_Valette.jpg&amp;diff=201</id>
		<title>File:Jean Louis de Nogaret de La Valette.jpg</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=File:Jean_Louis_de_Nogaret_de_La_Valette.jpg&amp;diff=201"/>
		<updated>2020-06-13T13:51:41Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;His Grace, The Lord Theophilus de Linard, Duke of Uxkhal and Count of Yaragar&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=200</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=200"/>
		<updated>2020-06-13T13:45:49Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|Map]]&lt;br /&gt;
&lt;br /&gt;
==== (Red) Duke of Uxkhal ====&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
=== (Olive Green) Count of Ergellon ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
=== (Green) Count of Grunwalder ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
=== (Greyish Green) Count of Tshibitin ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
=== (Purple) Count of Vyincourd ===&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
=== (Dark Red) Count of Nomar ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
=== (Light Green) Baron of Bracca ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
=== (Yellow) Krenn 4 scenario and town Nomar ===&lt;br /&gt;
&lt;br /&gt;
= The local lords =&lt;br /&gt;
&lt;br /&gt;
== idiot ==&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=199</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=199"/>
		<updated>2020-06-13T13:45:15Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|Map]]&lt;br /&gt;
&lt;br /&gt;
=== (Red) Duke of Uxkhal ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
=== (Olive Green) Count of Ergellon ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
=== (Green) Count of Grunwalder ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
=== (Greyish Green) Count of Tshibitin ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
=== (Purple) Count of Vyincourd ===&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
=== (Dark Red) Count of Nomar ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
=== (Light Green) Baron of Bracca ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
=== (Yellow) Krenn 4 scenario and town Nomar ===&lt;br /&gt;
&lt;br /&gt;
= The local lords =&lt;br /&gt;
&lt;br /&gt;
== idiot ==&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=198</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=198"/>
		<updated>2020-06-13T13:43:30Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|Map]]&lt;br /&gt;
&lt;br /&gt;
=== (Red) Duke of Uxkhal ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
=== (Olive Green) Count of Ergellon ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
=== (Green) Count of Grunwalder ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
=== (Greyish Green) Count of Tshibitin ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
=== (Purple) Count of Vyincourd ===&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
=== (Dark Red) Count of Nomar ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
=== (Light Green) Baron of Bracca ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
=== (Yellow) Krenn 4 scenario and town Nomar ===&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=197</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=197"/>
		<updated>2020-06-13T13:42:54Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|Map]]&lt;br /&gt;
&lt;br /&gt;
=== (Red) Duke of Uxkhal ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
=== (Olive Green) Count of Ergellon ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
=== (Green) Count of Grunwalder ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
=== (Greyish Green) Count of Tshibitin ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
== (Purple) Count of Vyincourd ==&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
== (Dark Red) Count of Nomar ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
== (Light Green) Baron of Bracca ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
== (Yellow) Krenn 4 scenario and town Nomar==&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=196</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=196"/>
		<updated>2020-06-13T13:36:57Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|Map]]&lt;br /&gt;
&lt;br /&gt;
=== (1) Duke of Uxkhal ===&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
== (2) Count of Ergellon ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
== (3) Count of Grunwalder ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
== (4) Count of Tshibitin ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
== (5) Count of Vyincourd ==&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
== (6) Count of Nomar ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
== (7) Baron of Bracca ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
== Yellow Dot: Krenn 4 scenario ==&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
	<entry>
		<id>http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=195</id>
		<title>The Uxkhal Basin and its regional overlords</title>
		<link rel="alternate" type="text/html" href="http://krenn.role-play.community/index.php?title=The_Uxkhal_Basin_and_its_regional_overlords&amp;diff=195"/>
		<updated>2020-06-13T13:36:21Z</updated>

		<summary type="html">&lt;p&gt;Vordewindt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The overview map ==&lt;br /&gt;
[[File:VkQT2RD.png|Map]]&lt;br /&gt;
&lt;br /&gt;
== (1) Duke of Uxkhal ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the duke of Uxkhal&amp;#039;&amp;#039;&lt;br /&gt;
Fertile, rich and bountiful, the Duchy of Uxkhal has long acted as Swadia&amp;#039;s main provider of grain and wheat, helping feed the ill-supplied swamps, forests and fishing villages of western Praven. Home to chivalrous displays of gallantry and honour, Uxkhalians are notably flowery and are distinguished in the gentlemanly arts of hunting, jousting, melee, feasting - although often trumped in this by the Pravenites - celebrating and the general lavishing of oneself in the profession of art-making. They are laughed at by the rest of Calradia, perhaps notably so by their northern brothers in Suno. Uxkhal and the court of its duke has become the home of dozens of exiled Dhirimite lords and notables, as well as delegates of much impoverished Swadian landowners who have been enslaved under the Vaegir yolk, who continuously attempt to petition the duke and his magistrates for money and men and lands and titles in an attempt to reestablish themselves in free Swadia. &lt;br /&gt;
&lt;br /&gt;
== (2) Count of Ergellon ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Ergellon&amp;#039;&amp;#039;&lt;br /&gt;
One of the key bastions that guard the weak entrance into the Veluca Valley, Ergellon is a fertile and wet land - taking the brunt of much of the weather that flows down from the north. Inhabited by the largest proportion of Highlanders and Yalenites in Veluca, the rest of the valley&amp;#039;s notion of Ergellon is one of unwashed clans of western barbarians and hollow-toothed sheep peddlers. This is not necessarily true, however, for the large and sprawling town of Ergellon is home to a Swado-Rhodok mercantile elite which often helps fund trade expeditions, art projects and the construction and development of public works in the region. It is thanks to this ring of noble families in Ergellon that the region has recently come to be known as the home of art and culture in northern Rhodokia. &lt;br /&gt;
&lt;br /&gt;
== (3) Count of Grunwalder ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Grunwalder&amp;#039;&amp;#039;&lt;br /&gt;
Ruled over by the descendants of the revolutionary hero Grunwalder, the aptly named County of Grunwalder is a mountainous and hill-dotted land, home to shepherds and animal cultivators. The militarization of Grunwalder County in the lead up to the intervention of the Rhodoks in the Second Vaegir Invasion has yet to end, in fact only growing and continuing, as soldiers and mercenaries and outlaws from the rest of the country flood into the region seeking work as professional troops in the count&amp;#039;s armies. Those denied oft turn to banditry, and this has savaged the poor territories and fiefs owned by the count. Grunwalder is a practical warzone, as such, of outlaws, Swadian partisans, rogue mercenaries and county troops. &lt;br /&gt;
&lt;br /&gt;
== (4) Count of Tshibitin ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Tshibitin&amp;#039;&amp;#039;&lt;br /&gt;
One of the major Swadian centers of influence seized by the Rhodoks during the Second Vaegir Invasion was Tshbitin. This land was granted to a Jelkalan lord, sworn directly to the king as opposed to the Duke of Veluca, and much of its land has now been seized and redistributed to Jelkalan farmers. Even the thriving minority of Velucan traders has almost been chased out by the aggressive new Jelkalans, and the county is a tinderbox of ethnic tension between the Swadians, Velucans and Jelkalans. Much of the eastern part of the county has been seized by the powerful and influential Margrave d&amp;#039;Arvella, one of the local leaders of the Swadian resistance against the Vaegirs and Rhodoks, and the Count is heavily committed to ridding his land of these rebels. &lt;br /&gt;
&lt;br /&gt;
== (5) Count of Vyincourd ==&lt;br /&gt;
&amp;#039;&amp;#039;The land and holdings of the count of Vyincourd&amp;#039;&amp;#039;&lt;br /&gt;
A loose collection of military seizures and well-placed purchases, the County of Vyincourd is spread thin and wide across the banks of the Lvenn. Home to most of Uxkhal Duchy&amp;#039;s vineyards and olive groves, Vyincourd is a wonderful and very pretty land. In Vyincourd can also be found the ancient Calradic bastion of Aldis, under which a small town of tents and pavilions has sprung up. Here, refugees from Dhirim and soldiers employed to both the duke and the count have encamped, and massive feasts, tourneys and other distractions are held and hosted daily in an attempt to entertain the growing host. The count has recently employed the Company of the Golden Finger for an undisclosed reasoning.&lt;br /&gt;
&lt;br /&gt;
== (6) Count of Nomar ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the count of Nomar&amp;#039;&amp;#039;&lt;br /&gt;
The small stretch of land owned and managed by the impoverished Count of Nomar is neither rich nor particularly prosperous. The key source of income for the count, two mines found in differing and very inconvenient areas of the county, are just enough to help the lords of Nomar Castle to rocket themselves out of the monetary debt they dug themselves into during the Second Vaegir Invasion. What few fields or ale and wood manufacturing facilities that can be found dotting the county are owned by an entrenched group of landowning families, which rarely if ever have proven willing to give up their supposed rights. &lt;br /&gt;
&lt;br /&gt;
== (7) Baron of Bracca ==&lt;br /&gt;
&amp;#039;&amp;#039;The lands and holdings of the baron of Bracca&amp;#039;&amp;#039;&lt;br /&gt;
Nominally sworn to the Duke of Veluca, the small, arid, rocky and poor land of the Baron of Bracca is barely able to provide the barons with the funds needed to maintain his estates. As such, the baron has been forced to make up for this by enforcing Rhodok trade dominance in the region - upping the tolls on both river-bound trade and the caravans full of weapons, spices and other goods headed north. Much like in Nomar County, Bracca is home to a handful of old-blood landowning bourgeoisie families that control the few and scantly placed resources in the region. &lt;br /&gt;
&lt;br /&gt;
== Yellow Dot: Krenn 4 scenario ==&lt;/div&gt;</summary>
		<author><name>Vordewindt</name></author>
	</entry>
</feed>